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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27 #include "ft2.h"
28 #include "csprogs.h"
29 #include "cl_video.h"
30 #include "dpsoftrast.h"
31
32 #ifdef SUPPORTD3D
33 #include <d3d9.h>
34 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
35 #endif
36
37 mempool_t *r_main_mempool;
38 rtexturepool_t *r_main_texturepool;
39
40 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
41
42 static qboolean r_loadnormalmap;
43 static qboolean r_loadgloss;
44 qboolean r_loadfog;
45 static qboolean r_loaddds;
46 static qboolean r_savedds;
47
48 //
49 // screen size info
50 //
51 r_refdef_t r_refdef;
52
53 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended"};
54 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended"};
55 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
56 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
57 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
59 cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
60 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
61 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
62 cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
63 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
64 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
65
66 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
67 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
68 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
69 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
70 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
71
72 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
73 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
81 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
82 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
83 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
84 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
85 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
86 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
87 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
88 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
89 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
90 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
91 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
92 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
93 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
94 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
95 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
96 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
97 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
98 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
99 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
100 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
101 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
102 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
103 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
104
105 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
106 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
107 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
108
109 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
110 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
111 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
112 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
113 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
114 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
115 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
116 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
117 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
118 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
119 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
120 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
121 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
122 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
123 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
124 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
125 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
126 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
127 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
128 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
129 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
130 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
131 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
132
133 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
134 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
135 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
136 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
137 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
138 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
139 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
140 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
141
142 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
143 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
144
145 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
146 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
147 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
148
149 cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
150 cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
151 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
152 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
153 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
154 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
155 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
156 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
157
158 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
159 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
160 cvar_t r_glsl_offsetmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
161 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
162 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
163 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
164 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
165 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
166 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
167 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
168 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
169 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
170 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
171 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
172 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
173 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
174
175 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
176 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
177 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
178 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
179 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
180 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
181 cvar_t r_water_lowquality = {0, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"};
182
183 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
184 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
185 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
186 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
187
188 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
189 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
190 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
191 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
192 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
193 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
194 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
195
196 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
197 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
198 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
199 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivalent to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
200 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
201 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
202 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
203 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
204 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
205 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
206 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
207
208 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
209
210 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
211
212 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
213
214 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
215
216 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
217 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
218
219 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer."};
220
221 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
222
223 extern cvar_t v_glslgamma;
224 extern cvar_t v_glslgamma_2d;
225
226 extern qboolean v_flipped_state;
227
228 static struct r_bloomstate_s
229 {
230         qboolean enabled;
231         qboolean hdr;
232
233         int bloomwidth, bloomheight;
234
235         textype_t texturetype;
236         int viewfbo; // used to check if r_viewfbo cvar has changed
237
238         int fbo_framebuffer; // non-zero if r_viewfbo is enabled and working
239         rtexture_t *texture_framebuffercolor; // non-NULL if fbo_screen is non-zero
240         rtexture_t *texture_framebufferdepth; // non-NULL if fbo_screen is non-zero
241
242         int screentexturewidth, screentextureheight;
243         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
244
245         int bloomtexturewidth, bloomtextureheight;
246         rtexture_t *texture_bloom;
247
248         // arrays for rendering the screen passes
249         float screentexcoord2f[8];
250         float bloomtexcoord2f[8];
251         float offsettexcoord2f[8];
252
253         r_viewport_t viewport;
254 }
255 r_bloomstate;
256
257 r_waterstate_t r_waterstate;
258
259 /// shadow volume bsp struct with automatically growing nodes buffer
260 svbsp_t r_svbsp;
261
262 rtexture_t *r_texture_blanknormalmap;
263 rtexture_t *r_texture_white;
264 rtexture_t *r_texture_grey128;
265 rtexture_t *r_texture_black;
266 rtexture_t *r_texture_notexture;
267 rtexture_t *r_texture_whitecube;
268 rtexture_t *r_texture_normalizationcube;
269 rtexture_t *r_texture_fogattenuation;
270 rtexture_t *r_texture_fogheighttexture;
271 rtexture_t *r_texture_gammaramps;
272 unsigned int r_texture_gammaramps_serial;
273 //rtexture_t *r_texture_fogintensity;
274 rtexture_t *r_texture_reflectcube;
275
276 // TODO: hash lookups?
277 typedef struct cubemapinfo_s
278 {
279         char basename[64];
280         rtexture_t *texture;
281 }
282 cubemapinfo_t;
283
284 int r_texture_numcubemaps;
285 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
286
287 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
288 unsigned int r_numqueries;
289 unsigned int r_maxqueries;
290
291 typedef struct r_qwskincache_s
292 {
293         char name[MAX_QPATH];
294         skinframe_t *skinframe;
295 }
296 r_qwskincache_t;
297
298 static r_qwskincache_t *r_qwskincache;
299 static int r_qwskincache_size;
300
301 /// vertex coordinates for a quad that covers the screen exactly
302 extern const float r_screenvertex3f[12];
303 extern const float r_d3dscreenvertex3f[12];
304 const float r_screenvertex3f[12] =
305 {
306         0, 0, 0,
307         1, 0, 0,
308         1, 1, 0,
309         0, 1, 0
310 };
311 const float r_d3dscreenvertex3f[12] =
312 {
313         0, 1, 0,
314         1, 1, 0,
315         1, 0, 0,
316         0, 0, 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("gl_fogenable", "0");
352                 Cvar_Set("gl_fogdensity", "0.2");
353                 Cvar_Set("gl_fogred", "0.3");
354                 Cvar_Set("gl_foggreen", "0.3");
355                 Cvar_Set("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] = 128; // 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         int x, y;
397         unsigned char pix[16][16][4];
398         // this makes a light grey/dark grey checkerboard texture
399         for (y = 0;y < 16;y++)
400         {
401                 for (x = 0;x < 16;x++)
402                 {
403                         if ((y < 8) ^ (x < 8))
404                         {
405                                 pix[y][x][0] = 128;
406                                 pix[y][x][1] = 128;
407                                 pix[y][x][2] = 128;
408                                 pix[y][x][3] = 255;
409                         }
410                         else
411                         {
412                                 pix[y][x][0] = 64;
413                                 pix[y][x][1] = 64;
414                                 pix[y][x][2] = 64;
415                                 pix[y][x][3] = 255;
416                         }
417                 }
418         }
419         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
420 }
421
422 static void R_BuildWhiteCube(void)
423 {
424         unsigned char data[6*1*1*4];
425         memset(data, 255, sizeof(data));
426         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
427 }
428
429 static void R_BuildNormalizationCube(void)
430 {
431         int x, y, side;
432         vec3_t v;
433         vec_t s, t, intensity;
434 #define NORMSIZE 64
435         unsigned char *data;
436         data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
437         for (side = 0;side < 6;side++)
438         {
439                 for (y = 0;y < NORMSIZE;y++)
440                 {
441                         for (x = 0;x < NORMSIZE;x++)
442                         {
443                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
444                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
445                                 switch(side)
446                                 {
447                                 default:
448                                 case 0:
449                                         v[0] = 1;
450                                         v[1] = -t;
451                                         v[2] = -s;
452                                         break;
453                                 case 1:
454                                         v[0] = -1;
455                                         v[1] = -t;
456                                         v[2] = s;
457                                         break;
458                                 case 2:
459                                         v[0] = s;
460                                         v[1] = 1;
461                                         v[2] = t;
462                                         break;
463                                 case 3:
464                                         v[0] = s;
465                                         v[1] = -1;
466                                         v[2] = -t;
467                                         break;
468                                 case 4:
469                                         v[0] = s;
470                                         v[1] = -t;
471                                         v[2] = 1;
472                                         break;
473                                 case 5:
474                                         v[0] = -s;
475                                         v[1] = -t;
476                                         v[2] = -1;
477                                         break;
478                                 }
479                                 intensity = 127.0f / sqrt(DotProduct(v, v));
480                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
481                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
482                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
483                                 data[((side*64+y)*64+x)*4+3] = 255;
484                         }
485                 }
486         }
487         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
488         Mem_Free(data);
489 }
490
491 static void R_BuildFogTexture(void)
492 {
493         int x, b;
494 #define FOGWIDTH 256
495         unsigned char data1[FOGWIDTH][4];
496         //unsigned char data2[FOGWIDTH][4];
497         double d, r, alpha;
498
499         r_refdef.fogmasktable_start = r_refdef.fog_start;
500         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
501         r_refdef.fogmasktable_range = r_refdef.fogrange;
502         r_refdef.fogmasktable_density = r_refdef.fog_density;
503
504         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
505         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
506         {
507                 d = (x * r - r_refdef.fogmasktable_start);
508                 if(developer_extra.integer)
509                         Con_DPrintf("%f ", d);
510                 d = max(0, d);
511                 if (r_fog_exp2.integer)
512                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
513                 else
514                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
515                 if(developer_extra.integer)
516                         Con_DPrintf(" : %f ", alpha);
517                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
518                 if(developer_extra.integer)
519                         Con_DPrintf(" = %f\n", alpha);
520                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
521         }
522
523         for (x = 0;x < FOGWIDTH;x++)
524         {
525                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
526                 data1[x][0] = b;
527                 data1[x][1] = b;
528                 data1[x][2] = b;
529                 data1[x][3] = 255;
530                 //data2[x][0] = 255 - b;
531                 //data2[x][1] = 255 - b;
532                 //data2[x][2] = 255 - b;
533                 //data2[x][3] = 255;
534         }
535         if (r_texture_fogattenuation)
536         {
537                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
538                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
539         }
540         else
541         {
542                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
543                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
544         }
545 }
546
547 static void R_BuildFogHeightTexture(void)
548 {
549         unsigned char *inpixels;
550         int size;
551         int x;
552         int y;
553         int j;
554         float c[4];
555         float f;
556         inpixels = NULL;
557         strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
558         if (r_refdef.fogheighttexturename[0])
559                 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
560         if (!inpixels)
561         {
562                 r_refdef.fog_height_tablesize = 0;
563                 if (r_texture_fogheighttexture)
564                         R_FreeTexture(r_texture_fogheighttexture);
565                 r_texture_fogheighttexture = NULL;
566                 if (r_refdef.fog_height_table2d)
567                         Mem_Free(r_refdef.fog_height_table2d);
568                 r_refdef.fog_height_table2d = NULL;
569                 if (r_refdef.fog_height_table1d)
570                         Mem_Free(r_refdef.fog_height_table1d);
571                 r_refdef.fog_height_table1d = NULL;
572                 return;
573         }
574         size = image_width;
575         r_refdef.fog_height_tablesize = size;
576         r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
577         r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
578         memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
579         Mem_Free(inpixels);
580         // LordHavoc: now the magic - what is that table2d for?  it is a cooked
581         // average fog color table accounting for every fog layer between a point
582         // and the camera.  (Note: attenuation is handled separately!)
583         for (y = 0;y < size;y++)
584         {
585                 for (x = 0;x < size;x++)
586                 {
587                         Vector4Clear(c);
588                         f = 0;
589                         if (x < y)
590                         {
591                                 for (j = x;j <= y;j++)
592                                 {
593                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
594                                         f++;
595                                 }
596                         }
597                         else
598                         {
599                                 for (j = x;j >= y;j--)
600                                 {
601                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
602                                         f++;
603                                 }
604                         }
605                         f = 1.0f / f;
606                         r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
607                         r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
608                         r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
609                         r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
610                 }
611         }
612         r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
613 }
614
615 //=======================================================================================================================================================
616
617 static const char *builtinshaderstring =
618 #include "shader_glsl.h"
619 ;
620
621 const char *builtinhlslshaderstring =
622 #include "shader_hlsl.h"
623 ;
624
625 char *glslshaderstring = NULL;
626 char *hlslshaderstring = NULL;
627
628 //=======================================================================================================================================================
629
630 typedef struct shaderpermutationinfo_s
631 {
632         const char *pretext;
633         const char *name;
634 }
635 shaderpermutationinfo_t;
636
637 typedef struct shadermodeinfo_s
638 {
639         const char *vertexfilename;
640         const char *geometryfilename;
641         const char *fragmentfilename;
642         const char *pretext;
643         const char *name;
644 }
645 shadermodeinfo_t;
646
647 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
648 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
649 {
650         {"#define USEDIFFUSE\n", " diffuse"},
651         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
652         {"#define USEVIEWTINT\n", " viewtint"},
653         {"#define USECOLORMAPPING\n", " colormapping"},
654         {"#define USESATURATION\n", " saturation"},
655         {"#define USEFOGINSIDE\n", " foginside"},
656         {"#define USEFOGOUTSIDE\n", " fogoutside"},
657         {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
658         {"#define USEFOGALPHAHACK\n", " fogalphahack"},
659         {"#define USEGAMMARAMPS\n", " gammaramps"},
660         {"#define USECUBEFILTER\n", " cubefilter"},
661         {"#define USEGLOW\n", " glow"},
662         {"#define USEBLOOM\n", " bloom"},
663         {"#define USESPECULAR\n", " specular"},
664         {"#define USEPOSTPROCESSING\n", " postprocessing"},
665         {"#define USEREFLECTION\n", " reflection"},
666         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
667         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
668         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
669         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
670         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
671         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
672         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
673         {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
674         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
675         {"#define USEALPHAKILL\n", " alphakill"},
676         {"#define USEREFLECTCUBE\n", " reflectcube"},
677         {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
678         {"#define USEBOUNCEGRID\n", " bouncegrid"},
679         {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"},
680         {"#define USETRIPPY\n", " trippy"},
681 };
682
683 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
684 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
685 {
686         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
687         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
688         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
689         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
690         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
691         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
692         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
693         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
694         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
695         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
696         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
697         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
698         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
699         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
700         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
701         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
702         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
703         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
704 };
705
706 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
707 {
708         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
709         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
710         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
711         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
712         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
713         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
714         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
715         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
716         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
717         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
718         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
719         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
720         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
721         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
722         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
723         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
724         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
725         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
726 };
727
728 struct r_glsl_permutation_s;
729 typedef struct r_glsl_permutation_s
730 {
731         /// hash lookup data
732         struct r_glsl_permutation_s *hashnext;
733         unsigned int mode;
734         unsigned int permutation;
735
736         /// indicates if we have tried compiling this permutation already
737         qboolean compiled;
738         /// 0 if compilation failed
739         int program;
740         // texture units assigned to each detected uniform
741         int tex_Texture_First;
742         int tex_Texture_Second;
743         int tex_Texture_GammaRamps;
744         int tex_Texture_Normal;
745         int tex_Texture_Color;
746         int tex_Texture_Gloss;
747         int tex_Texture_Glow;
748         int tex_Texture_SecondaryNormal;
749         int tex_Texture_SecondaryColor;
750         int tex_Texture_SecondaryGloss;
751         int tex_Texture_SecondaryGlow;
752         int tex_Texture_Pants;
753         int tex_Texture_Shirt;
754         int tex_Texture_FogHeightTexture;
755         int tex_Texture_FogMask;
756         int tex_Texture_Lightmap;
757         int tex_Texture_Deluxemap;
758         int tex_Texture_Attenuation;
759         int tex_Texture_Cube;
760         int tex_Texture_Refraction;
761         int tex_Texture_Reflection;
762         int tex_Texture_ShadowMap2D;
763         int tex_Texture_CubeProjection;
764         int tex_Texture_ScreenDepth;
765         int tex_Texture_ScreenNormalMap;
766         int tex_Texture_ScreenDiffuse;
767         int tex_Texture_ScreenSpecular;
768         int tex_Texture_ReflectMask;
769         int tex_Texture_ReflectCube;
770         int tex_Texture_BounceGrid;
771         /// locations of detected uniforms in program object, or -1 if not found
772         int loc_Texture_First;
773         int loc_Texture_Second;
774         int loc_Texture_GammaRamps;
775         int loc_Texture_Normal;
776         int loc_Texture_Color;
777         int loc_Texture_Gloss;
778         int loc_Texture_Glow;
779         int loc_Texture_SecondaryNormal;
780         int loc_Texture_SecondaryColor;
781         int loc_Texture_SecondaryGloss;
782         int loc_Texture_SecondaryGlow;
783         int loc_Texture_Pants;
784         int loc_Texture_Shirt;
785         int loc_Texture_FogHeightTexture;
786         int loc_Texture_FogMask;
787         int loc_Texture_Lightmap;
788         int loc_Texture_Deluxemap;
789         int loc_Texture_Attenuation;
790         int loc_Texture_Cube;
791         int loc_Texture_Refraction;
792         int loc_Texture_Reflection;
793         int loc_Texture_ShadowMap2D;
794         int loc_Texture_CubeProjection;
795         int loc_Texture_ScreenDepth;
796         int loc_Texture_ScreenNormalMap;
797         int loc_Texture_ScreenDiffuse;
798         int loc_Texture_ScreenSpecular;
799         int loc_Texture_ReflectMask;
800         int loc_Texture_ReflectCube;
801         int loc_Texture_BounceGrid;
802         int loc_Alpha;
803         int loc_BloomBlur_Parameters;
804         int loc_ClientTime;
805         int loc_Color_Ambient;
806         int loc_Color_Diffuse;
807         int loc_Color_Specular;
808         int loc_Color_Glow;
809         int loc_Color_Pants;
810         int loc_Color_Shirt;
811         int loc_DeferredColor_Ambient;
812         int loc_DeferredColor_Diffuse;
813         int loc_DeferredColor_Specular;
814         int loc_DeferredMod_Diffuse;
815         int loc_DeferredMod_Specular;
816         int loc_DistortScaleRefractReflect;
817         int loc_EyePosition;
818         int loc_FogColor;
819         int loc_FogHeightFade;
820         int loc_FogPlane;
821         int loc_FogPlaneViewDist;
822         int loc_FogRangeRecip;
823         int loc_LightColor;
824         int loc_LightDir;
825         int loc_LightPosition;
826         int loc_OffsetMapping_ScaleSteps;
827         int loc_PixelSize;
828         int loc_ReflectColor;
829         int loc_ReflectFactor;
830         int loc_ReflectOffset;
831         int loc_RefractColor;
832         int loc_Saturation;
833         int loc_ScreenCenterRefractReflect;
834         int loc_ScreenScaleRefractReflect;
835         int loc_ScreenToDepth;
836         int loc_ShadowMap_Parameters;
837         int loc_ShadowMap_TextureScale;
838         int loc_SpecularPower;
839         int loc_UserVec1;
840         int loc_UserVec2;
841         int loc_UserVec3;
842         int loc_UserVec4;
843         int loc_ViewTintColor;
844         int loc_ViewToLight;
845         int loc_ModelToLight;
846         int loc_TexMatrix;
847         int loc_BackgroundTexMatrix;
848         int loc_ModelViewProjectionMatrix;
849         int loc_ModelViewMatrix;
850         int loc_PixelToScreenTexCoord;
851         int loc_ModelToReflectCube;
852         int loc_ShadowMapMatrix;
853         int loc_BloomColorSubtract;
854         int loc_NormalmapScrollBlend;
855         int loc_BounceGridMatrix;
856         int loc_BounceGridIntensity;
857 }
858 r_glsl_permutation_t;
859
860 #define SHADERPERMUTATION_HASHSIZE 256
861
862
863 // non-degradable "lightweight" shader parameters to keep the permutations simpler
864 // these can NOT degrade! only use for simple stuff
865 enum
866 {
867         SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
868         SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
869         SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
870         SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
871         SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
872         SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5,  ///< postprocess uservec4 is enabled
873         SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6 // use both alpha layers while blending materials, allows more advanced microblending
874 };
875 #define SHADERSTATICPARMS_COUNT 7
876
877 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
878 static int shaderstaticparms_count = 0;
879
880 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
881 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
882 qboolean R_CompileShader_CheckStaticParms(void)
883 {
884         static int r_compileshader_staticparms_save[1];
885         memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
886         memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
887
888         // detect all
889         if (r_glsl_saturation_redcompensate.integer)
890                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
891         if (r_glsl_vertextextureblend_usebothalphas.integer)
892                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
893         if (r_shadow_glossexact.integer)
894                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
895         if (r_glsl_postprocess.integer)
896         {
897                 if (r_glsl_postprocess_uservec1_enable.integer)
898                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
899                 if (r_glsl_postprocess_uservec2_enable.integer)
900                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
901                 if (r_glsl_postprocess_uservec3_enable.integer)
902                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
903                 if (r_glsl_postprocess_uservec4_enable.integer)
904                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
905         }
906         return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
907 }
908
909 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
910         if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
911                 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
912         else \
913                 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
914 void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
915 {
916         shaderstaticparms_count = 0;
917
918         // emit all
919         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
920         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
921         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
922         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
923         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
924         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
925         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
926 }
927
928 /// information about each possible shader permutation
929 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
930 /// currently selected permutation
931 r_glsl_permutation_t *r_glsl_permutation;
932 /// storage for permutations linked in the hash table
933 memexpandablearray_t r_glsl_permutationarray;
934
935 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
936 {
937         //unsigned int hashdepth = 0;
938         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
939         r_glsl_permutation_t *p;
940         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
941         {
942                 if (p->mode == mode && p->permutation == permutation)
943                 {
944                         //if (hashdepth > 10)
945                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
946                         return p;
947                 }
948                 //hashdepth++;
949         }
950         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
951         p->mode = mode;
952         p->permutation = permutation;
953         p->hashnext = r_glsl_permutationhash[mode][hashindex];
954         r_glsl_permutationhash[mode][hashindex] = p;
955         //if (hashdepth > 10)
956         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
957         return p;
958 }
959
960 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
961 {
962         char *shaderstring;
963         if (!filename || !filename[0])
964                 return NULL;
965         if (!strcmp(filename, "glsl/default.glsl"))
966         {
967                 if (!glslshaderstring)
968                 {
969                         glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
970                         if (glslshaderstring)
971                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
972                         else
973                                 glslshaderstring = (char *)builtinshaderstring;
974                 }
975                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
976                 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
977                 return shaderstring;
978         }
979         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
980         if (shaderstring)
981         {
982                 if (printfromdisknotice)
983                         Con_DPrintf("from disk %s... ", filename);
984                 return shaderstring;
985         }
986         return shaderstring;
987 }
988
989 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
990 {
991         int i;
992         int sampler;
993         shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
994         char *vertexstring, *geometrystring, *fragmentstring;
995         char permutationname[256];
996         int vertstrings_count = 0;
997         int geomstrings_count = 0;
998         int fragstrings_count = 0;
999         const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1000         const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1001         const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1002
1003         if (p->compiled)
1004                 return;
1005         p->compiled = true;
1006         p->program = 0;
1007
1008         permutationname[0] = 0;
1009         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
1010         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1011         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1012
1013         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1014
1015         // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1016         if(vid.support.gl20shaders130)
1017         {
1018                 vertstrings_list[vertstrings_count++] = "#version 130\n";
1019                 geomstrings_list[geomstrings_count++] = "#version 130\n";
1020                 fragstrings_list[fragstrings_count++] = "#version 130\n";
1021                 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1022                 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1023                 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1024         }
1025
1026         // the first pretext is which type of shader to compile as
1027         // (later these will all be bound together as a program object)
1028         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1029         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1030         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1031
1032         // the second pretext is the mode (for example a light source)
1033         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1034         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1035         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1036         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1037
1038         // now add all the permutation pretexts
1039         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1040         {
1041                 if (permutation & (1<<i))
1042                 {
1043                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1044                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1045                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1046                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1047                 }
1048                 else
1049                 {
1050                         // keep line numbers correct
1051                         vertstrings_list[vertstrings_count++] = "\n";
1052                         geomstrings_list[geomstrings_count++] = "\n";
1053                         fragstrings_list[fragstrings_count++] = "\n";
1054                 }
1055         }
1056
1057         // add static parms
1058         R_CompileShader_AddStaticParms(mode, permutation);
1059         memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1060         vertstrings_count += shaderstaticparms_count;
1061         memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1062         geomstrings_count += shaderstaticparms_count;
1063         memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1064         fragstrings_count += shaderstaticparms_count;
1065
1066         // now append the shader text itself
1067         vertstrings_list[vertstrings_count++] = vertexstring;
1068         geomstrings_list[geomstrings_count++] = geometrystring;
1069         fragstrings_list[fragstrings_count++] = fragmentstring;
1070
1071         // if any sources were NULL, clear the respective list
1072         if (!vertexstring)
1073                 vertstrings_count = 0;
1074         if (!geometrystring)
1075                 geomstrings_count = 0;
1076         if (!fragmentstring)
1077                 fragstrings_count = 0;
1078
1079         // compile the shader program
1080         if (vertstrings_count + geomstrings_count + fragstrings_count)
1081                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1082         if (p->program)
1083         {
1084                 CHECKGLERROR
1085                 qglUseProgram(p->program);CHECKGLERROR
1086                 // look up all the uniform variable names we care about, so we don't
1087                 // have to look them up every time we set them
1088
1089                 p->loc_Texture_First              = qglGetUniformLocation(p->program, "Texture_First");
1090                 p->loc_Texture_Second             = qglGetUniformLocation(p->program, "Texture_Second");
1091                 p->loc_Texture_GammaRamps         = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1092                 p->loc_Texture_Normal             = qglGetUniformLocation(p->program, "Texture_Normal");
1093                 p->loc_Texture_Color              = qglGetUniformLocation(p->program, "Texture_Color");
1094                 p->loc_Texture_Gloss              = qglGetUniformLocation(p->program, "Texture_Gloss");
1095                 p->loc_Texture_Glow               = qglGetUniformLocation(p->program, "Texture_Glow");
1096                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1097                 p->loc_Texture_SecondaryColor     = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1098                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1099                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1100                 p->loc_Texture_Pants              = qglGetUniformLocation(p->program, "Texture_Pants");
1101                 p->loc_Texture_Shirt              = qglGetUniformLocation(p->program, "Texture_Shirt");
1102                 p->loc_Texture_FogHeightTexture   = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1103                 p->loc_Texture_FogMask            = qglGetUniformLocation(p->program, "Texture_FogMask");
1104                 p->loc_Texture_Lightmap           = qglGetUniformLocation(p->program, "Texture_Lightmap");
1105                 p->loc_Texture_Deluxemap          = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1106                 p->loc_Texture_Attenuation        = qglGetUniformLocation(p->program, "Texture_Attenuation");
1107                 p->loc_Texture_Cube               = qglGetUniformLocation(p->program, "Texture_Cube");
1108                 p->loc_Texture_Refraction         = qglGetUniformLocation(p->program, "Texture_Refraction");
1109                 p->loc_Texture_Reflection         = qglGetUniformLocation(p->program, "Texture_Reflection");
1110                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1111                 p->loc_Texture_CubeProjection     = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1112                 p->loc_Texture_ScreenDepth        = qglGetUniformLocation(p->program, "Texture_ScreenDepth");
1113                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1114                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1115                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1116                 p->loc_Texture_ReflectMask        = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1117                 p->loc_Texture_ReflectCube        = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1118                 p->loc_Texture_BounceGrid         = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1119                 p->loc_Alpha                      = qglGetUniformLocation(p->program, "Alpha");
1120                 p->loc_BloomBlur_Parameters       = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1121                 p->loc_ClientTime                 = qglGetUniformLocation(p->program, "ClientTime");
1122                 p->loc_Color_Ambient              = qglGetUniformLocation(p->program, "Color_Ambient");
1123                 p->loc_Color_Diffuse              = qglGetUniformLocation(p->program, "Color_Diffuse");
1124                 p->loc_Color_Specular             = qglGetUniformLocation(p->program, "Color_Specular");
1125                 p->loc_Color_Glow                 = qglGetUniformLocation(p->program, "Color_Glow");
1126                 p->loc_Color_Pants                = qglGetUniformLocation(p->program, "Color_Pants");
1127                 p->loc_Color_Shirt                = qglGetUniformLocation(p->program, "Color_Shirt");
1128                 p->loc_DeferredColor_Ambient      = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1129                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1130                 p->loc_DeferredColor_Specular     = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1131                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1132                 p->loc_DeferredMod_Specular       = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1133                 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1134                 p->loc_EyePosition                = qglGetUniformLocation(p->program, "EyePosition");
1135                 p->loc_FogColor                   = qglGetUniformLocation(p->program, "FogColor");
1136                 p->loc_FogHeightFade              = qglGetUniformLocation(p->program, "FogHeightFade");
1137                 p->loc_FogPlane                   = qglGetUniformLocation(p->program, "FogPlane");
1138                 p->loc_FogPlaneViewDist           = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1139                 p->loc_FogRangeRecip              = qglGetUniformLocation(p->program, "FogRangeRecip");
1140                 p->loc_LightColor                 = qglGetUniformLocation(p->program, "LightColor");
1141                 p->loc_LightDir                   = qglGetUniformLocation(p->program, "LightDir");
1142                 p->loc_LightPosition              = qglGetUniformLocation(p->program, "LightPosition");
1143                 p->loc_OffsetMapping_ScaleSteps   = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1144                 p->loc_PixelSize                  = qglGetUniformLocation(p->program, "PixelSize");
1145                 p->loc_ReflectColor               = qglGetUniformLocation(p->program, "ReflectColor");
1146                 p->loc_ReflectFactor              = qglGetUniformLocation(p->program, "ReflectFactor");
1147                 p->loc_ReflectOffset              = qglGetUniformLocation(p->program, "ReflectOffset");
1148                 p->loc_RefractColor               = qglGetUniformLocation(p->program, "RefractColor");
1149                 p->loc_Saturation                 = qglGetUniformLocation(p->program, "Saturation");
1150                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1151                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1152                 p->loc_ScreenToDepth              = qglGetUniformLocation(p->program, "ScreenToDepth");
1153                 p->loc_ShadowMap_Parameters       = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1154                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1155                 p->loc_SpecularPower              = qglGetUniformLocation(p->program, "SpecularPower");
1156                 p->loc_UserVec1                   = qglGetUniformLocation(p->program, "UserVec1");
1157                 p->loc_UserVec2                   = qglGetUniformLocation(p->program, "UserVec2");
1158                 p->loc_UserVec3                   = qglGetUniformLocation(p->program, "UserVec3");
1159                 p->loc_UserVec4                   = qglGetUniformLocation(p->program, "UserVec4");
1160                 p->loc_ViewTintColor              = qglGetUniformLocation(p->program, "ViewTintColor");
1161                 p->loc_ViewToLight                = qglGetUniformLocation(p->program, "ViewToLight");
1162                 p->loc_ModelToLight               = qglGetUniformLocation(p->program, "ModelToLight");
1163                 p->loc_TexMatrix                  = qglGetUniformLocation(p->program, "TexMatrix");
1164                 p->loc_BackgroundTexMatrix        = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1165                 p->loc_ModelViewMatrix            = qglGetUniformLocation(p->program, "ModelViewMatrix");
1166                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1167                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1168                 p->loc_ModelToReflectCube         = qglGetUniformLocation(p->program, "ModelToReflectCube");
1169                 p->loc_ShadowMapMatrix            = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1170                 p->loc_BloomColorSubtract         = qglGetUniformLocation(p->program, "BloomColorSubtract");
1171                 p->loc_NormalmapScrollBlend       = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1172                 p->loc_BounceGridMatrix           = qglGetUniformLocation(p->program, "BounceGridMatrix");
1173                 p->loc_BounceGridIntensity        = qglGetUniformLocation(p->program, "BounceGridIntensity");
1174                 // initialize the samplers to refer to the texture units we use
1175                 p->tex_Texture_First = -1;
1176                 p->tex_Texture_Second = -1;
1177                 p->tex_Texture_GammaRamps = -1;
1178                 p->tex_Texture_Normal = -1;
1179                 p->tex_Texture_Color = -1;
1180                 p->tex_Texture_Gloss = -1;
1181                 p->tex_Texture_Glow = -1;
1182                 p->tex_Texture_SecondaryNormal = -1;
1183                 p->tex_Texture_SecondaryColor = -1;
1184                 p->tex_Texture_SecondaryGloss = -1;
1185                 p->tex_Texture_SecondaryGlow = -1;
1186                 p->tex_Texture_Pants = -1;
1187                 p->tex_Texture_Shirt = -1;
1188                 p->tex_Texture_FogHeightTexture = -1;
1189                 p->tex_Texture_FogMask = -1;
1190                 p->tex_Texture_Lightmap = -1;
1191                 p->tex_Texture_Deluxemap = -1;
1192                 p->tex_Texture_Attenuation = -1;
1193                 p->tex_Texture_Cube = -1;
1194                 p->tex_Texture_Refraction = -1;
1195                 p->tex_Texture_Reflection = -1;
1196                 p->tex_Texture_ShadowMap2D = -1;
1197                 p->tex_Texture_CubeProjection = -1;
1198                 p->tex_Texture_ScreenDepth = -1;
1199                 p->tex_Texture_ScreenNormalMap = -1;
1200                 p->tex_Texture_ScreenDiffuse = -1;
1201                 p->tex_Texture_ScreenSpecular = -1;
1202                 p->tex_Texture_ReflectMask = -1;
1203                 p->tex_Texture_ReflectCube = -1;
1204                 p->tex_Texture_BounceGrid = -1;
1205                 sampler = 0;
1206                 if (p->loc_Texture_First           >= 0) {p->tex_Texture_First            = sampler;qglUniform1i(p->loc_Texture_First           , sampler);sampler++;}
1207                 if (p->loc_Texture_Second          >= 0) {p->tex_Texture_Second           = sampler;qglUniform1i(p->loc_Texture_Second          , sampler);sampler++;}
1208                 if (p->loc_Texture_GammaRamps      >= 0) {p->tex_Texture_GammaRamps       = sampler;qglUniform1i(p->loc_Texture_GammaRamps      , sampler);sampler++;}
1209                 if (p->loc_Texture_Normal          >= 0) {p->tex_Texture_Normal           = sampler;qglUniform1i(p->loc_Texture_Normal          , sampler);sampler++;}
1210                 if (p->loc_Texture_Color           >= 0) {p->tex_Texture_Color            = sampler;qglUniform1i(p->loc_Texture_Color           , sampler);sampler++;}
1211                 if (p->loc_Texture_Gloss           >= 0) {p->tex_Texture_Gloss            = sampler;qglUniform1i(p->loc_Texture_Gloss           , sampler);sampler++;}
1212                 if (p->loc_Texture_Glow            >= 0) {p->tex_Texture_Glow             = sampler;qglUniform1i(p->loc_Texture_Glow            , sampler);sampler++;}
1213                 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal  = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1214                 if (p->loc_Texture_SecondaryColor  >= 0) {p->tex_Texture_SecondaryColor   = sampler;qglUniform1i(p->loc_Texture_SecondaryColor  , sampler);sampler++;}
1215                 if (p->loc_Texture_SecondaryGloss  >= 0) {p->tex_Texture_SecondaryGloss   = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss  , sampler);sampler++;}
1216                 if (p->loc_Texture_SecondaryGlow   >= 0) {p->tex_Texture_SecondaryGlow    = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow   , sampler);sampler++;}
1217                 if (p->loc_Texture_Pants           >= 0) {p->tex_Texture_Pants            = sampler;qglUniform1i(p->loc_Texture_Pants           , sampler);sampler++;}
1218                 if (p->loc_Texture_Shirt           >= 0) {p->tex_Texture_Shirt            = sampler;qglUniform1i(p->loc_Texture_Shirt           , sampler);sampler++;}
1219                 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1220                 if (p->loc_Texture_FogMask         >= 0) {p->tex_Texture_FogMask          = sampler;qglUniform1i(p->loc_Texture_FogMask         , sampler);sampler++;}
1221                 if (p->loc_Texture_Lightmap        >= 0) {p->tex_Texture_Lightmap         = sampler;qglUniform1i(p->loc_Texture_Lightmap        , sampler);sampler++;}
1222                 if (p->loc_Texture_Deluxemap       >= 0) {p->tex_Texture_Deluxemap        = sampler;qglUniform1i(p->loc_Texture_Deluxemap       , sampler);sampler++;}
1223                 if (p->loc_Texture_Attenuation     >= 0) {p->tex_Texture_Attenuation      = sampler;qglUniform1i(p->loc_Texture_Attenuation     , sampler);sampler++;}
1224                 if (p->loc_Texture_Cube            >= 0) {p->tex_Texture_Cube             = sampler;qglUniform1i(p->loc_Texture_Cube            , sampler);sampler++;}
1225                 if (p->loc_Texture_Refraction      >= 0) {p->tex_Texture_Refraction       = sampler;qglUniform1i(p->loc_Texture_Refraction      , sampler);sampler++;}
1226                 if (p->loc_Texture_Reflection      >= 0) {p->tex_Texture_Reflection       = sampler;qglUniform1i(p->loc_Texture_Reflection      , sampler);sampler++;}
1227                 if (p->loc_Texture_ShadowMap2D     >= 0) {p->tex_Texture_ShadowMap2D      = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D     , sampler);sampler++;}
1228                 if (p->loc_Texture_CubeProjection  >= 0) {p->tex_Texture_CubeProjection   = sampler;qglUniform1i(p->loc_Texture_CubeProjection  , sampler);sampler++;}
1229                 if (p->loc_Texture_ScreenDepth     >= 0) {p->tex_Texture_ScreenDepth      = sampler;qglUniform1i(p->loc_Texture_ScreenDepth     , sampler);sampler++;}
1230                 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap  = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1231                 if (p->loc_Texture_ScreenDiffuse   >= 0) {p->tex_Texture_ScreenDiffuse    = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse   , sampler);sampler++;}
1232                 if (p->loc_Texture_ScreenSpecular  >= 0) {p->tex_Texture_ScreenSpecular   = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular  , sampler);sampler++;}
1233                 if (p->loc_Texture_ReflectMask     >= 0) {p->tex_Texture_ReflectMask      = sampler;qglUniform1i(p->loc_Texture_ReflectMask     , sampler);sampler++;}
1234                 if (p->loc_Texture_ReflectCube     >= 0) {p->tex_Texture_ReflectCube      = sampler;qglUniform1i(p->loc_Texture_ReflectCube     , sampler);sampler++;}
1235                 if (p->loc_Texture_BounceGrid      >= 0) {p->tex_Texture_BounceGrid       = sampler;qglUniform1i(p->loc_Texture_BounceGrid      , sampler);sampler++;}
1236                 CHECKGLERROR
1237                 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1238         }
1239         else
1240                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1241
1242         // free the strings
1243         if (vertexstring)
1244                 Mem_Free(vertexstring);
1245         if (geometrystring)
1246                 Mem_Free(geometrystring);
1247         if (fragmentstring)
1248                 Mem_Free(fragmentstring);
1249 }
1250
1251 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1252 {
1253         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1254         if (r_glsl_permutation != perm)
1255         {
1256                 r_glsl_permutation = perm;
1257                 if (!r_glsl_permutation->program)
1258                 {
1259                         if (!r_glsl_permutation->compiled)
1260                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1261                         if (!r_glsl_permutation->program)
1262                         {
1263                                 // remove features until we find a valid permutation
1264                                 int i;
1265                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1266                                 {
1267                                         // reduce i more quickly whenever it would not remove any bits
1268                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1269                                         if (!(permutation & j))
1270                                                 continue;
1271                                         permutation -= j;
1272                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1273                                         if (!r_glsl_permutation->compiled)
1274                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1275                                         if (r_glsl_permutation->program)
1276                                                 break;
1277                                 }
1278                                 if (i >= SHADERPERMUTATION_COUNT)
1279                                 {
1280                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1281                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1282                                         qglUseProgram(0);CHECKGLERROR
1283                                         return; // no bit left to clear, entire mode is broken
1284                                 }
1285                         }
1286                 }
1287                 CHECKGLERROR
1288                 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1289         }
1290         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1291         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1292         if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1293 }
1294
1295 #ifdef SUPPORTD3D
1296
1297 #ifdef SUPPORTD3D
1298 #include <d3d9.h>
1299 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1300 extern D3DCAPS9 vid_d3d9caps;
1301 #endif
1302
1303 struct r_hlsl_permutation_s;
1304 typedef struct r_hlsl_permutation_s
1305 {
1306         /// hash lookup data
1307         struct r_hlsl_permutation_s *hashnext;
1308         unsigned int mode;
1309         unsigned int permutation;
1310
1311         /// indicates if we have tried compiling this permutation already
1312         qboolean compiled;
1313         /// NULL if compilation failed
1314         IDirect3DVertexShader9 *vertexshader;
1315         IDirect3DPixelShader9 *pixelshader;
1316 }
1317 r_hlsl_permutation_t;
1318
1319 typedef enum D3DVSREGISTER_e
1320 {
1321         D3DVSREGISTER_TexMatrix = 0, // float4x4
1322         D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1323         D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1324         D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1325         D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1326         D3DVSREGISTER_ModelToLight = 20, // float4x4
1327         D3DVSREGISTER_EyePosition = 24,
1328         D3DVSREGISTER_FogPlane = 25,
1329         D3DVSREGISTER_LightDir = 26,
1330         D3DVSREGISTER_LightPosition = 27,
1331 }
1332 D3DVSREGISTER_t;
1333
1334 typedef enum D3DPSREGISTER_e
1335 {
1336         D3DPSREGISTER_Alpha = 0,
1337         D3DPSREGISTER_BloomBlur_Parameters = 1,
1338         D3DPSREGISTER_ClientTime = 2,
1339         D3DPSREGISTER_Color_Ambient = 3,
1340         D3DPSREGISTER_Color_Diffuse = 4,
1341         D3DPSREGISTER_Color_Specular = 5,
1342         D3DPSREGISTER_Color_Glow = 6,
1343         D3DPSREGISTER_Color_Pants = 7,
1344         D3DPSREGISTER_Color_Shirt = 8,
1345         D3DPSREGISTER_DeferredColor_Ambient = 9,
1346         D3DPSREGISTER_DeferredColor_Diffuse = 10,
1347         D3DPSREGISTER_DeferredColor_Specular = 11,
1348         D3DPSREGISTER_DeferredMod_Diffuse = 12,
1349         D3DPSREGISTER_DeferredMod_Specular = 13,
1350         D3DPSREGISTER_DistortScaleRefractReflect = 14,
1351         D3DPSREGISTER_EyePosition = 15, // unused
1352         D3DPSREGISTER_FogColor = 16,
1353         D3DPSREGISTER_FogHeightFade = 17,
1354         D3DPSREGISTER_FogPlane = 18,
1355         D3DPSREGISTER_FogPlaneViewDist = 19,
1356         D3DPSREGISTER_FogRangeRecip = 20,
1357         D3DPSREGISTER_LightColor = 21,
1358         D3DPSREGISTER_LightDir = 22, // unused
1359         D3DPSREGISTER_LightPosition = 23,
1360         D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1361         D3DPSREGISTER_PixelSize = 25,
1362         D3DPSREGISTER_ReflectColor = 26,
1363         D3DPSREGISTER_ReflectFactor = 27,
1364         D3DPSREGISTER_ReflectOffset = 28,
1365         D3DPSREGISTER_RefractColor = 29,
1366         D3DPSREGISTER_Saturation = 30,
1367         D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1368         D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1369         D3DPSREGISTER_ScreenToDepth = 33,
1370         D3DPSREGISTER_ShadowMap_Parameters = 34,
1371         D3DPSREGISTER_ShadowMap_TextureScale = 35,
1372         D3DPSREGISTER_SpecularPower = 36,
1373         D3DPSREGISTER_UserVec1 = 37,
1374         D3DPSREGISTER_UserVec2 = 38,
1375         D3DPSREGISTER_UserVec3 = 39,
1376         D3DPSREGISTER_UserVec4 = 40,
1377         D3DPSREGISTER_ViewTintColor = 41,
1378         D3DPSREGISTER_PixelToScreenTexCoord = 42,
1379         D3DPSREGISTER_BloomColorSubtract = 43,
1380         D3DPSREGISTER_ViewToLight = 44, // float4x4
1381         D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1382         D3DPSREGISTER_NormalmapScrollBlend = 52,
1383         // next at 53
1384 }
1385 D3DPSREGISTER_t;
1386
1387 /// information about each possible shader permutation
1388 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1389 /// currently selected permutation
1390 r_hlsl_permutation_t *r_hlsl_permutation;
1391 /// storage for permutations linked in the hash table
1392 memexpandablearray_t r_hlsl_permutationarray;
1393
1394 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1395 {
1396         //unsigned int hashdepth = 0;
1397         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1398         r_hlsl_permutation_t *p;
1399         for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1400         {
1401                 if (p->mode == mode && p->permutation == permutation)
1402                 {
1403                         //if (hashdepth > 10)
1404                         //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1405                         return p;
1406                 }
1407                 //hashdepth++;
1408         }
1409         p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1410         p->mode = mode;
1411         p->permutation = permutation;
1412         p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1413         r_hlsl_permutationhash[mode][hashindex] = p;
1414         //if (hashdepth > 10)
1415         //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1416         return p;
1417 }
1418
1419 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
1420 {
1421         char *shaderstring;
1422         if (!filename || !filename[0])
1423                 return NULL;
1424         if (!strcmp(filename, "hlsl/default.hlsl"))
1425         {
1426                 if (!hlslshaderstring)
1427                 {
1428                         hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1429                         if (hlslshaderstring)
1430                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
1431                         else
1432                                 hlslshaderstring = (char *)builtinhlslshaderstring;
1433                 }
1434                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1435                 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1436                 return shaderstring;
1437         }
1438         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1439         if (shaderstring)
1440         {
1441                 if (printfromdisknotice)
1442                         Con_DPrintf("from disk %s... ", filename);
1443                 return shaderstring;
1444         }
1445         return shaderstring;
1446 }
1447
1448 #include <d3dx9.h>
1449 //#include <d3dx9shader.h>
1450 //#include <d3dx9mesh.h>
1451
1452 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1453 {
1454         DWORD *vsbin = NULL;
1455         DWORD *psbin = NULL;
1456         fs_offset_t vsbinsize;
1457         fs_offset_t psbinsize;
1458 //      IDirect3DVertexShader9 *vs = NULL;
1459 //      IDirect3DPixelShader9 *ps = NULL;
1460         ID3DXBuffer *vslog = NULL;
1461         ID3DXBuffer *vsbuffer = NULL;
1462         ID3DXConstantTable *vsconstanttable = NULL;
1463         ID3DXBuffer *pslog = NULL;
1464         ID3DXBuffer *psbuffer = NULL;
1465         ID3DXConstantTable *psconstanttable = NULL;
1466         int vsresult = 0;
1467         int psresult = 0;
1468         char temp[MAX_INPUTLINE];
1469         const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1470         qboolean debugshader = gl_paranoid.integer != 0;
1471         if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1472         if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1473         if (!debugshader)
1474         {
1475                 vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1476                 psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1477         }
1478         if ((!vsbin && vertstring) || (!psbin && fragstring))
1479         {
1480                 const char* dllnames_d3dx9 [] =
1481                 {
1482                         "d3dx9_43.dll",
1483                         "d3dx9_42.dll",
1484                         "d3dx9_41.dll",
1485                         "d3dx9_40.dll",
1486                         "d3dx9_39.dll",
1487                         "d3dx9_38.dll",
1488                         "d3dx9_37.dll",
1489                         "d3dx9_36.dll",
1490                         "d3dx9_35.dll",
1491                         "d3dx9_34.dll",
1492                         "d3dx9_33.dll",
1493                         "d3dx9_32.dll",
1494                         "d3dx9_31.dll",
1495                         "d3dx9_30.dll",
1496                         "d3dx9_29.dll",
1497                         "d3dx9_28.dll",
1498                         "d3dx9_27.dll",
1499                         "d3dx9_26.dll",
1500                         "d3dx9_25.dll",
1501                         "d3dx9_24.dll",
1502                         NULL
1503                 };
1504                 dllhandle_t d3dx9_dll = NULL;
1505                 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1506                 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1507                 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1508                 dllfunction_t d3dx9_dllfuncs[] =
1509                 {
1510                         {"D3DXCompileShaderFromFileA",  (void **) &qD3DXCompileShaderFromFileA},
1511                         {"D3DXPreprocessShader",                (void **) &qD3DXPreprocessShader},
1512                         {"D3DXCompileShader",                   (void **) &qD3DXCompileShader},
1513                         {NULL, NULL}
1514                 };
1515                 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1516                 {
1517                         DWORD shaderflags = 0;
1518                         if (debugshader)
1519                                 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1520                         vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1521                         psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1522                         if (vertstring && vertstring[0])
1523                         {
1524                                 if (debugshader)
1525                                 {
1526 //                                      vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
1527 //                                      FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
1528                                         FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring));
1529                                         vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1530                                 }
1531                                 else
1532                                         vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1533                                 if (vsbuffer)
1534                                 {
1535                                         vsbinsize = vsbuffer->GetBufferSize();
1536                                         vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1537                                         memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
1538                                         vsbuffer->Release();
1539                                 }
1540                                 if (vslog)
1541                                 {
1542                                         strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
1543                                         Con_Printf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1544                                         vslog->Release();
1545                                 }
1546                         }
1547                         if (fragstring && fragstring[0])
1548                         {
1549                                 if (debugshader)
1550                                 {
1551 //                                      psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
1552 //                                      FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
1553                                         FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring));
1554                                         psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1555                                 }
1556                                 else
1557                                         psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1558                                 if (psbuffer)
1559                                 {
1560                                         psbinsize = psbuffer->GetBufferSize();
1561                                         psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1562                                         memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
1563                                         psbuffer->Release();
1564                                 }
1565                                 if (pslog)
1566                                 {
1567                                         strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
1568                                         Con_Printf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1569                                         pslog->Release();
1570                                 }
1571                         }
1572                         Sys_UnloadLibrary(&d3dx9_dll);
1573                 }
1574                 else
1575                         Con_Printf("Unable to compile shader - D3DXCompileShader function not found\n");
1576         }
1577         if (vsbin && psbin)
1578         {
1579                 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1580                 if (FAILED(vsresult))
1581                         Con_Printf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1582                 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1583                 if (FAILED(psresult))
1584                         Con_Printf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1585         }
1586         // free the shader data
1587         vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1588         psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1589 }
1590
1591 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1592 {
1593         int i;
1594         shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1595         int vertstring_length = 0;
1596         int geomstring_length = 0;
1597         int fragstring_length = 0;
1598         char *t;
1599         char *vertexstring, *geometrystring, *fragmentstring;
1600         char *vertstring, *geomstring, *fragstring;
1601         char permutationname[256];
1602         char cachename[256];
1603         int vertstrings_count = 0;
1604         int geomstrings_count = 0;
1605         int fragstrings_count = 0;
1606         const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1607         const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1608         const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1609
1610         if (p->compiled)
1611                 return;
1612         p->compiled = true;
1613         p->vertexshader = NULL;
1614         p->pixelshader = NULL;
1615
1616         permutationname[0] = 0;
1617         cachename[0] = 0;
1618         vertexstring   = R_HLSL_GetText(modeinfo->vertexfilename, true);
1619         geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
1620         fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
1621
1622         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1623         strlcat(cachename, "hlsl/", sizeof(cachename));
1624
1625         // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1626         vertstrings_count = 0;
1627         geomstrings_count = 0;
1628         fragstrings_count = 0;
1629         vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1630         geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1631         fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1632
1633         // the first pretext is which type of shader to compile as
1634         // (later these will all be bound together as a program object)
1635         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1636         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1637         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1638
1639         // the second pretext is the mode (for example a light source)
1640         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1641         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1642         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1643         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1644         strlcat(cachename, modeinfo->name, sizeof(cachename));
1645
1646         // now add all the permutation pretexts
1647         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1648         {
1649                 if (permutation & (1<<i))
1650                 {
1651                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1652                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1653                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1654                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1655                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1656                 }
1657                 else
1658                 {
1659                         // keep line numbers correct
1660                         vertstrings_list[vertstrings_count++] = "\n";
1661                         geomstrings_list[geomstrings_count++] = "\n";
1662                         fragstrings_list[fragstrings_count++] = "\n";
1663                 }
1664         }
1665
1666         // add static parms
1667         R_CompileShader_AddStaticParms(mode, permutation);
1668         memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1669         vertstrings_count += shaderstaticparms_count;
1670         memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1671         geomstrings_count += shaderstaticparms_count;
1672         memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1673         fragstrings_count += shaderstaticparms_count;
1674
1675         // replace spaces in the cachename with _ characters
1676         for (i = 0;cachename[i];i++)
1677                 if (cachename[i] == ' ')
1678                         cachename[i] = '_';
1679
1680         // now append the shader text itself
1681         vertstrings_list[vertstrings_count++] = vertexstring;
1682         geomstrings_list[geomstrings_count++] = geometrystring;
1683         fragstrings_list[fragstrings_count++] = fragmentstring;
1684
1685         // if any sources were NULL, clear the respective list
1686         if (!vertexstring)
1687                 vertstrings_count = 0;
1688         if (!geometrystring)
1689                 geomstrings_count = 0;
1690         if (!fragmentstring)
1691                 fragstrings_count = 0;
1692
1693         vertstring_length = 0;
1694         for (i = 0;i < vertstrings_count;i++)
1695                 vertstring_length += strlen(vertstrings_list[i]);
1696         vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1697         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1698                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1699
1700         geomstring_length = 0;
1701         for (i = 0;i < geomstrings_count;i++)
1702                 geomstring_length += strlen(geomstrings_list[i]);
1703         geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1704         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1705                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1706
1707         fragstring_length = 0;
1708         for (i = 0;i < fragstrings_count;i++)
1709                 fragstring_length += strlen(fragstrings_list[i]);
1710         fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1711         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1712                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1713
1714         // try to load the cached shader, or generate one
1715         R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1716
1717         if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1718                 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1719         else
1720                 Con_Printf("^1HLSL shader %s failed!  some features may not work properly.\n", permutationname);
1721
1722         // free the strings
1723         if (vertstring)
1724                 Mem_Free(vertstring);
1725         if (geomstring)
1726                 Mem_Free(geomstring);
1727         if (fragstring)
1728                 Mem_Free(fragstring);
1729         if (vertexstring)
1730                 Mem_Free(vertexstring);
1731         if (geometrystring)
1732                 Mem_Free(geometrystring);
1733         if (fragmentstring)
1734                 Mem_Free(fragmentstring);
1735 }
1736
1737 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1738 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1739 static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1740 static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1741 static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1742 static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1743
1744 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1745 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1746 static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1747 static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1748 static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1749 static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1750
1751 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1752 {
1753         r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1754         if (r_hlsl_permutation != perm)
1755         {
1756                 r_hlsl_permutation = perm;
1757                 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1758                 {
1759                         if (!r_hlsl_permutation->compiled)
1760                                 R_HLSL_CompilePermutation(perm, mode, permutation);
1761                         if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1762                         {
1763                                 // remove features until we find a valid permutation
1764                                 int i;
1765                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1766                                 {
1767                                         // reduce i more quickly whenever it would not remove any bits
1768                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1769                                         if (!(permutation & j))
1770                                                 continue;
1771                                         permutation -= j;
1772                                         r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1773                                         if (!r_hlsl_permutation->compiled)
1774                                                 R_HLSL_CompilePermutation(perm, mode, permutation);
1775                                         if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1776                                                 break;
1777                                 }
1778                                 if (i >= SHADERPERMUTATION_COUNT)
1779                                 {
1780                                         //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1781                                         r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1782                                         return; // no bit left to clear, entire mode is broken
1783                                 }
1784                         }
1785                 }
1786                 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1787                 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1788         }
1789         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1790         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1791         hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1792 }
1793 #endif
1794
1795 void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1796 {
1797         DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1798         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1799         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1800         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1801 }
1802
1803 void R_GLSL_Restart_f(void)
1804 {
1805         unsigned int i, limit;
1806         if (glslshaderstring && glslshaderstring != builtinshaderstring)
1807                 Mem_Free(glslshaderstring);
1808         glslshaderstring = NULL;
1809         if (hlslshaderstring && hlslshaderstring != builtinhlslshaderstring)
1810                 Mem_Free(hlslshaderstring);
1811         hlslshaderstring = NULL;
1812         switch(vid.renderpath)
1813         {
1814         case RENDERPATH_D3D9:
1815 #ifdef SUPPORTD3D
1816                 {
1817                         r_hlsl_permutation_t *p;
1818                         r_hlsl_permutation = NULL;
1819                         limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1820                         for (i = 0;i < limit;i++)
1821                         {
1822                                 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1823                                 {
1824                                         if (p->vertexshader)
1825                                                 IDirect3DVertexShader9_Release(p->vertexshader);
1826                                         if (p->pixelshader)
1827                                                 IDirect3DPixelShader9_Release(p->pixelshader);
1828                                         Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1829                                 }
1830                         }
1831                         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1832                 }
1833 #endif
1834                 break;
1835         case RENDERPATH_D3D10:
1836                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1837                 break;
1838         case RENDERPATH_D3D11:
1839                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1840                 break;
1841         case RENDERPATH_GL20:
1842         case RENDERPATH_GLES2:
1843                 {
1844                         r_glsl_permutation_t *p;
1845                         r_glsl_permutation = NULL;
1846                         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1847                         for (i = 0;i < limit;i++)
1848                         {
1849                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1850                                 {
1851                                         GL_Backend_FreeProgram(p->program);
1852                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1853                                 }
1854                         }
1855                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1856                 }
1857                 break;
1858         case RENDERPATH_GL11:
1859         case RENDERPATH_GL13:
1860         case RENDERPATH_GLES1:
1861                 break;
1862         case RENDERPATH_SOFT:
1863                 break;
1864         }
1865 }
1866
1867 void R_GLSL_DumpShader_f(void)
1868 {
1869         int i;
1870         qfile_t *file;
1871
1872         file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1873         if (file)
1874         {
1875                 FS_Print(file, "/* The engine may define the following macros:\n");
1876                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1877                 for (i = 0;i < SHADERMODE_COUNT;i++)
1878                         FS_Print(file, glslshadermodeinfo[i].pretext);
1879                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1880                         FS_Print(file, shaderpermutationinfo[i].pretext);
1881                 FS_Print(file, "*/\n");
1882                 FS_Print(file, builtinshaderstring);
1883                 FS_Close(file);
1884                 Con_Printf("glsl/default.glsl written\n");
1885         }
1886         else
1887                 Con_Printf("failed to write to glsl/default.glsl\n");
1888
1889         file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
1890         if (file)
1891         {
1892                 FS_Print(file, "/* The engine may define the following macros:\n");
1893                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1894                 for (i = 0;i < SHADERMODE_COUNT;i++)
1895                         FS_Print(file, hlslshadermodeinfo[i].pretext);
1896                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1897                         FS_Print(file, shaderpermutationinfo[i].pretext);
1898                 FS_Print(file, "*/\n");
1899                 FS_Print(file, builtinhlslshaderstring);
1900                 FS_Close(file);
1901                 Con_Printf("hlsl/default.hlsl written\n");
1902         }
1903         else
1904                 Con_Printf("failed to write to hlsl/default.hlsl\n");
1905 }
1906
1907 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy)
1908 {
1909         unsigned int permutation = 0;
1910         if (r_trippy.integer && !notrippy)
1911                 permutation |= SHADERPERMUTATION_TRIPPY;
1912         permutation |= SHADERPERMUTATION_VIEWTINT;
1913         if (first)
1914                 permutation |= SHADERPERMUTATION_DIFFUSE;
1915         if (second)
1916                 permutation |= SHADERPERMUTATION_SPECULAR;
1917         if (texturemode == GL_MODULATE)
1918                 permutation |= SHADERPERMUTATION_COLORMAPPING;
1919         if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1920                 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1921         else if (texturemode == GL_ADD)
1922                 permutation |= SHADERPERMUTATION_GLOW;
1923         else if (texturemode == GL_DECAL)
1924                 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1925         if (!second)
1926                 texturemode = GL_MODULATE;
1927         if (vid.allowalphatocoverage)
1928                 GL_AlphaToCoverage(false);
1929         switch (vid.renderpath)
1930         {
1931         case RENDERPATH_D3D9:
1932 #ifdef SUPPORTD3D
1933                 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
1934                 R_Mesh_TexBind(GL20TU_FIRST , first );
1935                 R_Mesh_TexBind(GL20TU_SECOND, second);
1936                 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
1937                         R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1938 #endif
1939                 break;
1940         case RENDERPATH_D3D10:
1941                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1942                 break;
1943         case RENDERPATH_D3D11:
1944                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1945                 break;
1946         case RENDERPATH_GL20:
1947         case RENDERPATH_GLES2:
1948                 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1949                 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
1950                 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
1951                 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1952                         R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1953                 break;
1954         case RENDERPATH_GL13:
1955         case RENDERPATH_GLES1:
1956                 R_Mesh_TexBind(0, first );
1957                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
1958                 R_Mesh_TexBind(1, second);
1959                 if (second)
1960                         R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
1961                 break;
1962         case RENDERPATH_GL11:
1963                 R_Mesh_TexBind(0, first );
1964                 break;
1965         case RENDERPATH_SOFT:
1966                 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
1967                 R_Mesh_TexBind(GL20TU_FIRST , first );
1968                 R_Mesh_TexBind(GL20TU_SECOND, second);
1969                 break;
1970         }
1971 }
1972
1973 void R_SetupShader_DepthOrShadow(qboolean notrippy)
1974 {
1975         unsigned int permutation = 0;
1976         if (r_trippy.integer && !notrippy)
1977                 permutation |= SHADERPERMUTATION_TRIPPY;
1978         if (vid.allowalphatocoverage)
1979                 GL_AlphaToCoverage(false);
1980         switch (vid.renderpath)
1981         {
1982         case RENDERPATH_D3D9:
1983 #ifdef SUPPORTD3D
1984                 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1985 #endif
1986                 break;
1987         case RENDERPATH_D3D10:
1988                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1989                 break;
1990         case RENDERPATH_D3D11:
1991                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1992                 break;
1993         case RENDERPATH_GL20:
1994         case RENDERPATH_GLES2:
1995                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1996                 break;
1997         case RENDERPATH_GL13:
1998         case RENDERPATH_GLES1:
1999                 R_Mesh_TexBind(0, 0);
2000                 R_Mesh_TexBind(1, 0);
2001                 break;
2002         case RENDERPATH_GL11:
2003                 R_Mesh_TexBind(0, 0);
2004                 break;
2005         case RENDERPATH_SOFT:
2006                 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2007                 break;
2008         }
2009 }
2010
2011 void R_SetupShader_ShowDepth(qboolean notrippy)
2012 {
2013         int permutation = 0;
2014         if (r_trippy.integer && !notrippy)
2015                 permutation |= SHADERPERMUTATION_TRIPPY;
2016         if (vid.allowalphatocoverage)
2017                 GL_AlphaToCoverage(false);
2018         switch (vid.renderpath)
2019         {
2020         case RENDERPATH_D3D9:
2021 #ifdef SUPPORTHLSL
2022                 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, permutation);
2023 #endif
2024                 break;
2025         case RENDERPATH_D3D10:
2026                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2027                 break;
2028         case RENDERPATH_D3D11:
2029                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2030                 break;
2031         case RENDERPATH_GL20:
2032         case RENDERPATH_GLES2:
2033                 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, permutation);
2034                 break;
2035         case RENDERPATH_GL13:
2036         case RENDERPATH_GLES1:
2037                 break;
2038         case RENDERPATH_GL11:
2039                 break;
2040         case RENDERPATH_SOFT:
2041                 R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, permutation);
2042                 break;
2043         }
2044 }
2045
2046 extern qboolean r_shadow_usingdeferredprepass;
2047 extern cvar_t r_shadow_deferred_8bitrange;
2048 extern rtexture_t *r_shadow_attenuationgradienttexture;
2049 extern rtexture_t *r_shadow_attenuation2dtexture;
2050 extern rtexture_t *r_shadow_attenuation3dtexture;
2051 extern qboolean r_shadow_usingshadowmap2d;
2052 extern qboolean r_shadow_usingshadowmaportho;
2053 extern float r_shadow_shadowmap_texturescale[2];
2054 extern float r_shadow_shadowmap_parameters[4];
2055 extern qboolean r_shadow_shadowmapvsdct;
2056 extern qboolean r_shadow_shadowmapsampler;
2057 extern int r_shadow_shadowmappcf;
2058 extern rtexture_t *r_shadow_shadowmap2dtexture;
2059 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
2060 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2061 extern matrix4x4_t r_shadow_shadowmapmatrix;
2062 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2063 extern int r_shadow_prepass_width;
2064 extern int r_shadow_prepass_height;
2065 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
2066 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2067 extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
2068 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2069 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2070
2071 #define BLENDFUNC_ALLOWS_COLORMOD      1
2072 #define BLENDFUNC_ALLOWS_FOG           2
2073 #define BLENDFUNC_ALLOWS_FOG_HACK0     4
2074 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2075 #define BLENDFUNC_ALLOWS_ANYFOG        (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2076 static int R_BlendFuncFlags(int src, int dst)
2077 {
2078         int r = 0;
2079
2080         // a blendfunc allows colormod if:
2081         // a) it can never keep the destination pixel invariant, or
2082         // b) it can keep the destination pixel invariant, and still can do so if colormodded
2083         // this is to prevent unintended side effects from colormod
2084
2085         // a blendfunc allows fog if:
2086         // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2087         // this is to prevent unintended side effects from fog
2088
2089         // these checks are the output of fogeval.pl
2090
2091         r |= BLENDFUNC_ALLOWS_COLORMOD;
2092         if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2093         if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2094         if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2095         if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2096         if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2097         if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2098         if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2099         if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2100         if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2101         if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2102         if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2103         if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2104         if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2105         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2106         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2107         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2108         if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2109         if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2110         if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2111         if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2112         if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2113
2114         return r;
2115 }
2116
2117 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
2118 {
2119         // select a permutation of the lighting shader appropriate to this
2120         // combination of texture, entity, light source, and fogging, only use the
2121         // minimum features necessary to avoid wasting rendering time in the
2122         // fragment shader on features that are not being used
2123         unsigned int permutation = 0;
2124         unsigned int mode = 0;
2125         int blendfuncflags;
2126         static float dummy_colormod[3] = {1, 1, 1};
2127         float *colormod = rsurface.colormod;
2128         float m16f[16];
2129         matrix4x4_t tempmatrix;
2130         r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2131         if (r_trippy.integer && !notrippy)
2132                 permutation |= SHADERPERMUTATION_TRIPPY;
2133         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2134                 permutation |= SHADERPERMUTATION_ALPHAKILL;
2135         if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2136                 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2137         if (rsurfacepass == RSURFPASS_BACKGROUND)
2138         {
2139                 // distorted background
2140                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2141                 {
2142                         mode = SHADERMODE_WATER;
2143                         if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2144                         {
2145                                 // this is the right thing to do for wateralpha
2146                                 GL_BlendFunc(GL_ONE, GL_ZERO);
2147                                 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2148                         }
2149                         else
2150                         {
2151                                 // this is the right thing to do for entity alpha
2152                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2153                                 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2154                         }
2155                 }
2156                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2157                 {
2158                         mode = SHADERMODE_REFRACTION;
2159                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2160                         blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2161                 }
2162                 else
2163                 {
2164                         mode = SHADERMODE_GENERIC;
2165                         permutation |= SHADERPERMUTATION_DIFFUSE;
2166                         GL_BlendFunc(GL_ONE, GL_ZERO);
2167                         blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2168                 }
2169                 if (vid.allowalphatocoverage)
2170                         GL_AlphaToCoverage(false);
2171         }
2172         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2173         {
2174                 if (r_glsl_offsetmapping.integer)
2175                 {
2176                         switch(rsurface.texture->offsetmapping)
2177                         {
2178                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2179                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2180                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2181                         case OFFSETMAPPING_OFF: break;
2182                         }
2183                 }
2184                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2185                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2186                 // normalmap (deferred prepass), may use alpha test on diffuse
2187                 mode = SHADERMODE_DEFERREDGEOMETRY;
2188                 GL_BlendFunc(GL_ONE, GL_ZERO);
2189                 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2190                 if (vid.allowalphatocoverage)
2191                         GL_AlphaToCoverage(false);
2192         }
2193         else if (rsurfacepass == RSURFPASS_RTLIGHT)
2194         {
2195                 if (r_glsl_offsetmapping.integer)
2196                 {
2197                         switch(rsurface.texture->offsetmapping)
2198                         {
2199                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2200                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2201                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2202                         case OFFSETMAPPING_OFF: break;
2203                         }
2204                 }
2205                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2206                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2207                 // light source
2208                 mode = SHADERMODE_LIGHTSOURCE;
2209                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2210                         permutation |= SHADERPERMUTATION_CUBEFILTER;
2211                 if (diffusescale > 0)
2212                         permutation |= SHADERPERMUTATION_DIFFUSE;
2213                 if (specularscale > 0)
2214                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2215                 if (r_refdef.fogenabled)
2216                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2217                 if (rsurface.texture->colormapping)
2218                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2219                 if (r_shadow_usingshadowmap2d)
2220                 {
2221                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2222                         if(r_shadow_shadowmapvsdct)
2223                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2224
2225                         if (r_shadow_shadowmapsampler)
2226                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2227                         if (r_shadow_shadowmappcf > 1)
2228                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2229                         else if (r_shadow_shadowmappcf)
2230                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2231                 }
2232                 if (rsurface.texture->reflectmasktexture)
2233                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2234                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2235                 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2236                 if (vid.allowalphatocoverage)
2237                         GL_AlphaToCoverage(false);
2238         }
2239         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2240         {
2241                 if (r_glsl_offsetmapping.integer)
2242                 {
2243                         switch(rsurface.texture->offsetmapping)
2244                         {
2245                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2246                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2247                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2248                         case OFFSETMAPPING_OFF: break;
2249                         }
2250                 }
2251                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2252                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2253                 // unshaded geometry (fullbright or ambient model lighting)
2254                 mode = SHADERMODE_FLATCOLOR;
2255                 ambientscale = diffusescale = specularscale = 0;
2256                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2257                         permutation |= SHADERPERMUTATION_GLOW;
2258                 if (r_refdef.fogenabled)
2259                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2260                 if (rsurface.texture->colormapping)
2261                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2262                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2263                 {
2264                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2265                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2266
2267                         if (r_shadow_shadowmapsampler)
2268                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2269                         if (r_shadow_shadowmappcf > 1)
2270                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2271                         else if (r_shadow_shadowmappcf)
2272                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2273                 }
2274                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2275                         permutation |= SHADERPERMUTATION_REFLECTION;
2276                 if (rsurface.texture->reflectmasktexture)
2277                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2278                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2279                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2280                 // when using alphatocoverage, we don't need alphakill
2281                 if (vid.allowalphatocoverage)
2282                 {
2283                         if (r_transparent_alphatocoverage.integer)
2284                         {
2285                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2286                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2287                         }
2288                         else
2289                                 GL_AlphaToCoverage(false);
2290                 }
2291         }
2292         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2293         {
2294                 if (r_glsl_offsetmapping.integer)
2295                 {
2296                         switch(rsurface.texture->offsetmapping)
2297                         {
2298                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2299                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2300                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2301                         case OFFSETMAPPING_OFF: break;
2302                         }
2303                 }
2304                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2305                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2306                 // directional model lighting
2307                 mode = SHADERMODE_LIGHTDIRECTION;
2308                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2309                         permutation |= SHADERPERMUTATION_GLOW;
2310                 permutation |= SHADERPERMUTATION_DIFFUSE;
2311                 if (specularscale > 0)
2312                         permutation |= SHADERPERMUTATION_SPECULAR;
2313                 if (r_refdef.fogenabled)
2314                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2315                 if (rsurface.texture->colormapping)
2316                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2317                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2318                 {
2319                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2320                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2321
2322                         if (r_shadow_shadowmapsampler)
2323                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2324                         if (r_shadow_shadowmappcf > 1)
2325                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2326                         else if (r_shadow_shadowmappcf)
2327                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2328                 }
2329                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2330                         permutation |= SHADERPERMUTATION_REFLECTION;
2331                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2332                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2333                 if (rsurface.texture->reflectmasktexture)
2334                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2335                 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2336                 {
2337                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
2338                         if (r_shadow_bouncegriddirectional)
2339                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2340                 }
2341                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2342                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2343                 // when using alphatocoverage, we don't need alphakill
2344                 if (vid.allowalphatocoverage)
2345                 {
2346                         if (r_transparent_alphatocoverage.integer)
2347                         {
2348                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2349                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2350                         }
2351                         else
2352                                 GL_AlphaToCoverage(false);
2353                 }
2354         }
2355         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2356         {
2357                 if (r_glsl_offsetmapping.integer)
2358                 {
2359                         switch(rsurface.texture->offsetmapping)
2360                         {
2361                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2362                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2363                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2364                         case OFFSETMAPPING_OFF: break;
2365                         }
2366                 }
2367                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2368                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2369                 // ambient model lighting
2370                 mode = SHADERMODE_LIGHTDIRECTION;
2371                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2372                         permutation |= SHADERPERMUTATION_GLOW;
2373                 if (r_refdef.fogenabled)
2374                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2375                 if (rsurface.texture->colormapping)
2376                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2377                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2378                 {
2379                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2380                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2381
2382                         if (r_shadow_shadowmapsampler)
2383                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2384                         if (r_shadow_shadowmappcf > 1)
2385                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2386                         else if (r_shadow_shadowmappcf)
2387                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2388                 }
2389                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2390                         permutation |= SHADERPERMUTATION_REFLECTION;
2391                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2392                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2393                 if (rsurface.texture->reflectmasktexture)
2394                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2395                 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2396                 {
2397                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
2398                         if (r_shadow_bouncegriddirectional)
2399                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2400                 }
2401                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2402                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2403                 // when using alphatocoverage, we don't need alphakill
2404                 if (vid.allowalphatocoverage)
2405                 {
2406                         if (r_transparent_alphatocoverage.integer)
2407                         {
2408                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2409                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2410                         }
2411                         else
2412                                 GL_AlphaToCoverage(false);
2413                 }
2414         }
2415         else
2416         {
2417                 if (r_glsl_offsetmapping.integer)
2418                 {
2419                         switch(rsurface.texture->offsetmapping)
2420                         {
2421                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2422                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2423                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2424                         case OFFSETMAPPING_OFF: break;
2425                         }
2426                 }
2427                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2428                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2429                 // lightmapped wall
2430                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2431                         permutation |= SHADERPERMUTATION_GLOW;
2432                 if (r_refdef.fogenabled)
2433                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2434                 if (rsurface.texture->colormapping)
2435                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2436                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2437                 {
2438                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2439                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2440
2441                         if (r_shadow_shadowmapsampler)
2442                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2443                         if (r_shadow_shadowmappcf > 1)
2444                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2445                         else if (r_shadow_shadowmappcf)
2446                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2447                 }
2448                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2449                         permutation |= SHADERPERMUTATION_REFLECTION;
2450                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2451                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2452                 if (rsurface.texture->reflectmasktexture)
2453                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2454                 if (FAKELIGHT_ENABLED)
2455                 {
2456                         // fake lightmapping (q1bsp, q3bsp, fullbright map)
2457                         mode = SHADERMODE_FAKELIGHT;
2458                         permutation |= SHADERPERMUTATION_DIFFUSE;
2459                         if (specularscale > 0)
2460                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2461                 }
2462                 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2463                 {
2464                         // deluxemapping (light direction texture)
2465                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2466                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2467                         else
2468                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2469                         permutation |= SHADERPERMUTATION_DIFFUSE;
2470                         if (specularscale > 0)
2471                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2472                 }
2473                 else if (r_glsl_deluxemapping.integer >= 2)
2474                 {
2475                         // fake deluxemapping (uniform light direction in tangentspace)
2476                         if (rsurface.uselightmaptexture)
2477                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2478                         else
2479                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2480                         permutation |= SHADERPERMUTATION_DIFFUSE;
2481                         if (specularscale > 0)
2482                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2483                 }
2484                 else if (rsurface.uselightmaptexture)
2485                 {
2486                         // ordinary lightmapping (q1bsp, q3bsp)
2487                         mode = SHADERMODE_LIGHTMAP;
2488                 }
2489                 else
2490                 {
2491                         // ordinary vertex coloring (q3bsp)
2492                         mode = SHADERMODE_VERTEXCOLOR;
2493                 }
2494                 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2495                 {
2496                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
2497                         if (r_shadow_bouncegriddirectional)
2498                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2499                 }
2500                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2501                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2502                 // when using alphatocoverage, we don't need alphakill
2503                 if (vid.allowalphatocoverage)
2504                 {
2505                         if (r_transparent_alphatocoverage.integer)
2506                         {
2507                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2508                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2509                         }
2510                         else
2511                                 GL_AlphaToCoverage(false);
2512                 }
2513         }
2514         if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2515                 colormod = dummy_colormod;
2516         if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2517                 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2518         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2519                 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2520         switch(vid.renderpath)
2521         {
2522         case RENDERPATH_D3D9:
2523 #ifdef SUPPORTD3D
2524                 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2525                 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2526                 R_SetupShader_SetPermutationHLSL(mode, permutation);
2527                 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2528                 if (mode == SHADERMODE_LIGHTSOURCE)
2529                 {
2530                         Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2531                         hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2532                 }
2533                 else
2534                 {
2535                         if (mode == SHADERMODE_LIGHTDIRECTION)
2536                         {
2537                                 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2538                         }
2539                 }
2540                 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2541                 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2542                 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2543                 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2544                 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2545
2546                 if (mode == SHADERMODE_LIGHTSOURCE)
2547                 {
2548                         hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2549                         hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2550                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2551                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2552                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2553
2554                         // additive passes are only darkened by fog, not tinted
2555                         hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2556                         hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2557                 }
2558                 else
2559                 {
2560                         if (mode == SHADERMODE_FLATCOLOR)
2561                         {
2562                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2563                         }
2564                         else if (mode == SHADERMODE_LIGHTDIRECTION)
2565                         {
2566                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
2567                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2568                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2569                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2570                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2571                                 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2572                                 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2573                         }
2574                         else
2575                         {
2576                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2577                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2578                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2579                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2580                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2581                         }
2582                         // additive passes are only darkened by fog, not tinted
2583                         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2584                                 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2585                         else
2586                                 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2587                         hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2588                         hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2589                         hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2590                         hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2591                         hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2592                         hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2593                         hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2594                         hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2595                         if (mode == SHADERMODE_WATER)
2596                                 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2597                 }
2598                 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2599                 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2600                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2601                 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2602                 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2603                 if (rsurface.texture->pantstexture)
2604                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2605                 else
2606                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2607                 if (rsurface.texture->shirttexture)
2608                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2609                 else
2610                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2611                 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2612                 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2613                 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2614                 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2615                 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2616                                 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2617                                 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2618                                 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2619                                 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2620                         );
2621                 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2622                 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2623
2624                 R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
2625                 R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
2626                 R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
2627                 R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
2628                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
2629                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
2630                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
2631                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
2632                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
2633                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
2634                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
2635                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2636                 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
2637                 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
2638                 R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2639                 R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2640                 if (rsurface.rtlight                                  ) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
2641                 if (rsurfacepass == RSURFPASS_BACKGROUND)
2642                 {
2643                         R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2644                         if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2645                         R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2646                 }
2647                 else
2648                 {
2649                         if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2650                 }
2651 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
2652 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
2653                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
2654                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
2655                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2656                 {
2657                         R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2658                         if (rsurface.rtlight)
2659                         {
2660                                 if (permutation & SHADERPERMUTATION_CUBEFILTER        ) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
2661                                 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT    ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
2662                         }
2663                 }
2664 #endif
2665                 break;
2666         case RENDERPATH_D3D10:
2667                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2668                 break;
2669         case RENDERPATH_D3D11:
2670                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2671                 break;
2672         case RENDERPATH_GL20:
2673         case RENDERPATH_GLES2:
2674                 if (!vid.useinterleavedarrays)
2675                 {
2676                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2677                         R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2678                         R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2679                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2680                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2681                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2682                         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2683                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2684                 }
2685                 else
2686                 {
2687                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2688                         R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2689                 }
2690                 R_SetupShader_SetPermutationGLSL(mode, permutation);
2691                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2692                 if (mode == SHADERMODE_LIGHTSOURCE)
2693                 {
2694                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2695                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2696                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2697                         if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2698                         if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2699                         if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2700         
2701                         // additive passes are only darkened by fog, not tinted
2702                         if (r_glsl_permutation->loc_FogColor >= 0)
2703                                 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2704                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2705                 }
2706                 else
2707                 {
2708                         if (mode == SHADERMODE_FLATCOLOR)
2709                         {
2710                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2711                         }
2712                         else if (mode == SHADERMODE_LIGHTDIRECTION)
2713                         {
2714                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2715                                 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2716                                 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2717                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2718                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2719                                 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2720                                 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2721                         }
2722                         else
2723                         {
2724                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2725                                 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2726                                 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2727                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2728                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2729                         }
2730                         // additive passes are only darkened by fog, not tinted
2731                         if (r_glsl_permutation->loc_FogColor >= 0)
2732                         {
2733                                 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2734                                         qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2735                                 else
2736                                         qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2737                         }
2738                         if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2739                         if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2740                         if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2741                         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2742                         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2743                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2744                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2745                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2746                         if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2747                 }
2748                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2749                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2750                 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2751                 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2752                 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2753
2754                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2755                 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2756                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2757                 if (r_glsl_permutation->loc_Color_Pants >= 0)
2758                 {
2759                         if (rsurface.texture->pantstexture)
2760                                 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2761                         else
2762                                 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2763                 }
2764                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2765                 {
2766                         if (rsurface.texture->shirttexture)
2767                                 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2768                         else
2769                                 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2770                 }
2771                 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]);
2772                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2773                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2774                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2775                 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2776                                 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2777                                 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2778                                 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2779                                 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2780                         );
2781                 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]);
2782                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2783                 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegridmatrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2784                 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2785
2786                 if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First            , r_texture_white                                     );
2787                 if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second           , r_texture_white                                     );
2788                 if (r_glsl_permutation->tex_Texture_GammaRamps      >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps       , r_texture_gammaramps                                );
2789                 if (r_glsl_permutation->tex_Texture_Normal          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal           , rsurface.texture->nmaptexture                       );
2790                 if (r_glsl_permutation->tex_Texture_Color           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color            , rsurface.texture->basetexture                       );
2791                 if (r_glsl_permutation->tex_Texture_Gloss           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss            , rsurface.texture->glosstexture                      );
2792                 if (r_glsl_permutation->tex_Texture_Glow            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow             , rsurface.texture->glowtexture                       );
2793                 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal  , rsurface.texture->backgroundnmaptexture             );
2794                 if (r_glsl_permutation->tex_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor   , rsurface.texture->backgroundbasetexture             );
2795                 if (r_glsl_permutation->tex_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss   , rsurface.texture->backgroundglosstexture            );
2796                 if (r_glsl_permutation->tex_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow    , rsurface.texture->backgroundglowtexture             );
2797                 if (r_glsl_permutation->tex_Texture_Pants           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants            , rsurface.texture->pantstexture                      );
2798                 if (r_glsl_permutation->tex_Texture_Shirt           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt            , rsurface.texture->shirttexture                      );
2799                 if (r_glsl_permutation->tex_Texture_ReflectMask     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask      , rsurface.texture->reflectmasktexture                );
2800                 if (r_glsl_permutation->tex_Texture_ReflectCube     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube      , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2801                 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture                          );
2802                 if (r_glsl_permutation->tex_Texture_FogMask         >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask          , r_texture_fogattenuation                            );
2803                 if (r_glsl_permutation->tex_Texture_Lightmap        >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap         , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2804                 if (r_glsl_permutation->tex_Texture_Deluxemap       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap        , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2805                 if (r_glsl_permutation->tex_Texture_Attenuation     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation      , r_shadow_attenuationgradienttexture                 );
2806                 if (rsurfacepass == RSURFPASS_BACKGROUND)
2807                 {
2808                         if (r_glsl_permutation->tex_Texture_Refraction  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2809                         if (r_glsl_permutation->tex_Texture_First       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2810                         if (r_glsl_permutation->tex_Texture_Reflection  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2811                 }
2812                 else
2813                 {
2814                         if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2815                 }
2816                 if (r_glsl_permutation->tex_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth       , r_shadow_prepassgeometrydepthtexture                );
2817                 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap   , r_shadow_prepassgeometrynormalmaptexture            );
2818                 if (r_glsl_permutation->tex_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse     , r_shadow_prepasslightingdiffusetexture              );
2819                 if (r_glsl_permutation->tex_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular    , r_shadow_prepasslightingspeculartexture             );
2820                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2821                 {
2822                         if (r_glsl_permutation->tex_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2dtexture                         );
2823                         if (rsurface.rtlight)
2824                         {
2825                                 if (r_glsl_permutation->tex_Texture_Cube            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube              , rsurface.rtlight->currentcubemap                    );
2826                                 if (r_glsl_permutation->tex_Texture_CubeProjection  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection    , r_shadow_shadowmapvsdcttexture                      );
2827                         }
2828                 }
2829                 if (r_glsl_permutation->tex_Texture_BounceGrid  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2830                 CHECKGLERROR
2831                 break;
2832         case RENDERPATH_GL11:
2833         case RENDERPATH_GL13:
2834         case RENDERPATH_GLES1:
2835                 break;
2836         case RENDERPATH_SOFT:
2837                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2838                 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2839                 R_SetupShader_SetPermutationSoft(mode, permutation);
2840                 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2841                 if (mode == SHADERMODE_LIGHTSOURCE)
2842                 {
2843                         {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2844                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2845                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2846                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2847                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2848                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2849         
2850                         // additive passes are only darkened by fog, not tinted
2851                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2852                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2853                 }
2854                 else
2855                 {
2856                         if (mode == SHADERMODE_FLATCOLOR)
2857                         {
2858                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2859                         }
2860                         else if (mode == SHADERMODE_LIGHTDIRECTION)
2861                         {
2862                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2863                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2864                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2865                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2866                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2867                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2868                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2869                         }
2870                         else
2871                         {
2872                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2873                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2874                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2875                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2876                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2877                         }
2878                         // additive passes are only darkened by fog, not tinted
2879                         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2880                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2881                         else
2882                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2883                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2884                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2885                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2886                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2887                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2888                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2889                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2890                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2891                         DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2892                 }
2893                 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2894                 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2895                 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2896                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2897                 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2898
2899                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2900                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2901                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2902                 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2903                 {
2904                         if (rsurface.texture->pantstexture)
2905                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2906                         else
2907                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2908                 }
2909                 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2910                 {
2911                         if (rsurface.texture->shirttexture)
2912                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2913                         else
2914                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2915                 }
2916                 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2917                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2918                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2919                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2920                 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2921                                 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2922                                 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2923                                 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2924                                 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2925                         );
2926                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2927                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2928
2929                 R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
2930                 R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
2931                 R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
2932                 R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
2933                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
2934                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
2935                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
2936                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
2937                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
2938                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
2939                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
2940                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2941                 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
2942                 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
2943                 R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2944                 R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2945                 if (rsurface.rtlight                                  ) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
2946                 if (rsurfacepass == RSURFPASS_BACKGROUND)
2947                 {
2948                         R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2949                         if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2950                         R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2951                 }
2952                 else
2953                 {
2954                         if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2955                 }
2956 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
2957 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
2958                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
2959                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
2960                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2961                 {
2962                         R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2963                         if (rsurface.rtlight)
2964                         {
2965                                 if (permutation & SHADERPERMUTATION_CUBEFILTER        ) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
2966                                 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT    ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
2967                         }
2968                 }
2969                 break;
2970         }
2971 }
2972
2973 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2974 {
2975         // select a permutation of the lighting shader appropriate to this
2976         // combination of texture, entity, light source, and fogging, only use the
2977         // minimum features necessary to avoid wasting rendering time in the
2978         // fragment shader on features that are not being used
2979         unsigned int permutation = 0;
2980         unsigned int mode = 0;
2981         const float *lightcolorbase = rtlight->currentcolor;
2982         float ambientscale = rtlight->ambientscale;
2983         float diffusescale = rtlight->diffusescale;
2984         float specularscale = rtlight->specularscale;
2985         // this is the location of the light in view space
2986         vec3_t viewlightorigin;
2987         // this transforms from view space (camera) to light space (cubemap)
2988         matrix4x4_t viewtolight;
2989         matrix4x4_t lighttoview;
2990         float viewtolight16f[16];
2991         float range = 1.0f / r_shadow_deferred_8bitrange.value;
2992         // light source
2993         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2994         if (rtlight->currentcubemap != r_texture_whitecube)
2995                 permutation |= SHADERPERMUTATION_CUBEFILTER;
2996         if (diffusescale > 0)
2997                 permutation |= SHADERPERMUTATION_DIFFUSE;
2998         if (specularscale > 0 && r_shadow_gloss.integer > 0)
2999                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
3000         if (r_shadow_usingshadowmap2d)
3001         {
3002                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3003                 if (r_shadow_shadowmapvsdct)
3004                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3005
3006                 if (r_shadow_shadowmapsampler)
3007                         permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
3008                 if (r_shadow_shadowmappcf > 1)
3009                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
3010                 else if (r_shadow_shadowmappcf)
3011                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
3012         }
3013         if (vid.allowalphatocoverage)
3014                 GL_AlphaToCoverage(false);
3015         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3016         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3017         Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3018         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3019         switch(vid.renderpath)
3020         {
3021         case RENDERPATH_D3D9:
3022 #ifdef SUPPORTD3D
3023                 R_SetupShader_SetPermutationHLSL(mode, permutation);
3024                 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3025                 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3026                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
3027                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
3028                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3029                 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3030                 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3031                 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
3032                 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3033                 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3034
3035                 R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
3036                 R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthcolortexture           );
3037                 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
3038                 R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
3039                 R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dcolortexture                    );
3040                 R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
3041 #endif
3042                 break;
3043         case RENDERPATH_D3D10:
3044                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3045                 break;
3046         case RENDERPATH_D3D11:
3047                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3048                 break;
3049         case RENDERPATH_GL20:
3050         case RENDERPATH_GLES2:
3051                 R_SetupShader_SetPermutationGLSL(mode, permutation);
3052                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3f(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3053                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
3054                 if (r_glsl_permutation->loc_DeferredColor_Ambient     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
3055                 if (r_glsl_permutation->loc_DeferredColor_Diffuse     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
3056                 if (r_glsl_permutation->loc_DeferredColor_Specular    >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Specular   , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3057                 if (r_glsl_permutation->loc_ShadowMap_TextureScale    >= 0) qglUniform2f(       r_glsl_permutation->loc_ShadowMap_TextureScale   , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3058                 if (r_glsl_permutation->loc_ShadowMap_Parameters      >= 0) qglUniform4f(       r_glsl_permutation->loc_ShadowMap_Parameters     , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3059                 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));
3060                 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]);
3061                 if (r_glsl_permutation->loc_PixelToScreenTexCoord     >= 0) qglUniform2f(       r_glsl_permutation->loc_PixelToScreenTexCoord    , 1.0f/vid.width, 1.0f/vid.height);
3062
3063                 if (r_glsl_permutation->tex_Texture_Attenuation       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation        , r_shadow_attenuationgradienttexture                 );
3064                 if (r_glsl_permutation->tex_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth        , r_shadow_prepassgeometrydepthtexture                );
3065                 if (r_glsl_permutation->tex_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap    , r_shadow_prepassgeometrynormalmaptexture            );
3066                 if (r_glsl_permutation->tex_Texture_Cube              >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube               , rsurface.rtlight->currentcubemap                    );
3067                 if (r_glsl_permutation->tex_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D        , r_shadow_shadowmap2dtexture                         );
3068                 if (r_glsl_permutation->tex_Texture_CubeProjection    >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection     , r_shadow_shadowmapvsdcttexture                      );
3069                 break;
3070         case RENDERPATH_GL11:
3071         case RENDERPATH_GL13:
3072         case RENDERPATH_GLES1:
3073                 break;
3074         case RENDERPATH_SOFT:
3075                 R_SetupShader_SetPermutationGLSL(mode, permutation);
3076                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3077                 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1            , 1, false, viewtolight16f);
3078                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
3079                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
3080                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Specular   , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3081                 DPSOFTRAST_Uniform2f(       DPSOFTRAST_UNIFORM_ShadowMap_TextureScale   , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3082                 DPSOFTRAST_Uniform4f(       DPSOFTRAST_UNIFORM_ShadowMap_Parameters     , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3083                 DPSOFTRAST_Uniform1f(       DPSOFTRAST_UNIFORM_SpecularPower            , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
3084                 DPSOFTRAST_Uniform2f(       DPSOFTRAST_UNIFORM_ScreenToDepth            , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3085                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3086
3087                 R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
3088                 R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
3089                 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
3090                 R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
3091                 R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
3092                 R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
3093                 break;
3094         }
3095 }
3096
3097 #define SKINFRAME_HASH 1024
3098
3099 typedef struct
3100 {
3101         int loadsequence; // incremented each level change
3102         memexpandablearray_t array;
3103         skinframe_t *hash[SKINFRAME_HASH];
3104 }
3105 r_skinframe_t;
3106 r_skinframe_t r_skinframe;
3107
3108 void R_SkinFrame_PrepareForPurge(void)
3109 {
3110         r_skinframe.loadsequence++;
3111         // wrap it without hitting zero
3112         if (r_skinframe.loadsequence >= 200)
3113                 r_skinframe.loadsequence = 1;
3114 }
3115
3116 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3117 {
3118         if (!skinframe)
3119                 return;
3120         // mark the skinframe as used for the purging code
3121         skinframe->loadsequence = r_skinframe.loadsequence;
3122 }
3123
3124 void R_SkinFrame_Purge(void)
3125 {
3126         int i;
3127         skinframe_t *s;
3128         for (i = 0;i < SKINFRAME_HASH;i++)
3129         {
3130                 for (s = r_skinframe.hash[i];s;s = s->next)
3131                 {
3132                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3133                         {
3134                                 if (s->merged == s->base)
3135                                         s->merged = NULL;
3136                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3137                                 R_PurgeTexture(s->stain );s->stain  = NULL;
3138                                 R_PurgeTexture(s->merged);s->merged = NULL;
3139                                 R_PurgeTexture(s->base  );s->base   = NULL;
3140                                 R_PurgeTexture(s->pants );s->pants  = NULL;
3141                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
3142                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
3143                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
3144                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
3145                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
3146                                 R_PurgeTexture(s->reflect);s->reflect = NULL;
3147                                 s->loadsequence = 0;
3148                         }
3149                 }
3150         }
3151 }
3152
3153 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3154         skinframe_t *item;
3155         char basename[MAX_QPATH];
3156
3157         Image_StripImageExtension(name, basename, sizeof(basename));
3158
3159         if( last == NULL ) {
3160                 int hashindex;
3161                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3162                 item = r_skinframe.hash[hashindex];
3163         } else {
3164                 item = last->next;
3165         }
3166
3167         // linearly search through the hash bucket
3168         for( ; item ; item = item->next ) {
3169                 if( !strcmp( item->basename, basename ) ) {
3170                         return item;
3171                 }
3172         }
3173         return NULL;
3174 }
3175
3176 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3177 {
3178         skinframe_t *item;
3179         int hashindex;
3180         char basename[MAX_QPATH];
3181
3182         Image_StripImageExtension(name, basename, sizeof(basename));
3183
3184         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3185         for (item = r_skinframe.hash[hashindex];item;item = item->next)
3186                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
3187                         break;
3188
3189         if (!item) {
3190                 rtexture_t *dyntexture;
3191                 // check whether its a dynamic texture
3192                 dyntexture = CL_GetDynTexture( basename );
3193                 if (!add && !dyntexture)
3194                         return NULL;
3195                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3196                 memset(item, 0, sizeof(*item));
3197                 strlcpy(item->basename, basename, sizeof(item->basename));
3198                 item->base = dyntexture; // either NULL or dyntexture handle
3199                 item->textureflags = textureflags;
3200                 item->comparewidth = comparewidth;
3201                 item->compareheight = compareheight;
3202                 item->comparecrc = comparecrc;
3203                 item->next = r_skinframe.hash[hashindex];
3204                 r_skinframe.hash[hashindex] = item;
3205         }
3206         else if( item->base == NULL )
3207         {
3208                 rtexture_t *dyntexture;
3209                 // check whether its a dynamic texture
3210                 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
3211                 dyntexture = CL_GetDynTexture( basename );
3212                 item->base = dyntexture; // either NULL or dyntexture handle
3213         }
3214
3215         R_SkinFrame_MarkUsed(item);
3216         return item;
3217 }
3218
3219 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3220         { \
3221                 unsigned long long avgcolor[5], wsum; \
3222                 int pix, comp, w; \
3223                 avgcolor[0] = 0; \
3224                 avgcolor[1] = 0; \
3225                 avgcolor[2] = 0; \
3226                 avgcolor[3] = 0; \
3227                 avgcolor[4] = 0; \
3228                 wsum = 0; \
3229                 for(pix = 0; pix < cnt; ++pix) \
3230                 { \
3231                         w = 0; \
3232                         for(comp = 0; comp < 3; ++comp) \
3233                                 w += getpixel; \
3234                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3235                         { \
3236                                 ++wsum; \
3237                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3238                                 w = getpixel; \
3239                                 for(comp = 0; comp < 3; ++comp) \
3240                                         avgcolor[comp] += getpixel * w; \
3241                                 avgcolor[3] += w; \
3242                         } \
3243                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3244                         avgcolor[4] += getpixel; \
3245                 } \
3246                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3247                         avgcolor[3] = 1; \
3248                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3249                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3250                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3251                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3252         }
3253
3254 extern cvar_t gl_picmip;
3255 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3256 {
3257         int j;
3258         unsigned char *pixels;
3259         unsigned char *bumppixels;
3260         unsigned char *basepixels = NULL;
3261         int basepixels_width = 0;
3262         int basepixels_height = 0;
3263         skinframe_t *skinframe;
3264         rtexture_t *ddsbase = NULL;
3265         qboolean ddshasalpha = false;
3266         float ddsavgcolor[4];
3267         char basename[MAX_QPATH];
3268         int miplevel = R_PicmipForFlags(textureflags);
3269         int savemiplevel = miplevel;
3270         int mymiplevel;
3271
3272         if (cls.state == ca_dedicated)
3273                 return NULL;
3274
3275         // return an existing skinframe if already loaded
3276         // if loading of the first image fails, don't make a new skinframe as it
3277         // would cause all future lookups of this to be missing
3278         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3279         if (skinframe && skinframe->base)
3280                 return skinframe;
3281
3282         Image_StripImageExtension(name, basename, sizeof(basename));
3283
3284         // check for DDS texture file first
3285         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
3286         {
3287                 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3288                 if (basepixels == NULL)
3289                         return NULL;
3290         }
3291
3292         // FIXME handle miplevel
3293
3294         if (developer_loading.integer)
3295                 Con_Printf("loading skin \"%s\"\n", name);
3296
3297         // we've got some pixels to store, so really allocate this new texture now
3298         if (!skinframe)
3299                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3300         skinframe->stain = NULL;
3301         skinframe->merged = NULL;
3302         skinframe->base = NULL;
3303         skinframe->pants = NULL;
3304         skinframe->shirt = NULL;
3305         skinframe->nmap = NULL;
3306         skinframe->gloss = NULL;
3307         skinframe->glow = NULL;
3308         skinframe->fog = NULL;
3309         skinframe->reflect = NULL;
3310         skinframe->hasalpha = false;
3311
3312         if (ddsbase)
3313         {
3314                 skinframe->base = ddsbase;
3315                 skinframe->hasalpha = ddshasalpha;
3316                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3317                 if (r_loadfog && skinframe->hasalpha)
3318                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
3319                 //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]);
3320         }
3321         else
3322         {
3323                 basepixels_width = image_width;
3324                 basepixels_height = image_height;
3325                 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);
3326                 if (textureflags & TEXF_ALPHA)
3327                 {
3328                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3329                         {
3330                                 if (basepixels[j] < 255)
3331                                 {
3332                                         skinframe->hasalpha = true;
3333                                         break;
3334                                 }
3335                         }
3336                         if (r_loadfog && skinframe->hasalpha)
3337                         {
3338                                 // has transparent pixels
3339                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3340                                 for (j = 0;j < image_width * image_height * 4;j += 4)
3341                                 {
3342                                         pixels[j+0] = 255;
3343                                         pixels[j+1] = 255;
3344                                         pixels[j+2] = 255;
3345                                         pixels[j+3] = basepixels[j+3];
3346                                 }
3347                                 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3348                                 Mem_Free(pixels);
3349                         }
3350                 }
3351                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3352 #ifndef USE_GLES2
3353                 //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]);
3354                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3355                         R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3356                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3357                         R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3358 #endif
3359         }
3360
3361         if (r_loaddds)
3362         {
3363                 mymiplevel = savemiplevel;
3364                 if (r_loadnormalmap)
3365                         skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
3366                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3367                 if (r_loadgloss)
3368                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3369                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3370                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3371                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3372         }
3373
3374         // _norm is the name used by tenebrae and has been adopted as standard
3375         if (r_loadnormalmap && skinframe->nmap == NULL)
3376         {
3377                 mymiplevel = savemiplevel;
3378                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3379                 {
3380                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3381                         Mem_Free(pixels);
3382                         pixels = NULL;
3383                 }
3384                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3385                 {
3386                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3387                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3388                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3389                         Mem_Free(pixels);
3390                         Mem_Free(bumppixels);
3391                 }
3392                 else if (r_shadow_bumpscale_basetexture.value > 0)
3393                 {
3394                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3395                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3396                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3397                         Mem_Free(pixels);
3398                 }
3399 #ifndef USE_GLES2
3400                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3401                         R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3402 #endif
3403         }
3404
3405         // _luma is supported only for tenebrae compatibility
3406         // _glow is the preferred name
3407         mymiplevel = savemiplevel;
3408         if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow",  skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
3409         {
3410                 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3411 #ifndef USE_GLES2
3412                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3413                         R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3414 #endif
3415                 Mem_Free(pixels);pixels = NULL;
3416         }
3417
3418         mymiplevel = savemiplevel;
3419         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3420         {
3421                 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3422 #ifndef USE_GLES2
3423                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3424                         R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3425 #endif
3426                 Mem_Free(pixels);
3427                 pixels = NULL;
3428         }
3429
3430         mymiplevel = savemiplevel;
3431         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3432         {
3433                 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3434 #ifndef USE_GLES2
3435                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3436                         R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3437 #endif
3438                 Mem_Free(pixels);
3439                 pixels = NULL;
3440         }
3441
3442         mymiplevel = savemiplevel;
3443         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3444         {
3445                 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3446 #ifndef USE_GLES2
3447                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3448                         R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3449 #endif
3450                 Mem_Free(pixels);
3451                 pixels = NULL;
3452         }
3453
3454         mymiplevel = savemiplevel;
3455         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3456         {
3457                 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3458 #ifndef USE_GLES2
3459                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3460                         R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3461 #endif
3462                 Mem_Free(pixels);
3463                 pixels = NULL;
3464         }
3465
3466         if (basepixels)
3467                 Mem_Free(basepixels);
3468
3469         return skinframe;
3470 }
3471
3472 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3473 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3474 {
3475         int i;
3476         unsigned char *temp1, *temp2;
3477         skinframe_t *skinframe;
3478
3479         if (cls.state == ca_dedicated)
3480                 return NULL;
3481
3482         // if already loaded just return it, otherwise make a new skinframe
3483         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3484         if (skinframe && skinframe->base)
3485                 return skinframe;
3486
3487         skinframe->stain = NULL;
3488         skinframe->merged = NULL;
3489         skinframe->base = NULL;
3490         skinframe->pants = NULL;
3491         skinframe->shirt = NULL;
3492         skinframe->nmap = NULL;
3493         skinframe->gloss = NULL;
3494         skinframe->glow = NULL;
3495         skinframe->fog = NULL;
3496         skinframe->reflect = NULL;
3497         skinframe->hasalpha = false;
3498
3499         // if no data was provided, then clearly the caller wanted to get a blank skinframe
3500         if (!skindata)
3501                 return NULL;
3502
3503         if (developer_loading.integer)
3504                 Con_Printf("loading 32bit skin \"%s\"\n", name);
3505
3506         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3507         {
3508                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3509                 temp2 = temp1 + width * height * 4;
3510                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3511                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3512                 Mem_Free(temp1);
3513         }
3514         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3515         if (textureflags & TEXF_ALPHA)
3516         {
3517                 for (i = 3;i < width * height * 4;i += 4)
3518                 {
3519                         if (skindata[i] < 255)
3520                         {
3521                                 skinframe->hasalpha = true;
3522                                 break;
3523                         }
3524                 }
3525                 if (r_loadfog && skinframe->hasalpha)
3526                 {
3527                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3528                         memcpy(fogpixels, skindata, width * height * 4);
3529                         for (i = 0;i < width * height * 4;i += 4)
3530                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3531                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3532                         Mem_Free(fogpixels);
3533                 }
3534         }
3535
3536         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3537         //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]);
3538
3539         return skinframe;
3540 }
3541
3542 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3543 {
3544         int i;
3545         int featuresmask;
3546         skinframe_t *skinframe;
3547
3548         if (cls.state == ca_dedicated)
3549                 return NULL;
3550
3551         // if already loaded just return it, otherwise make a new skinframe
3552         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3553         if (skinframe && skinframe->base)
3554                 return skinframe;
3555
3556         skinframe->stain = NULL;
3557         skinframe->merged = NULL;
3558         skinframe->base = NULL;
3559         skinframe->pants = NULL;
3560         skinframe->shirt = NULL;
3561         skinframe->nmap = NULL;
3562         skinframe->gloss = NULL;
3563         skinframe->glow = NULL;
3564         skinframe->fog = NULL;
3565         skinframe->reflect = NULL;
3566         skinframe->hasalpha = false;
3567
3568         // if no data was provided, then clearly the caller wanted to get a blank skinframe
3569         if (!skindata)
3570                 return NULL;
3571
3572         if (developer_loading.integer)
3573                 Con_Printf("loading quake skin \"%s\"\n", name);
3574
3575         // 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)
3576         skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3577         memcpy(skinframe->qpixels, skindata, width*height);
3578         skinframe->qwidth = width;
3579         skinframe->qheight = height;
3580
3581         featuresmask = 0;
3582         for (i = 0;i < width * height;i++)
3583                 featuresmask |= palette_featureflags[skindata[i]];
3584
3585         skinframe->hasalpha = false;
3586         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3587         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3588         skinframe->qgeneratemerged = true;
3589         skinframe->qgeneratebase = skinframe->qhascolormapping;
3590         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3591
3592         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3593         //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]);
3594
3595         return skinframe;
3596 }
3597
3598 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3599 {
3600         int width;
3601         int height;
3602         unsigned char *skindata;
3603
3604         if (!skinframe->qpixels)
3605                 return;
3606
3607         if (!skinframe->qhascolormapping)
3608                 colormapped = false;
3609
3610         if (colormapped)
3611         {
3612                 if (!skinframe->qgeneratebase)
3613                         return;
3614         }
3615         else
3616         {
3617                 if (!skinframe->qgeneratemerged)
3618                         return;
3619         }
3620
3621         width = skinframe->qwidth;
3622         height = skinframe->qheight;
3623         skindata = skinframe->qpixels;
3624
3625         if (skinframe->qgeneratenmap)
3626         {
3627                 unsigned char *temp1, *temp2;
3628                 skinframe->qgeneratenmap = false;
3629                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3630                 temp2 = temp1 + width * height * 4;
3631                 // use either a custom palette or the quake palette
3632                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3633                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3634                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3635                 Mem_Free(temp1);
3636         }
3637
3638         if (skinframe->qgenerateglow)
3639         {
3640                 skinframe->qgenerateglow = false;
3641                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
3642         }
3643
3644         if (colormapped)
3645         {
3646                 skinframe->qgeneratebase = false;
3647                 skinframe->base  = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
3648                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
3649                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
3650         }
3651         else
3652         {
3653                 skinframe->qgeneratemerged = false;
3654                 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);
3655         }
3656
3657         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3658         {
3659                 Mem_Free(skinframe->qpixels);
3660                 skinframe->qpixels = NULL;
3661         }
3662 }
3663
3664 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)
3665 {
3666         int i;
3667         skinframe_t *skinframe;
3668
3669         if (cls.state == ca_dedicated)
3670                 return NULL;
3671
3672         // if already loaded just return it, otherwise make a new skinframe
3673         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3674         if (skinframe && skinframe->base)
3675                 return skinframe;
3676
3677         skinframe->stain = NULL;
3678         skinframe->merged = NULL;
3679         skinframe->base = NULL;
3680         skinframe->pants = NULL;
3681         skinframe->shirt = NULL;
3682         skinframe->nmap = NULL;
3683         skinframe->gloss = NULL;
3684         skinframe->glow = NULL;
3685         skinframe->fog = NULL;
3686         skinframe->reflect = NULL;
3687         skinframe->hasalpha = false;
3688
3689         // if no data was provided, then clearly the caller wanted to get a blank skinframe
3690         if (!skindata)
3691                 return NULL;
3692
3693         if (developer_loading.integer)
3694                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3695
3696         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3697         if (textureflags & TEXF_ALPHA)
3698         {
3699                 for (i = 0;i < width * height;i++)
3700                 {
3701                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3702                         {
3703                                 skinframe->hasalpha = true;
3704                                 break;
3705                         }
3706                 }
3707                 if (r_loadfog && skinframe->hasalpha)
3708                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3709         }
3710
3711         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3712         //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]);
3713
3714         return skinframe;
3715 }
3716
3717 skinframe_t *R_SkinFrame_LoadMissing(void)
3718 {
3719         skinframe_t *skinframe;
3720
3721         if (cls.state == ca_dedicated)
3722                 return NULL;
3723
3724         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3725         skinframe->stain = NULL;
3726         skinframe->merged = NULL;
3727         skinframe->base = NULL;
3728         skinframe->pants = NULL;
3729         skinframe->shirt = NULL;
3730         skinframe->nmap = NULL;
3731         skinframe->gloss = NULL;
3732         skinframe->glow = NULL;
3733         skinframe->fog = NULL;
3734         skinframe->reflect = NULL;
3735         skinframe->hasalpha = false;
3736
3737         skinframe->avgcolor[0] = rand() / RAND_MAX;
3738         skinframe->avgcolor[1] = rand() / RAND_MAX;
3739         skinframe->avgcolor[2] = rand() / RAND_MAX;
3740         skinframe->avgcolor[3] = 1;
3741
3742         return skinframe;
3743 }
3744
3745 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3746 typedef struct suffixinfo_s
3747 {
3748         const char *suffix;
3749         qboolean flipx, flipy, flipdiagonal;
3750 }
3751 suffixinfo_t;
3752 static suffixinfo_t suffix[3][6] =
3753 {
3754         {
3755                 {"px",   false, false, false},
3756                 {"nx",   false, false, false},
3757                 {"py",   false, false, false},
3758                 {"ny",   false, false, false},
3759                 {"pz",   false, false, false},
3760                 {"nz",   false, false, false}
3761         },
3762         {
3763                 {"posx", false, false, false},
3764                 {"negx", false, false, false},
3765                 {"posy", false, false, false},
3766                 {"negy", false, false, false},
3767                 {"posz", false, false, false},
3768                 {"negz", false, false, false}
3769         },
3770         {
3771                 {"rt",    true, false,  true},
3772                 {"lf",   false,  true,  true},
3773                 {"ft",    true,  true, false},
3774                 {"bk",   false, false, false},
3775                 {"up",    true, false,  true},
3776                 {"dn",    true, false,  true}
3777         }
3778 };
3779
3780 static int componentorder[4] = {0, 1, 2, 3};
3781
3782 rtexture_t *R_LoadCubemap(const char *basename)
3783 {
3784         int i, j, cubemapsize;
3785         unsigned char *cubemappixels, *image_buffer;
3786         rtexture_t *cubemaptexture;
3787         char name[256];
3788         // must start 0 so the first loadimagepixels has no requested width/height
3789         cubemapsize = 0;
3790         cubemappixels = NULL;
3791         cubemaptexture = NULL;
3792         // keep trying different suffix groups (posx, px, rt) until one loads
3793         for (j = 0;j < 3 && !cubemappixels;j++)
3794         {
3795                 // load the 6 images in the suffix group
3796                 for (i = 0;i < 6;i++)
3797                 {
3798                         // generate an image name based on the base and and suffix
3799                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3800                         // load it
3801                         if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3802                         {
3803                                 // an image loaded, make sure width and height are equal
3804                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3805                                 {
3806                                         // if this is the first image to load successfully, allocate the cubemap memory
3807                                         if (!cubemappixels && image_width >= 1)
3808                                         {
3809                                                 cubemapsize = image_width;
3810                                                 // note this clears to black, so unavailable sides are black
3811                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3812                                         }
3813                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3814                                         if (cubemappixels)
3815                                                 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);
3816                                 }
3817                                 else
3818                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3819                                 // free the image
3820                                 Mem_Free(image_buffer);
3821                         }
3822                 }
3823         }
3824         // if a cubemap loaded, upload it
3825         if (cubemappixels)
3826         {
3827                 if (developer_loading.integer)
3828                         Con_Printf("loading cubemap \"%s\"\n", basename);
3829
3830                 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
3831                 Mem_Free(cubemappixels);
3832         }
3833         else
3834         {
3835                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3836                 if (developer_loading.integer)
3837                 {
3838                         Con_Printf("(tried tried images ");
3839                         for (j = 0;j < 3;j++)
3840                                 for (i = 0;i < 6;i++)
3841                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3842                         Con_Print(" and was unable to find any of them).\n");
3843                 }
3844         }
3845         return cubemaptexture;
3846 }
3847
3848 rtexture_t *R_GetCubemap(const char *basename)
3849 {
3850         int i;
3851         for (i = 0;i < r_texture_numcubemaps;i++)
3852                 if (r_texture_cubemaps[i] != NULL)
3853                         if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3854                                 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3855         if (i >= MAX_CUBEMAPS || !r_main_mempool)
3856                 return r_texture_whitecube;
3857         r_texture_numcubemaps++;
3858         r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3859         strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3860         r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3861         return r_texture_cubemaps[i]->texture;
3862 }
3863
3864 void R_FreeCubemap(const char *basename)
3865 {
3866         int i;
3867
3868         for (i = 0;i < r_texture_numcubemaps;i++)
3869         {
3870                 if (r_texture_cubemaps[i] != NULL)
3871                 {
3872                         if (r_texture_cubemaps[i]->texture)
3873                         {
3874                                 if (developer_loading.integer)
3875                                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename);
3876                                 R_FreeTexture(r_texture_cubemaps[i]->texture);
3877                                 Mem_Free(r_texture_cubemaps[i]);
3878                                 r_texture_cubemaps[i] = NULL;
3879                         }
3880                 }
3881         }
3882 }
3883
3884 void R_FreeCubemaps(void)
3885 {
3886         int i;
3887         for (i = 0;i < r_texture_numcubemaps;i++)
3888         {
3889                 if (developer_loading.integer)
3890                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename);
3891                 if (r_texture_cubemaps[i] != NULL)
3892                 {
3893                         if (r_texture_cubemaps[i]->texture)
3894                                 R_FreeTexture(r_texture_cubemaps[i]->texture);
3895                         Mem_Free(r_texture_cubemaps[i]);
3896                 }
3897         }
3898         r_texture_numcubemaps = 0;
3899 }
3900
3901 void R_Main_FreeViewCache(void)
3902 {
3903         if (r_refdef.viewcache.entityvisible)
3904                 Mem_Free(r_refdef.viewcache.entityvisible);
3905         if (r_refdef.viewcache.world_pvsbits)
3906                 Mem_Free(r_refdef.viewcache.world_pvsbits);
3907         if (r_refdef.viewcache.world_leafvisible)
3908                 Mem_Free(r_refdef.viewcache.world_leafvisible);
3909         if (r_refdef.viewcache.world_surfacevisible)
3910                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3911         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3912 }
3913
3914 void R_Main_ResizeViewCache(void)
3915 {
3916         int numentities = r_refdef.scene.numentities;
3917         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3918         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3919         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3920         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3921         if (r_refdef.viewcache.maxentities < numentities)
3922         {
3923                 r_refdef.viewcache.maxentities = numentities;
3924                 if (r_refdef.viewcache.entityvisible)
3925                         Mem_Free(r_refdef.viewcache.entityvisible);
3926                 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3927         }
3928         if (r_refdef.viewcache.world_numclusters != numclusters)
3929         {
3930                 r_refdef.viewcache.world_numclusters = numclusters;
3931                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3932                 if (r_refdef.viewcache.world_pvsbits)
3933                         Mem_Free(r_refdef.viewcache.world_pvsbits);
3934                 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3935         }
3936         if (r_refdef.viewcache.world_numleafs != numleafs)
3937         {
3938                 r_refdef.viewcache.world_numleafs = numleafs;
3939                 if (r_refdef.viewcache.world_leafvisible)
3940                         Mem_Free(r_refdef.viewcache.world_leafvisible);
3941                 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3942         }
3943         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3944         {
3945                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3946                 if (r_refdef.viewcache.world_surfacevisible)
3947                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
3948                 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3949         }
3950 }
3951
3952 extern rtexture_t *loadingscreentexture;
3953 void gl_main_start(void)
3954 {
3955         loadingscreentexture = NULL;
3956         r_texture_blanknormalmap = NULL;
3957         r_texture_white = NULL;
3958         r_texture_grey128 = NULL;
3959         r_texture_black = NULL;
3960         r_texture_whitecube = NULL;
3961         r_texture_normalizationcube = NULL;
3962         r_texture_fogattenuation = NULL;
3963         r_texture_fogheighttexture = NULL;
3964         r_texture_gammaramps = NULL;
3965         r_texture_numcubemaps = 0;
3966
3967         r_loaddds = r_texture_dds_load.integer != 0;
3968         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3969
3970         switch(vid.renderpath)
3971         {
3972         case RENDERPATH_GL20:
3973         case RENDERPATH_D3D9:
3974         case RENDERPATH_D3D10:
3975         case RENDERPATH_D3D11:
3976         case RENDERPATH_SOFT:
3977         case RENDERPATH_GLES2:
3978                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3979                 Cvar_SetValueQuick(&gl_combine, 1);
3980                 Cvar_SetValueQuick(&r_glsl, 1);
3981                 r_loadnormalmap = true;
3982                 r_loadgloss = true;
3983                 r_loadfog = false;
3984                 break;
3985         case RENDERPATH_GL13:
3986         case RENDERPATH_GLES1:
3987                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3988                 Cvar_SetValueQuick(&gl_combine, 1);
3989                 Cvar_SetValueQuick(&r_glsl, 0);
3990                 r_loadnormalmap = false;
3991                 r_loadgloss = false;
3992                 r_loadfog = true;
3993                 break;
3994         case RENDERPATH_GL11:
3995                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3996                 Cvar_SetValueQuick(&gl_combine, 0);
3997                 Cvar_SetValueQuick(&r_glsl, 0);
3998                 r_loadnormalmap = false;
3999                 r_loadgloss = false;
4000                 r_loadfog = true;
4001                 break;
4002         }
4003
4004         R_AnimCache_Free();
4005         R_FrameData_Reset();
4006
4007         r_numqueries = 0;
4008         r_maxqueries = 0;
4009         memset(r_queries, 0, sizeof(r_queries));
4010
4011         r_qwskincache = NULL;
4012         r_qwskincache_size = 0;
4013
4014         // due to caching of texture_t references, the collision cache must be reset
4015         Collision_Cache_Reset(true);
4016
4017         // set up r_skinframe loading system for textures
4018         memset(&r_skinframe, 0, sizeof(r_skinframe));
4019         r_skinframe.loadsequence = 1;
4020         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4021
4022         r_main_texturepool = R_AllocTexturePool();
4023         R_BuildBlankTextures();
4024         R_BuildNoTexture();
4025         if (vid.support.arb_texture_cube_map)
4026         {
4027                 R_BuildWhiteCube();
4028                 R_BuildNormalizationCube();
4029         }
4030         r_texture_fogattenuation = NULL;
4031         r_texture_fogheighttexture = NULL;
4032         r_texture_gammaramps = NULL;
4033         //r_texture_fogintensity = NULL;
4034         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
4035         memset(&r_waterstate, 0, sizeof(r_waterstate));
4036         r_glsl_permutation = NULL;
4037         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4038         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4039         glslshaderstring = NULL;
4040 #ifdef SUPPORTD3D
4041         r_hlsl_permutation = NULL;
4042         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4043         Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4044 #endif
4045         hlslshaderstring = NULL;
4046         memset(&r_svbsp, 0, sizeof (r_svbsp));
4047
4048         memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4049         r_texture_numcubemaps = 0;
4050
4051         r_refdef.fogmasktable_density = 0;
4052 }
4053
4054 void gl_main_shutdown(void)
4055 {
4056         R_AnimCache_Free();
4057         R_FrameData_Reset();
4058
4059         R_Main_FreeViewCache();
4060
4061         switch(vid.renderpath)
4062         {
4063         case RENDERPATH_GL11:
4064         case RENDERPATH_GL13:
4065         case RENDERPATH_GL20:
4066         case RENDERPATH_GLES1:
4067         case RENDERPATH_GLES2:
4068 #ifdef GL_SAMPLES_PASSED_ARB
4069                 if (r_maxqueries)
4070                         qglDeleteQueriesARB(r_maxqueries, r_queries);
4071 #endif
4072                 break;
4073         case RENDERPATH_D3D9:
4074                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4075                 break;
4076         case RENDERPATH_D3D10:
4077                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4078                 break;
4079         case RENDERPATH_D3D11:
4080                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4081                 break;
4082         case RENDERPATH_SOFT:
4083                 break;
4084         }
4085
4086         r_numqueries = 0;
4087         r_maxqueries = 0;
4088         memset(r_queries, 0, sizeof(r_queries));
4089
4090         r_qwskincache = NULL;
4091         r_qwskincache_size = 0;
4092
4093         // clear out the r_skinframe state
4094         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4095         memset(&r_skinframe, 0, sizeof(r_skinframe));
4096
4097         if (r_svbsp.nodes)
4098                 Mem_Free(r_svbsp.nodes);
4099         memset(&r_svbsp, 0, sizeof (r_svbsp));
4100         R_FreeTexturePool(&r_main_texturepool);
4101         loadingscreentexture = NULL;
4102         r_texture_blanknormalmap = NULL;
4103         r_texture_white = NULL;
4104         r_texture_grey128 = NULL;
4105         r_texture_black = NULL;
4106         r_texture_whitecube = NULL;
4107         r_texture_normalizationcube = NULL;
4108         r_texture_fogattenuation = NULL;
4109         r_texture_fogheighttexture = NULL;
4110         r_texture_gammaramps = NULL;
4111         r_texture_numcubemaps = 0;
4112         //r_texture_fogintensity = NULL;
4113         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
4114         memset(&r_waterstate, 0, sizeof(r_waterstate));
4115         R_GLSL_Restart_f();
4116
4117         r_glsl_permutation = NULL;
4118         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4119         Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4120         glslshaderstring = NULL;
4121 #ifdef SUPPORTD3D
4122         r_hlsl_permutation = NULL;
4123         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4124         Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4125 #endif
4126         hlslshaderstring = NULL;
4127 }
4128
4129 extern void CL_ParseEntityLump(char *entitystring);
4130 void gl_main_newmap(void)
4131 {
4132         // FIXME: move this code to client
4133         char *entities, entname[MAX_QPATH];
4134         if (r_qwskincache)
4135                 Mem_Free(r_qwskincache);
4136         r_qwskincache = NULL;
4137         r_qwskincache_size = 0;
4138         if (cl.worldmodel)
4139         {
4140                 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4141                 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4142                 {
4143                         CL_ParseEntityLump(entities);
4144                         Mem_Free(entities);
4145                         return;
4146                 }
4147                 if (cl.worldmodel->brush.entities)
4148                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
4149         }
4150         R_Main_FreeViewCache();
4151
4152         R_FrameData_Reset();
4153 }
4154
4155 void GL_Main_Init(void)
4156 {
4157         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4158
4159         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4160         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4161         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4162         if (gamemode == GAME_NEHAHRA)
4163         {
4164                 Cvar_RegisterVariable (&gl_fogenable);
4165                 Cvar_RegisterVariable (&gl_fogdensity);
4166                 Cvar_RegisterVariable (&gl_fogred);
4167                 Cvar_RegisterVariable (&gl_foggreen);
4168                 Cvar_RegisterVariable (&gl_fogblue);
4169                 Cvar_RegisterVariable (&gl_fogstart);
4170                 Cvar_RegisterVariable (&gl_fogend);
4171                 Cvar_RegisterVariable (&gl_skyclip);
4172         }
4173         Cvar_RegisterVariable(&r_motionblur);
4174         Cvar_RegisterVariable(&r_damageblur);
4175         Cvar_RegisterVariable(&r_motionblur_averaging);
4176         Cvar_RegisterVariable(&r_motionblur_randomize);
4177         Cvar_RegisterVariable(&r_motionblur_minblur);
4178         Cvar_RegisterVariable(&r_motionblur_maxblur);
4179         Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4180         Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4181         Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4182         Cvar_RegisterVariable(&r_motionblur_mousefactor);
4183         Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4184         Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4185         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4186         Cvar_RegisterVariable(&r_equalize_entities_minambient);
4187         Cvar_RegisterVariable(&r_equalize_entities_by);
4188         Cvar_RegisterVariable(&r_equalize_entities_to);
4189         Cvar_RegisterVariable(&r_depthfirst);
4190         Cvar_RegisterVariable(&r_useinfinitefarclip);
4191         Cvar_RegisterVariable(&r_farclip_base);
4192         Cvar_RegisterVariable(&r_farclip_world);
4193         Cvar_RegisterVariable(&r_nearclip);
4194         Cvar_RegisterVariable(&r_deformvertexes);
4195         Cvar_RegisterVariable(&r_transparent);
4196         Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4197         Cvar_RegisterVariable(&r_showoverdraw);
4198         Cvar_RegisterVariable(&r_showbboxes);
4199         Cvar_RegisterVariable(&r_showsurfaces);
4200         Cvar_RegisterVariable(&r_showtris);
4201         Cvar_RegisterVariable(&r_shownormals);
4202         Cvar_RegisterVariable(&r_showlighting);
4203         Cvar_RegisterVariable(&r_showshadowvolumes);
4204         Cvar_RegisterVariable(&r_showcollisionbrushes);
4205         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4206         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4207         Cvar_RegisterVariable(&r_showdisabledepthtest);
4208         Cvar_RegisterVariable(&r_drawportals);
4209         Cvar_RegisterVariable(&r_drawentities);
4210         Cvar_RegisterVariable(&r_draw2d);
4211         Cvar_RegisterVariable(&r_drawworld);
4212         Cvar_RegisterVariable(&r_cullentities_trace);
4213         Cvar_RegisterVariable(&r_cullentities_trace_samples);
4214         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4215         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4216         Cvar_RegisterVariable(&r_cullentities_trace_delay);
4217         Cvar_RegisterVariable(&r_drawviewmodel);
4218         Cvar_RegisterVariable(&r_drawexteriormodel);
4219         Cvar_RegisterVariable(&r_speeds);
4220         Cvar_RegisterVariable(&r_fullbrights);
4221         Cvar_RegisterVariable(&r_wateralpha);
4222         Cvar_RegisterVariable(&r_dynamic);
4223         Cvar_RegisterVariable(&r_fakelight);
4224         Cvar_RegisterVariable(&r_fakelight_intensity);
4225         Cvar_RegisterVariable(&r_fullbright);
4226         Cvar_RegisterVariable(&r_shadows);
4227         Cvar_RegisterVariable(&r_shadows_darken);
4228         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4229         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4230         Cvar_RegisterVariable(&r_shadows_throwdistance);
4231         Cvar_RegisterVariable(&r_shadows_throwdirection);
4232         Cvar_RegisterVariable(&r_shadows_focus);
4233         Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4234         Cvar_RegisterVariable(&r_q1bsp_skymasking);
4235         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4236         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4237         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4238         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4239         Cvar_RegisterVariable(&r_fog_exp2);
4240         Cvar_RegisterVariable(&r_fog_clear);
4241         Cvar_RegisterVariable(&r_drawfog);
4242         Cvar_RegisterVariable(&r_transparentdepthmasking);
4243         Cvar_RegisterVariable(&r_transparent_sortmindist);
4244         Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4245         Cvar_RegisterVariable(&r_transparent_sortarraysize);
4246         Cvar_RegisterVariable(&r_texture_dds_load);
4247         Cvar_RegisterVariable(&r_texture_dds_save);
4248         Cvar_RegisterVariable(&r_textureunits);
4249         Cvar_RegisterVariable(&gl_combine);
4250         Cvar_RegisterVariable(&r_viewfbo);
4251         Cvar_RegisterVariable(&r_viewscale);
4252         Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4253         Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4254         Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4255         Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4256         Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4257         Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4258         Cvar_RegisterVariable(&r_glsl);
4259         Cvar_RegisterVariable(&r_glsl_deluxemapping);
4260         Cvar_RegisterVariable(&r_glsl_offsetmapping);
4261         Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4262         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4263         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4264         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4265         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4266         Cvar_RegisterVariable(&r_glsl_postprocess);
4267         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4268         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4269         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4270         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4271         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4272         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4273         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4274         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4275
4276         Cvar_RegisterVariable(&r_water);
4277         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4278         Cvar_RegisterVariable(&r_water_clippingplanebias);
4279         Cvar_RegisterVariable(&r_water_refractdistort);
4280         Cvar_RegisterVariable(&r_water_reflectdistort);
4281         Cvar_RegisterVariable(&r_water_scissormode);
4282         Cvar_RegisterVariable(&r_water_lowquality);
4283
4284         Cvar_RegisterVariable(&r_lerpsprites);
4285         Cvar_RegisterVariable(&r_lerpmodels);
4286         Cvar_RegisterVariable(&r_lerplightstyles);
4287         Cvar_RegisterVariable(&r_waterscroll);
4288         Cvar_RegisterVariable(&r_bloom);
4289         Cvar_RegisterVariable(&r_bloom_colorscale);
4290         Cvar_RegisterVariable(&r_bloom_brighten);
4291         Cvar_RegisterVariable(&r_bloom_blur);
4292         Cvar_RegisterVariable(&r_bloom_resolution);
4293         Cvar_RegisterVariable(&r_bloom_colorexponent);
4294         Cvar_RegisterVariable(&r_bloom_colorsubtract);
4295         Cvar_RegisterVariable(&r_hdr);
4296         Cvar_RegisterVariable(&r_hdr_scenebrightness);
4297         Cvar_RegisterVariable(&r_hdr_glowintensity);
4298         Cvar_RegisterVariable(&r_hdr_range);
4299         Cvar_RegisterVariable(&r_hdr_irisadaptation);
4300         Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4301         Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4302         Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4303         Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4304         Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4305         Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4306         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4307         Cvar_RegisterVariable(&developer_texturelogging);
4308         Cvar_RegisterVariable(&gl_lightmaps);
4309         Cvar_RegisterVariable(&r_test);
4310         Cvar_RegisterVariable(&r_glsl_saturation);
4311         Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4312         Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4313         Cvar_RegisterVariable(&r_framedatasize);
4314         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4315                 Cvar_SetValue("r_fullbrights", 0);
4316         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4317 }
4318
4319 extern void R_Textures_Init(void);
4320 extern void GL_Draw_Init(void);
4321 extern void GL_Main_Init(void);
4322 extern void R_Shadow_Init(void);
4323 extern void R_Sky_Init(void);
4324 extern void GL_Surf_Init(void);
4325 extern void R_Particles_Init(void);
4326 extern void R_Explosion_Init(void);
4327 extern void gl_backend_init(void);
4328 extern void Sbar_Init(void);
4329 extern void R_LightningBeams_Init(void);
4330 extern void Mod_RenderInit(void);
4331 extern void Font_Init(void);
4332
4333 void Render_Init(void)
4334 {
4335         gl_backend_init();
4336         R_Textures_Init();
4337         GL_Main_Init();
4338         Font_Init();
4339         GL_Draw_Init();
4340         R_Shadow_Init();
4341         R_Sky_Init();
4342         GL_Surf_Init();
4343         Sbar_Init();
4344         R_Particles_Init();
4345         R_Explosion_Init();
4346         R_LightningBeams_Init();
4347         Mod_RenderInit();
4348 }
4349
4350 /*
4351 ===============
4352 GL_Init
4353 ===============
4354 */
4355 #ifndef USE_GLES2
4356 extern char *ENGINE_EXTENSIONS;
4357 void GL_Init (void)
4358 {
4359         gl_renderer = (const char *)qglGetString(GL_RENDERER);
4360         gl_vendor = (const char *)qglGetString(GL_VENDOR);
4361         gl_version = (const char *)qglGetString(GL_VERSION);
4362         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4363
4364         if (!gl_extensions)
4365                 gl_extensions = "";
4366         if (!gl_platformextensions)
4367                 gl_platformextensions = "";
4368
4369         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4370         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4371         Con_Printf("GL_VERSION: %s\n", gl_version);
4372         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4373         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4374
4375         VID_CheckExtensions();
4376
4377         // LordHavoc: report supported extensions
4378         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4379
4380         // clear to black (loading plaque will be seen over this)
4381         GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4382 }
4383 #endif
4384
4385 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4386 {
4387         int i;
4388         mplane_t *p;
4389         if (r_trippy.integer)
4390                 return false;
4391         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4392         {
4393                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4394                 if (i == 4)
4395                         continue;
4396                 p = r_refdef.view.frustum + i;
4397                 switch(p->signbits)
4398                 {
4399                 default:
4400                 case 0:
4401                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4402                                 return true;
4403                         break;
4404                 case 1:
4405                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4406                                 return true;
4407                         break;
4408                 case 2:
4409                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4410                                 return true;
4411                         break;
4412                 case 3:
4413                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4414                                 return true;
4415                         break;
4416                 case 4:
4417                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4418                                 return true;
4419                         break;
4420                 case 5:
4421                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4422                                 return true;
4423                         break;
4424                 case 6:
4425                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4426                                 return true;
4427                         break;
4428                 case 7:
4429                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4430                                 return true;
4431                         break;
4432                 }
4433         }
4434         return false;
4435 }
4436
4437 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4438 {
4439         int i;
4440         const mplane_t *p;
4441         if (r_trippy.integer)
4442                 return false;
4443         for (i = 0;i < numplanes;i++)
4444         {
4445                 p = planes + i;
4446                 switch(p->signbits)
4447                 {
4448                 default:
4449                 case 0:
4450                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4451                                 return true;
4452                         break;
4453                 case 1:
4454                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4455                                 return true;
4456                         break;
4457                 case 2:
4458                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4459                                 return true;
4460                         break;
4461                 case 3:
4462                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4463                                 return true;
4464                         break;
4465                 case 4:
4466                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4467                                 return true;
4468                         break;
4469                 case 5:
4470                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4471                                 return true;
4472                         break;
4473                 case 6:
4474                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4475                                 return true;
4476                         break;
4477                 case 7:
4478                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4479                                 return true;
4480                         break;
4481                 }
4482         }
4483         return false;
4484 }
4485
4486 //==================================================================================
4487
4488 // LordHavoc: this stores temporary data used within the same frame
4489
4490 typedef struct r_framedata_mem_s
4491 {
4492         struct r_framedata_mem_s *purge; // older mem block to free on next frame
4493         size_t size; // how much usable space
4494         size_t current; // how much space in use
4495         size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4496         size_t wantedsize; // how much space was allocated
4497         unsigned char *data; // start of real data (16byte aligned)
4498 }
4499 r_framedata_mem_t;
4500
4501 static r_framedata_mem_t *r_framedata_mem;
4502
4503 void R_FrameData_Reset(void)
4504 {
4505         while (r_framedata_mem)
4506         {
4507                 r_framedata_mem_t *next = r_framedata_mem->purge;
4508                 Mem_Free(r_framedata_mem);
4509                 r_framedata_mem = next;
4510         }
4511 }
4512
4513 void R_FrameData_Resize(void)
4514 {
4515         size_t wantedsize;
4516         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4517         wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4518         if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize)
4519         {
4520                 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4521                 newmem->wantedsize = wantedsize;
4522                 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4523                 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4524                 newmem->current = 0;
4525                 newmem->mark = 0;
4526                 newmem->purge = r_framedata_mem;
4527                 r_framedata_mem = newmem;
4528         }
4529 }
4530
4531 void R_FrameData_NewFrame(void)
4532 {
4533         R_FrameData_Resize();
4534         if (!r_framedata_mem)
4535                 return;
4536         // if we ran out of space on the last frame, free the old memory now
4537         while (r_framedata_mem->purge)
4538         {
4539                 // repeatedly remove the second item in the list, leaving only head
4540                 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4541                 Mem_Free(r_framedata_mem->purge);
4542                 r_framedata_mem->purge = next;
4543         }
4544         // reset the current mem pointer
4545         r_framedata_mem->current = 0;
4546         r_framedata_mem->mark = 0;
4547 }
4548
4549 void *R_FrameData_Alloc(size_t size)
4550 {
4551         void *data;
4552
4553         // align to 16 byte boundary - the data pointer is already aligned, so we
4554         // only need to ensure the size of every allocation is also aligned
4555         size = (size + 15) & ~15;
4556
4557         while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4558         {
4559                 // emergency - we ran out of space, allocate more memory
4560                 Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f));
4561                 R_FrameData_Resize();
4562         }
4563
4564         data = r_framedata_mem->data + r_framedata_mem->current;
4565         r_framedata_mem->current += size;
4566
4567         // count the usage for stats
4568         r_refdef.stats.framedatacurrent = max(r_refdef.stats.framedatacurrent, (int)r_framedata_mem->current);
4569         r_refdef.stats.framedatasize = max(r_refdef.stats.framedatasize, (int)r_framedata_mem->size);
4570
4571         return (void *)data;
4572 }
4573
4574 void *R_FrameData_Store(size_t size, void *data)
4575 {
4576         void *d = R_FrameData_Alloc(size);
4577         if (d && data)
4578                 memcpy(d, data, size);
4579         return d;
4580 }
4581
4582 void R_FrameData_SetMark(void)
4583 {
4584         if (!r_framedata_mem)
4585                 return;
4586         r_framedata_mem->mark = r_framedata_mem->current;
4587 }
4588
4589 void R_FrameData_ReturnToMark(void)
4590 {
4591         if (!r_framedata_mem)
4592                 return;
4593         r_framedata_mem->current = r_framedata_mem->mark;
4594 }
4595
4596 //==================================================================================
4597
4598 // LordHavoc: animcache originally written by Echon, rewritten since then
4599
4600 /**
4601  * Animation cache prevents re-generating mesh data for an animated model
4602  * multiple times in one frame for lighting, shadowing, reflections, etc.
4603  */
4604
4605 void R_AnimCache_Free(void)
4606 {
4607 }
4608
4609 void R_AnimCache_ClearCache(void)
4610 {
4611         int i;
4612         entity_render_t *ent;
4613
4614         for (i = 0;i < r_refdef.scene.numentities;i++)
4615         {
4616                 ent = r_refdef.scene.entities[i];
4617                 ent->animcache_vertex3f = NULL;
4618                 ent->animcache_normal3f = NULL;
4619                 ent->animcache_svector3f = NULL;
4620                 ent->animcache_tvector3f = NULL;
4621                 ent->animcache_vertexmesh = NULL;
4622                 ent->animcache_vertex3fbuffer = NULL;
4623                 ent->animcache_vertexmeshbuffer = NULL;
4624         }
4625 }
4626
4627 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4628 {
4629         int i;
4630
4631         // check if we need the meshbuffers
4632         if (!vid.useinterleavedarrays)
4633                 return;
4634
4635         if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4636                 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4637         // TODO: upload vertex3f buffer?
4638         if (ent->animcache_vertexmesh)
4639         {
4640                 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4641                 for (i = 0;i < numvertices;i++)
4642                         memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4643                 if (ent->animcache_svector3f)
4644                         for (i = 0;i < numvertices;i++)
4645                                 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4646                 if (ent->animcache_tvector3f)
4647                         for (i = 0;i < numvertices;i++)
4648                                 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4649                 if (ent->animcache_normal3f)
4650                         for (i = 0;i < numvertices;i++)
4651                                 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4652                 // TODO: upload vertexmeshbuffer?
4653         }
4654 }
4655
4656 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4657 {
4658         dp_model_t *model = ent->model;
4659         int numvertices;
4660         // see if it's already cached this frame
4661         if (ent->animcache_vertex3f)
4662         {
4663                 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
4664                 if (wantnormals || wanttangents)
4665                 {
4666                         if (ent->animcache_normal3f)
4667                                 wantnormals = false;
4668                         if (ent->animcache_svector3f)
4669                                 wanttangents = false;
4670                         if (wantnormals || wanttangents)
4671                         {
4672                                 numvertices = model->surfmesh.num_vertices;
4673                                 if (wantnormals)
4674                                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4675                                 if (wanttangents)
4676                                 {
4677                                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4678                                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4679                                 }
4680                                 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4681                                 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4682                         }
4683                 }
4684         }
4685         else
4686         {
4687                 // see if this ent is worth caching
4688                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices)
4689                         return false;
4690                 // get some memory for this entity and generate mesh data
4691                 numvertices = model->surfmesh.num_vertices;
4692                 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4693                 if (wantnormals)
4694                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4695                 if (wanttangents)
4696                 {
4697                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4698                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4699                 }
4700                 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4701                 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4702         }
4703         return true;
4704 }
4705
4706 void R_AnimCache_CacheVisibleEntities(void)
4707 {
4708         int i;
4709         qboolean wantnormals = true;
4710         qboolean wanttangents = !r_showsurfaces.integer;
4711
4712         switch(vid.renderpath)
4713         {
4714         case RENDERPATH_GL20:
4715         case RENDERPATH_D3D9:
4716         case RENDERPATH_D3D10:
4717         case RENDERPATH_D3D11:
4718         case RENDERPATH_GLES2:
4719                 break;
4720         case RENDERPATH_GL11:
4721         case RENDERPATH_GL13:
4722         case RENDERPATH_GLES1:
4723                 wanttangents = false;
4724                 break;
4725         case RENDERPATH_SOFT:
4726                 break;
4727         }
4728
4729         if (r_shownormals.integer)
4730                 wanttangents = wantnormals = true;
4731
4732         // TODO: thread this
4733         // NOTE: R_PrepareRTLights() also caches entities
4734
4735         for (i = 0;i < r_refdef.scene.numentities;i++)
4736                 if (r_refdef.viewcache.entityvisible[i])
4737                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
4738 }
4739
4740 //==================================================================================
4741
4742 extern cvar_t r_overheadsprites_pushback;
4743
4744 static void R_View_UpdateEntityLighting (void)
4745 {
4746         int i;
4747         entity_render_t *ent;
4748         vec3_t tempdiffusenormal, avg;
4749         vec_t f, fa, fd, fdd;
4750         qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
4751
4752         for (i = 0;i < r_refdef.scene.numentities;i++)
4753         {
4754                 ent = r_refdef.scene.entities[i];
4755
4756                 // skip unseen models
4757                 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
4758                         continue;
4759
4760                 // skip bsp models
4761                 if (ent->model && ent->model->brush.num_leafs)
4762                 {
4763                         // TODO: use modellight for r_ambient settings on world?
4764                         VectorSet(ent->modellight_ambient, 0, 0, 0);
4765                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
4766                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
4767                         continue;
4768                 }
4769
4770                 // fetch the lighting from the worldmodel data
4771                 VectorClear(ent->modellight_ambient);
4772                 VectorClear(ent->modellight_diffuse);
4773                 VectorClear(tempdiffusenormal);
4774                 if (ent->flags & RENDER_LIGHT)
4775                 {
4776                         vec3_t org;
4777                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4778
4779                         // complete lightning for lit sprites
4780                         // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
4781                         if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
4782                         {
4783                                 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
4784                                         org[2] = org[2] + r_overheadsprites_pushback.value;
4785                                 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
4786                         }
4787                         else
4788                                 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
4789
4790                         if(ent->flags & RENDER_EQUALIZE)
4791                         {
4792                                 // first fix up ambient lighting...
4793                                 if(r_equalize_entities_minambient.value > 0)
4794                                 {
4795                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4796                                         if(fd > 0)
4797                                         {
4798                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
4799                                                 if(fa < r_equalize_entities_minambient.value * fd)
4800                                                 {
4801                                                         // solve:
4802                                                         //   fa'/fd' = minambient
4803                                                         //   fa'+0.25*fd' = fa+0.25*fd
4804                                                         //   ...
4805                                                         //   fa' = fd' * minambient
4806                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
4807                                                         //   ...
4808                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
4809                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
4810                                                         //   ...
4811                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
4812                                                         f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
4813                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
4814                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
4815                                                 }
4816                                         }
4817                                 }
4818
4819                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
4820                                 {
4821                                         fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
4822                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4823                                         f = fa + 0.25 * fd;
4824                                         if(f > 0)
4825                                         {
4826                                                 // adjust brightness and saturation to target
4827                                                 avg[0] = avg[1] = avg[2] = fa / f;
4828                                                 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
4829                                                 avg[0] = avg[1] = avg[2] = fd / f;
4830                                                 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
4831                                         }
4832                                 }
4833                         }
4834                 }
4835                 else // highly rare
4836                         VectorSet(ent->modellight_ambient, 1, 1, 1);
4837
4838                 // move the light direction into modelspace coordinates for lighting code
4839                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
4840                 if(VectorLength2(ent->modellight_lightdir) == 0)
4841                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
4842                 VectorNormalize(ent->modellight_lightdir);
4843         }
4844 }
4845
4846 #define MAX_LINEOFSIGHTTRACES 64
4847
4848 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
4849 {
4850         int i;
4851         vec3_t boxmins, boxmaxs;
4852         vec3_t start;
4853         vec3_t end;
4854         dp_model_t *model = r_refdef.scene.worldmodel;
4855
4856         if (!model || !model->brush.TraceLineOfSight)
4857                 return true;
4858
4859         // expand the box a little
4860         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
4861         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
4862         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
4863         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
4864         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
4865         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
4866
4867         // return true if eye is inside enlarged box
4868         if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
4869                 return true;
4870
4871         // try center
4872         VectorCopy(eye, start);
4873         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
4874         if (model->brush.TraceLineOfSight(model, start, end))
4875                 return true;
4876
4877         // try various random positions
4878         for (i = 0;i < numsamples;i++)
4879         {
4880                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4881                 if (model->brush.TraceLineOfSight(model, start, end))
4882                         return true;
4883         }
4884
4885         return false;
4886 }
4887
4888
4889 static void R_View_UpdateEntityVisible (void)
4890 {
4891         int i;
4892         int renderimask;
4893         int samples;
4894         entity_render_t *ent;
4895
4896         renderimask = r_refdef.envmap                                    ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4897                 : r_waterstate.renderingrefraction                       ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4898                 : (chase_active.integer || r_waterstate.renderingscene)  ? RENDER_VIEWMODEL
4899                 :                                                          RENDER_EXTERIORMODEL;
4900         if (!r_drawviewmodel.integer)
4901                 renderimask |= RENDER_VIEWMODEL;
4902         if (!r_drawexteriormodel.integer)
4903                 renderimask |= RENDER_EXTERIORMODEL;
4904         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4905         {
4906                 // worldmodel can check visibility
4907                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4908                 for (i = 0;i < r_refdef.scene.numentities;i++)
4909                 {
4910                         ent = r_refdef.scene.entities[i];
4911                         if (!(ent->flags & renderimask))
4912                         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)))
4913                         if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
4914                                 r_refdef.viewcache.entityvisible[i] = true;
4915                 }
4916         }
4917         else
4918         {
4919                 // no worldmodel or it can't check visibility
4920                 for (i = 0;i < r_refdef.scene.numentities;i++)
4921                 {
4922                         ent = r_refdef.scene.entities[i];
4923                         r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
4924                 }
4925         }
4926         if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
4927                 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
4928         {
4929                 for (i = 0;i < r_refdef.scene.numentities;i++)
4930                 {
4931                         if (!r_refdef.viewcache.entityvisible[i])
4932                                 continue;
4933                         ent = r_refdef.scene.entities[i];
4934                         if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4935                         {
4936                                 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
4937                                 if (samples < 0)
4938                                         continue; // temp entities do pvs only
4939                                 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
4940                                         ent->last_trace_visibility = realtime;
4941                                 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4942                                         r_refdef.viewcache.entityvisible[i] = 0;
4943                         }
4944                 }
4945         }
4946 }
4947
4948 /// only used if skyrendermasked, and normally returns false
4949 int R_DrawBrushModelsSky (void)
4950 {
4951         int i, sky;
4952         entity_render_t *ent;
4953
4954         sky = false;
4955         for (i = 0;i < r_refdef.scene.numentities;i++)
4956         {
4957                 if (!r_refdef.viewcache.entityvisible[i])
4958                         continue;
4959                 ent = r_refdef.scene.entities[i];
4960                 if (!ent->model || !ent->model->DrawSky)
4961                         continue;
4962                 ent->model->DrawSky(ent);
4963                 sky = true;
4964         }
4965         return sky;
4966 }
4967
4968 static void R_DrawNoModel(entity_render_t *ent);
4969 static void R_DrawModels(void)
4970 {
4971         int i;
4972         entity_render_t *ent;
4973
4974         for (i = 0;i < r_refdef.scene.numentities;i++)
4975         {
4976                 if (!r_refdef.viewcache.entityvisible[i])
4977                         continue;
4978                 ent = r_refdef.scene.entities[i];
4979                 r_refdef.stats.entities++;
4980                 /*
4981                 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
4982                 {
4983                         vec3_t f, l, u, o;
4984                         Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
4985                         Con_Printf("R_DrawModels\n");
4986                         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]);
4987                         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);
4988                         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);
4989                 }
4990                 */
4991                 if (ent->model && ent->model->Draw != NULL)
4992                         ent->model->Draw(ent);
4993                 else
4994                         R_DrawNoModel(ent);
4995         }
4996 }
4997
4998 static void R_DrawModelsDepth(void)
4999 {
5000         int i;
5001         entity_render_t *ent;
5002
5003         for (i = 0;i < r_refdef.scene.numentities;i++)
5004         {
5005                 if (!r_refdef.viewcache.entityvisible[i])
5006                         continue;
5007                 ent = r_refdef.scene.entities[i];
5008                 if (ent->model && ent->model->DrawDepth != NULL)
5009                         ent->model->DrawDepth(ent);
5010         }
5011 }
5012
5013 static void R_DrawModelsDebug(void)
5014 {
5015         int i;
5016         entity_render_t *ent;
5017
5018         for (i = 0;i < r_refdef.scene.numentities;i++)
5019         {
5020                 if (!r_refdef.viewcache.entityvisible[i])
5021                         continue;
5022                 ent = r_refdef.scene.entities[i];
5023                 if (ent->model && ent->model->DrawDebug != NULL)
5024                         ent->model->DrawDebug(ent);
5025         }
5026 }
5027
5028 static void R_DrawModelsAddWaterPlanes(void)
5029 {
5030         int i;
5031         entity_render_t *ent;
5032
5033         for (i = 0;i < r_refdef.scene.numentities;i++)
5034         {
5035                 if (!r_refdef.viewcache.entityvisible[i])
5036                         continue;
5037                 ent = r_refdef.scene.entities[i];
5038                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5039                         ent->model->DrawAddWaterPlanes(ent);
5040         }
5041 }
5042
5043 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5044 {
5045         if (r_hdr_irisadaptation.integer)
5046         {
5047                 vec3_t ambient;
5048                 vec3_t diffuse;
5049                 vec3_t diffusenormal;
5050                 vec_t brightness;
5051                 vec_t goal;
5052                 vec_t current;
5053                 R_CompleteLightPoint(ambient, diffuse, diffusenormal, point, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5054                 brightness = (ambient[0] + ambient[1] + ambient[2] + diffuse[0] + diffuse[1] + diffuse[2]) * (1.0f / 3.0f);
5055                 brightness = max(0.0000001f, brightness);
5056                 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5057                 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5058                 current = r_hdr_irisadaptation_value.value;
5059                 if (current < goal)
5060                         current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5061                 else if (current > goal)
5062                         current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5063                 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5064                         Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5065         }
5066         else if (r_hdr_irisadaptation_value.value != 1.0f)
5067                 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5068 }
5069
5070 static void R_View_SetFrustum(const int *scissor)
5071 {
5072         int i;
5073         double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5074         vec3_t forward, left, up, origin, v;
5075
5076         if(scissor)
5077         {
5078                 // flipped x coordinates (because x points left here)
5079                 fpx =  1.0 - 2.0 * (scissor[0]              - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5080                 fnx =  1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5081
5082                 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5083                 switch(vid.renderpath)
5084                 {
5085                         case RENDERPATH_D3D9:
5086                         case RENDERPATH_D3D10:
5087                         case RENDERPATH_D3D11:
5088                                 // non-flipped y coordinates
5089                                 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5090                                 fpy = -1.0 + 2.0 * (vid.height - scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5091                                 break;
5092                         case RENDERPATH_SOFT:
5093                         case RENDERPATH_GL11:
5094                         case RENDERPATH_GL13:
5095                         case RENDERPATH_GL20:
5096                         case RENDERPATH_GLES1:
5097                         case RENDERPATH_GLES2:
5098                                 // non-flipped y coordinates
5099                                 fny = -1.0 + 2.0 * (scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5100                                 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5101                                 break;
5102                 }
5103         }
5104
5105         // we can't trust r_refdef.view.forward and friends in reflected scenes
5106         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5107
5108 #if 0
5109         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5110         r_refdef.view.frustum[0].normal[1] = 0 - 0;
5111         r_refdef.view.frustum[0].normal[2] = -1 - 0;
5112         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5113         r_refdef.view.frustum[1].normal[1] = 0 + 0;
5114         r_refdef.view.frustum[1].normal[2] = -1 + 0;
5115         r_refdef.view.frustum[2].normal[0] = 0 - 0;
5116         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5117         r_refdef.view.frustum[2].normal[2] = -1 - 0;
5118         r_refdef.view.frustum[3].normal[0] = 0 + 0;
5119         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5120         r_refdef.view.frustum[3].normal[2] = -1 + 0;
5121 #endif
5122
5123 #if 0
5124         zNear = r_refdef.nearclip;
5125         nudge = 1.0 - 1.0 / (1<<23);
5126         r_refdef.view.frustum[4].normal[0] = 0 - 0;
5127         r_refdef.view.frustum[4].normal[1] = 0 - 0;
5128         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5129         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5130         r_refdef.view.frustum[5].normal[0] = 0 + 0;
5131         r_refdef.view.frustum[5].normal[1] = 0 + 0;
5132         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5133         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5134 #endif
5135
5136
5137
5138 #if 0
5139         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5140         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5141         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5142         r_refdef.view.frustum[0].dist = m[15] - m[12];
5143
5144         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5145         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5146         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5147         r_refdef.view.frustum[1].dist = m[15] + m[12];
5148
5149         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5150         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5151         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5152         r_refdef.view.frustum[2].dist = m[15] - m[13];
5153
5154         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5155         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5156         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5157         r_refdef.view.frustum[3].dist = m[15] + m[13];
5158
5159         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5160         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5161         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5162         r_refdef.view.frustum[4].dist = m[15] - m[14];
5163
5164         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5165         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5166         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5167         r_refdef.view.frustum[5].dist = m[15] + m[14];
5168 #endif
5169
5170         if (r_refdef.view.useperspective)
5171         {
5172                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5173                 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
5174                 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
5175                 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
5176                 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
5177
5178                 // then the normals from the corners relative to origin
5179                 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5180                 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5181                 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5182                 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5183
5184                 // in a NORMAL view, forward cross left == up
5185                 // in a REFLECTED view, forward cross left == down
5186                 // so our cross products above need to be adjusted for a left handed coordinate system
5187                 CrossProduct(forward, left, v);
5188                 if(DotProduct(v, up) < 0)
5189                 {
5190                         VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5191                         VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5192                         VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5193                         VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5194                 }
5195
5196                 // Leaving those out was a mistake, those were in the old code, and they
5197                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5198                 // I couldn't reproduce it after adding those normalizations. --blub
5199                 VectorNormalize(r_refdef.view.frustum[0].normal);
5200                 VectorNormalize(r_refdef.view.frustum[1].normal);
5201                 VectorNormalize(r_refdef.view.frustum[2].normal);
5202                 VectorNormalize(r_refdef.view.frustum[3].normal);
5203
5204                 // make the corners absolute
5205                 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5206                 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5207                 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5208                 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5209
5210                 // one more normal
5211                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5212
5213                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5214                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5215                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5216                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5217                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5218         }
5219         else
5220         {
5221                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5222                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5223                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5224                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5225                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5226                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5227                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5228                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5229                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5230                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5231         }
5232         r_refdef.view.numfrustumplanes = 5;
5233
5234         if (r_refdef.view.useclipplane)
5235         {
5236                 r_refdef.view.numfrustumplanes = 6;
5237                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5238         }
5239
5240         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5241                 PlaneClassify(r_refdef.view.frustum + i);
5242
5243         // LordHavoc: note to all quake engine coders, Quake had a special case
5244         // for 90 degrees which assumed a square view (wrong), so I removed it,
5245         // Quake2 has it disabled as well.
5246
5247         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5248         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5249         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5250         //PlaneClassify(&frustum[0]);
5251
5252         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5253         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5254         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5255         //PlaneClassify(&frustum[1]);
5256
5257         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5258         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5259         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5260         //PlaneClassify(&frustum[2]);
5261
5262         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5263         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5264         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5265         //PlaneClassify(&frustum[3]);
5266
5267         // nearclip plane
5268         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5269         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5270         //PlaneClassify(&frustum[4]);
5271 }
5272
5273 void R_View_UpdateWithScissor(const int *myscissor)
5274 {
5275         R_Main_ResizeViewCache();
5276         R_View_SetFrustum(myscissor);
5277         R_View_WorldVisibility(r_refdef.view.useclipplane);
5278         R_View_UpdateEntityVisible();
5279         R_View_UpdateEntityLighting();
5280 }
5281
5282 void R_View_Update(void)
5283 {
5284         R_Main_ResizeViewCache();
5285         R_View_SetFrustum(NULL);
5286         R_View_WorldVisibility(r_refdef.view.useclipplane);
5287         R_View_UpdateEntityVisible();
5288         R_View_UpdateEntityLighting();
5289 }
5290
5291 float viewscalefpsadjusted = 1.0f;
5292
5293 void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5294 {
5295         float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5296         scale = bound(0.03125f, scale, 1.0f);
5297         *outwidth = (int)ceil(width * scale);
5298         *outheight = (int)ceil(height * scale);
5299 }
5300
5301 void R_Mesh_SetMainRenderTargets(void)
5302 {
5303         if (r_bloomstate.fbo_framebuffer)
5304                 R_Mesh_SetRenderTargets(r_bloomstate.fbo_framebuffer, r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
5305         else
5306                 R_Mesh_ResetRenderTargets();
5307 }
5308
5309 void R_SetupView(qboolean allowwaterclippingplane)
5310 {
5311         const float *customclipplane = NULL;
5312         float plane[4];
5313         int scaledwidth, scaledheight;
5314         if (r_refdef.view.useclipplane && allowwaterclippingplane)
5315         {
5316                 // LordHavoc: couldn't figure out how to make this approach the
5317                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5318                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5319                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5320                         dist = r_refdef.view.clipplane.dist;
5321                 plane[0] = r_refdef.view.clipplane.normal[0];
5322                 plane[1] = r_refdef.view.clipplane.normal[1];
5323                 plane[2] = r_refdef.view.clipplane.normal[2];
5324                 plane[3] = -dist;
5325                 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5326         }
5327
5328         R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5329         if (!r_refdef.view.useperspective)
5330                 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
5331         else if (vid.stencil && r_useinfinitefarclip.integer)
5332                 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
5333         else
5334                 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
5335         R_Mesh_SetMainRenderTargets();
5336         R_SetViewport(&r_refdef.view.viewport);
5337         if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5338         {
5339                 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5340                 float screenplane[4];
5341                 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5342                 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5343                 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5344                 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5345                 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5346         }
5347 }
5348
5349 void R_EntityMatrix(const matrix4x4_t *matrix)
5350 {
5351         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5352         {
5353                 gl_modelmatrixchanged = false;
5354                 gl_modelmatrix = *matrix;
5355                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5356                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5357                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5358                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5359                 CHECKGLERROR
5360                 switch(vid.renderpath)
5361                 {
5362                 case RENDERPATH_D3D9:
5363 #ifdef SUPPORTD3D
5364                         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5365                         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5366 #endif
5367                         break;
5368                 case RENDERPATH_D3D10:
5369                         Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5370                         break;
5371                 case RENDERPATH_D3D11:
5372                         Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5373                         break;
5374                 case RENDERPATH_GL11:
5375                 case RENDERPATH_GL13:
5376                 case RENDERPATH_GLES1:
5377                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5378                         break;
5379                 case RENDERPATH_SOFT:
5380                         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5381                         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5382                         break;
5383                 case RENDERPATH_GL20:
5384                 case RENDERPATH_GLES2:
5385                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5386                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5387                         break;
5388                 }
5389         }
5390 }
5391
5392 void R_ResetViewRendering2D(void)
5393 {
5394         r_viewport_t viewport;
5395         DrawQ_Finish();
5396
5397         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5398         R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
5399         R_Mesh_ResetRenderTargets();
5400         R_SetViewport(&viewport);
5401         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5402         GL_Color(1, 1, 1, 1);
5403         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5404         GL_BlendFunc(GL_ONE, GL_ZERO);
5405         GL_ScissorTest(false);
5406         GL_DepthMask(false);
5407         GL_DepthRange(0, 1);
5408         GL_DepthTest(false);
5409         GL_DepthFunc(GL_LEQUAL);
5410         R_EntityMatrix(&identitymatrix);
5411         R_Mesh_ResetTextureState();
5412         GL_PolygonOffset(0, 0);
5413         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5414         switch(vid.renderpath)
5415         {
5416         case RENDERPATH_GL11:
5417         case RENDERPATH_GL13:
5418         case RENDERPATH_GL20:
5419         case RENDERPATH_GLES1:
5420         case RENDERPATH_GLES2:
5421                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5422                 break;
5423         case RENDERPATH_D3D9:
5424         case RENDERPATH_D3D10:
5425         case RENDERPATH_D3D11:
5426         case RENDERPATH_SOFT:
5427                 break;
5428         }
5429         GL_CullFace(GL_NONE);
5430 }
5431
5432 void R_ResetViewRendering3D(void)
5433 {
5434         DrawQ_Finish();
5435
5436         R_SetupView(true);
5437         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5438         GL_Color(1, 1, 1, 1);
5439         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5440         GL_BlendFunc(GL_ONE, GL_ZERO);
5441         GL_ScissorTest(true);
5442         GL_DepthMask(true);
5443         GL_DepthRange(0, 1);
5444         GL_DepthTest(true);
5445         GL_DepthFunc(GL_LEQUAL);
5446         R_EntityMatrix(&identitymatrix);
5447         R_Mesh_ResetTextureState();
5448         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5449         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5450         switch(vid.renderpath)
5451         {
5452         case RENDERPATH_GL11:
5453         case RENDERPATH_GL13:
5454         case RENDERPATH_GL20:
5455         case RENDERPATH_GLES1:
5456         case RENDERPATH_GLES2:
5457                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5458                 break;
5459         case RENDERPATH_D3D9:
5460         case RENDERPATH_D3D10:
5461         case RENDERPATH_D3D11:
5462         case RENDERPATH_SOFT:
5463                 break;
5464         }
5465         GL_CullFace(r_refdef.view.cullface_back);
5466 }
5467
5468 /*
5469 ================
5470 R_RenderView_UpdateViewVectors
5471 ================
5472 */
5473 static void R_RenderView_UpdateViewVectors(void)
5474 {
5475         // break apart the view matrix into vectors for various purposes
5476         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5477         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5478         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5479         VectorNegate(r_refdef.view.left, r_refdef.view.right);
5480         // make an inverted copy of the view matrix for tracking sprites
5481         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5482 }
5483
5484 void R_RenderScene(void);
5485 void R_RenderWaterPlanes(void);
5486
5487 static void R_Water_StartFrame(void)
5488 {
5489         int i;
5490         int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5491         r_waterstate_waterplane_t *p;
5492
5493         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5494                 return;
5495
5496         switch(vid.renderpath)
5497         {
5498         case RENDERPATH_GL20:
5499         case RENDERPATH_D3D9:
5500         case RENDERPATH_D3D10:
5501         case RENDERPATH_D3D11:
5502         case RENDERPATH_SOFT:
5503         case RENDERPATH_GLES2:
5504                 break;
5505         case RENDERPATH_GL11:
5506         case RENDERPATH_GL13:
5507         case RENDERPATH_GLES1:
5508                 return;
5509         }
5510
5511         // set waterwidth and waterheight to the water resolution that will be
5512         // used (often less than the screen resolution for faster rendering)
5513         R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5514
5515         // calculate desired texture sizes
5516         // can't use water if the card does not support the texture size
5517         if (!r_water.integer || r_showsurfaces.integer)
5518                 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5519         else if (vid.support.arb_texture_non_power_of_two)
5520         {
5521                 texturewidth = waterwidth;
5522                 textureheight = waterheight;
5523                 camerawidth = waterwidth;
5524                 cameraheight = waterheight;
5525         }
5526         else
5527         {
5528                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
5529                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
5530                 for (camerawidth    = 1;camerawidth   <= waterwidth; camerawidth    *= 2); camerawidth  /= 2;
5531                 for (cameraheight   = 1;cameraheight  <= waterheight;cameraheight   *= 2); cameraheight /= 2;
5532         }
5533
5534         // allocate textures as needed
5535         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
5536         {
5537                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
5538                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
5539                 {
5540                         if (p->texture_refraction)
5541                                 R_FreeTexture(p->texture_refraction);
5542                         p->texture_refraction = NULL;
5543                         if (p->texture_reflection)
5544                                 R_FreeTexture(p->texture_reflection);
5545                         p->texture_reflection = NULL;
5546                         if (p->texture_camera)
5547                                 R_FreeTexture(p->texture_camera);
5548                         p->texture_camera = NULL;
5549                 }
5550                 memset(&r_waterstate, 0, sizeof(r_waterstate));
5551                 r_waterstate.texturewidth = texturewidth;
5552                 r_waterstate.textureheight = textureheight;
5553                 r_waterstate.camerawidth = camerawidth;
5554                 r_waterstate.cameraheight = cameraheight;
5555         }
5556
5557         if (r_waterstate.texturewidth)
5558         {
5559                 int scaledwidth, scaledheight;
5560
5561                 r_waterstate.enabled = true;
5562
5563                 // when doing a reduced render (HDR) we want to use a smaller area
5564                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5565                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5566                 R_GetScaledViewSize(r_waterstate.waterwidth, r_waterstate.waterheight, &scaledwidth, &scaledheight);
5567
5568                 // set up variables that will be used in shader setup
5569                 r_waterstate.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_waterstate.texturewidth;
5570                 r_waterstate.screenscale[1] = 0.5f * (float)scaledheight / (float)r_waterstate.textureheight;
5571                 r_waterstate.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_waterstate.texturewidth;
5572                 r_waterstate.screencenter[1] = 0.5f * (float)scaledheight / (float)r_waterstate.textureheight;
5573         }
5574
5575         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
5576         r_waterstate.numwaterplanes = 0;
5577 }
5578
5579 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5580 {
5581         int triangleindex, planeindex;
5582         const int *e;
5583         vec3_t vert[3];
5584         vec3_t normal;
5585         vec3_t center;
5586         mplane_t plane;
5587         r_waterstate_waterplane_t *p;
5588         texture_t *t = R_GetCurrentTexture(surface->texture);
5589
5590         // just use the first triangle with a valid normal for any decisions
5591         VectorClear(normal);
5592         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
5593         {
5594                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
5595                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
5596                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
5597                 TriangleNormal(vert[0], vert[1], vert[2], normal);
5598                 if (VectorLength2(normal) >= 0.001)
5599                         break;
5600         }
5601
5602         VectorCopy(normal, plane.normal);
5603         VectorNormalize(plane.normal);
5604         plane.dist = DotProduct(vert[0], plane.normal);
5605         PlaneClassify(&plane);
5606         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5607         {
5608                 // skip backfaces (except if nocullface is set)
5609                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5610                         return;
5611                 VectorNegate(plane.normal, plane.normal);
5612                 plane.dist *= -1;
5613                 PlaneClassify(&plane);
5614         }
5615
5616
5617         // find a matching plane if there is one
5618         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5619                 if(p->camera_entity == t->camera_entity)
5620                         if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
5621                                 break;
5622         if (planeindex >= r_waterstate.maxwaterplanes)
5623                 return; // nothing we can do, out of planes
5624
5625         // if this triangle does not fit any known plane rendered this frame, add one
5626         if (planeindex >= r_waterstate.numwaterplanes)
5627         {
5628                 // store the new plane
5629                 r_waterstate.numwaterplanes++;
5630                 p->plane = plane;
5631                 // clear materialflags and pvs
5632                 p->materialflags = 0;
5633                 p->pvsvalid = false;
5634                 p->camera_entity = t->camera_entity;
5635                 VectorCopy(surface->mins, p->mins);
5636                 VectorCopy(surface->maxs, p->maxs);
5637         }
5638         else
5639         {
5640                 // merge mins/maxs
5641                 p->mins[0] = min(p->mins[0], surface->mins[0]);
5642                 p->mins[1] = min(p->mins[1], surface->mins[1]);
5643                 p->mins[2] = min(p->mins[2], surface->mins[2]);
5644                 p->maxs[0] = max(p->maxs[0], surface->maxs[0]);
5645                 p->maxs[1] = max(p->maxs[1], surface->maxs[1]);
5646                 p->maxs[2] = max(p->maxs[2], surface->maxs[2]);
5647         }
5648         // merge this surface's materialflags into the waterplane
5649         p->materialflags |= t->currentmaterialflags;
5650         if(!(p->materialflags & MATERIALFLAG_CAMERA))
5651         {
5652                 // merge this surface's PVS into the waterplane
5653                 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
5654                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5655                  && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5656                 {
5657                         r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
5658                         p->pvsvalid = true;
5659                 }
5660         }
5661 }
5662
5663 extern cvar_t r_drawparticles;
5664 extern cvar_t r_drawdecals;
5665
5666 static void R_Water_ProcessPlanes(void)
5667 {
5668         int myscissor[4];
5669         r_refdef_view_t originalview;
5670         r_refdef_view_t myview;
5671         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;
5672         r_waterstate_waterplane_t *p;
5673         vec3_t visorigin;
5674
5675         originalview = r_refdef.view;
5676
5677         // lowquality hack, temporarily shut down some cvars and restore afterwards
5678         qualityreduction = r_water_lowquality.integer;
5679         if (qualityreduction > 0)
5680         {
5681                 if (qualityreduction >= 1)
5682                 {
5683                         old_r_shadows = r_shadows.integer;
5684                         old_r_worldrtlight = r_shadow_realtime_world.integer;
5685                         old_r_dlight = r_shadow_realtime_dlight.integer;
5686                         Cvar_SetValueQuick(&r_shadows, 0);
5687                         Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
5688                         Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
5689                 }
5690                 if (qualityreduction >= 2)
5691                 {
5692                         old_r_dynamic = r_dynamic.integer;
5693                         old_r_particles = r_drawparticles.integer;
5694                         old_r_decals = r_drawdecals.integer;
5695                         Cvar_SetValueQuick(&r_dynamic, 0);
5696                         Cvar_SetValueQuick(&r_drawparticles, 0);
5697                         Cvar_SetValueQuick(&r_drawdecals, 0);
5698                 }
5699         }
5700
5701         // make sure enough textures are allocated
5702         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5703         {
5704                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5705                 {
5706                         if (!p->texture_refraction)
5707                                 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5708                         if (!p->texture_refraction)
5709                                 goto error;
5710                 }
5711                 else if (p->materialflags & MATERIALFLAG_CAMERA)
5712                 {
5713                         if (!p->texture_camera)
5714                                 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
5715                         if (!p->texture_camera)
5716                                 goto error;
5717                 }
5718
5719                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5720                 {
5721                         if (!p->texture_reflection)
5722                                 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5723                         if (!p->texture_reflection)
5724                                 goto error;
5725                 }
5726         }
5727
5728         // render views
5729         r_refdef.view = originalview;
5730         r_refdef.view.showdebug = false;
5731         r_refdef.view.width = r_waterstate.waterwidth;
5732         r_refdef.view.height = r_waterstate.waterheight;
5733         r_refdef.view.useclipplane = true;
5734         myview = r_refdef.view;
5735         r_waterstate.renderingscene = true;
5736         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5737         {
5738                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5739                 {
5740                         r_refdef.view = myview;
5741                         if(r_water_scissormode.integer)
5742                         {
5743                                 R_SetupView(true);
5744                                 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5745                                         continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5746                         }
5747
5748                         // render reflected scene and copy into texture
5749                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
5750                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
5751                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
5752                         r_refdef.view.clipplane = p->plane;
5753                         // reverse the cullface settings for this render
5754                         r_refdef.view.cullface_front = GL_FRONT;
5755                         r_refdef.view.cullface_back = GL_BACK;
5756                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
5757                         {
5758                                 r_refdef.view.usecustompvs = true;
5759                                 if (p->pvsvalid)
5760                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5761                                 else
5762                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5763                         }
5764
5765                         R_ResetViewRendering3D();
5766                         R_ClearScreen(r_refdef.fogenabled);
5767                         if(r_water_scissormode.integer & 2)
5768                                 R_View_UpdateWithScissor(myscissor);
5769                         else
5770                                 R_View_Update();
5771                         if(r_water_scissormode.integer & 1)
5772                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5773                         R_RenderScene();
5774
5775                         R_Mesh_CopyToTexture(p->texture_reflection, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5776                 }
5777
5778                 // render the normal view scene and copy into texture
5779                 // (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)
5780                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5781                 {
5782                         r_refdef.view = myview;
5783                         if(r_water_scissormode.integer)
5784                         {
5785                                 R_SetupView(true);
5786                                 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5787                                         continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5788                         }
5789
5790                         r_waterstate.renderingrefraction = true;
5791
5792                         r_refdef.view.clipplane = p->plane;
5793                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5794                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5795
5796                         if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
5797                         {
5798                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5799                                 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
5800                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5801                                 R_RenderView_UpdateViewVectors();
5802                                 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5803                                 {
5804                                         r_refdef.view.usecustompvs = true;
5805                                         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);
5806                                 }
5807                         }
5808
5809                         PlaneClassify(&r_refdef.view.clipplane);
5810
5811                         R_ResetViewRendering3D();
5812                         R_ClearScreen(r_refdef.fogenabled);
5813                         if(r_water_scissormode.integer & 2)
5814                                 R_View_UpdateWithScissor(myscissor);
5815                         else
5816                                 R_View_Update();
5817                         if(r_water_scissormode.integer & 1)
5818                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5819                         R_RenderScene();
5820
5821                         R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5822                         r_waterstate.renderingrefraction = false;
5823                 }
5824                 else if (p->materialflags & MATERIALFLAG_CAMERA)
5825                 {
5826                         r_refdef.view = myview;
5827
5828                         r_refdef.view.clipplane = p->plane;
5829                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5830                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5831
5832                         r_refdef.view.width = r_waterstate.camerawidth;
5833                         r_refdef.view.height = r_waterstate.cameraheight;
5834                         r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5835                         r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5836
5837                         if(p->camera_entity)
5838                         {
5839                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5840                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5841                         }
5842
5843                         // note: all of the view is used for displaying... so
5844                         // there is no use in scissoring
5845
5846                         // reverse the cullface settings for this render
5847                         r_refdef.view.cullface_front = GL_FRONT;
5848                         r_refdef.view.cullface_back = GL_BACK;
5849                         // also reverse the view matrix
5850                         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
5851                         R_RenderView_UpdateViewVectors();
5852                         if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5853                         {
5854                                 r_refdef.view.usecustompvs = true;
5855                                 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);
5856                         }
5857                         
5858                         // camera needs no clipplane
5859                         r_refdef.view.useclipplane = false;
5860
5861                         PlaneClassify(&r_refdef.view.clipplane);
5862
5863                         R_ResetViewRendering3D();
5864                         R_ClearScreen(r_refdef.fogenabled);
5865                         R_View_Update();
5866                         R_RenderScene();
5867
5868                         R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5869                         r_waterstate.renderingrefraction = false;
5870                 }
5871
5872         }
5873         if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
5874         r_waterstate.renderingscene = false;
5875         r_refdef.view = originalview;
5876         R_ResetViewRendering3D();
5877         R_ClearScreen(r_refdef.fogenabled);
5878         R_View_Update();
5879         goto finish;
5880 error:
5881         r_refdef.view = originalview;
5882         r_waterstate.renderingscene = false;
5883         Cvar_SetValueQuick(&r_water, 0);
5884         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
5885 finish:
5886         // lowquality hack, restore cvars
5887         if (qualityreduction > 0)
5888         {
5889                 if (qualityreduction >= 1)
5890                 {
5891                         Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5892                         Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5893                         Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5894                 }
5895                 if (qualityreduction >= 2)
5896                 {
5897                         Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5898                         Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5899                         Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5900                 }
5901         }
5902 }
5903
5904 void R_Bloom_StartFrame(void)
5905 {
5906         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
5907         int viewwidth, viewheight;
5908         textype_t textype;
5909
5910         if (r_viewscale_fpsscaling.integer)
5911         {
5912                 double actualframetime;
5913                 double targetframetime;
5914                 double adjust;
5915                 actualframetime = r_refdef.lastdrawscreentime;
5916                 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
5917                 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
5918                 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
5919                 if (r_viewscale_fpsscaling_stepsize.value > 0)
5920                         adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5921                 viewscalefpsadjusted += adjust;
5922                 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
5923         }
5924         else
5925                 viewscalefpsadjusted = 1.0f;
5926
5927         R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
5928
5929         switch(vid.renderpath)
5930         {
5931         case RENDERPATH_GL20:
5932         case RENDERPATH_D3D9:
5933         case RENDERPATH_D3D10:
5934         case RENDERPATH_D3D11:
5935         case RENDERPATH_SOFT:
5936         case RENDERPATH_GLES2:
5937                 break;
5938         case RENDERPATH_GL11:
5939         case RENDERPATH_GL13:
5940         case RENDERPATH_GLES1:
5941                 return;
5942         }
5943
5944         // set bloomwidth and bloomheight to the bloom resolution that will be
5945         // used (often less than the screen resolution for faster rendering)
5946         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
5947         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
5948         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
5949         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
5950         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
5951
5952         // calculate desired texture sizes
5953         if (vid.support.arb_texture_non_power_of_two)
5954         {
5955                 screentexturewidth = vid.width;
5956                 screentextureheight = vid.height;
5957                 bloomtexturewidth = r_bloomstate.bloomwidth;
5958                 bloomtextureheight = r_bloomstate.bloomheight;
5959         }
5960         else
5961         {
5962                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
5963                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
5964                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
5965                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
5966         }
5967
5968         if ((r_hdr.integer || r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
5969         {
5970                 Cvar_SetValueQuick(&r_hdr, 0);
5971                 Cvar_SetValueQuick(&r_bloom, 0);
5972                 Cvar_SetValueQuick(&r_motionblur, 0);
5973                 Cvar_SetValueQuick(&r_damageblur, 0);
5974         }
5975
5976         if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial)) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)) && r_viewfbo.integer < 1 && r_viewscale.value == 1.0f && !r_viewscale_fpsscaling.integer)
5977                 screentexturewidth = screentextureheight = 0;
5978         if (!r_hdr.integer && !r_bloom.integer)
5979                 bloomtexturewidth = bloomtextureheight = 0;
5980
5981         textype = TEXTYPE_COLORBUFFER;
5982         switch (vid.renderpath)
5983         {
5984         case RENDERPATH_GL20:
5985         case RENDERPATH_GLES2:
5986                 if (vid.support.ext_framebuffer_object)
5987                 {
5988                         if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5989                         if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
5990                 }
5991                 break;
5992         case RENDERPATH_GL11:
5993         case RENDERPATH_GL13:
5994         case RENDERPATH_GLES1:
5995         case RENDERPATH_D3D9:
5996         case RENDERPATH_D3D10:
5997         case RENDERPATH_D3D11:
5998         case RENDERPATH_SOFT:
5999                 break;
6000         }
6001
6002         // allocate textures as needed
6003         if (r_bloomstate.screentexturewidth != screentexturewidth
6004          || r_bloomstate.screentextureheight != screentextureheight
6005          || r_bloomstate.bloomtexturewidth != bloomtexturewidth
6006          || r_bloomstate.bloomtextureheight != bloomtextureheight
6007          || r_bloomstate.texturetype != textype
6008          || r_bloomstate.viewfbo != r_viewfbo.integer)
6009         {
6010                 if (r_bloomstate.texture_bloom)
6011                         R_FreeTexture(r_bloomstate.texture_bloom);
6012                 r_bloomstate.texture_bloom = NULL;
6013                 if (r_bloomstate.texture_screen)
6014                         R_FreeTexture(r_bloomstate.texture_screen);
6015                 r_bloomstate.texture_screen = NULL;
6016                 if (r_bloomstate.fbo_framebuffer)
6017                         R_Mesh_DestroyFramebufferObject(r_bloomstate.fbo_framebuffer);
6018                 r_bloomstate.fbo_framebuffer = 0;
6019                 if (r_bloomstate.texture_framebuffercolor)
6020                         R_FreeTexture(r_bloomstate.texture_framebuffercolor);
6021                 r_bloomstate.texture_framebuffercolor = NULL;
6022                 if (r_bloomstate.texture_framebufferdepth)
6023                         R_FreeTexture(r_bloomstate.texture_framebufferdepth);
6024                 r_bloomstate.texture_framebufferdepth = NULL;
6025                 r_bloomstate.screentexturewidth = screentexturewidth;
6026                 r_bloomstate.screentextureheight = screentextureheight;
6027                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
6028                         r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6029                 if (r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object)
6030                 {
6031                         // FIXME: choose depth bits based on a cvar
6032                         r_bloomstate.texture_framebufferdepth = R_LoadTextureShadowMap2D(r_main_texturepool, "framebufferdepth", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, 24, false);
6033                         r_bloomstate.texture_framebuffercolor = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6034                         r_bloomstate.fbo_framebuffer = R_Mesh_CreateFramebufferObject(r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
6035                         R_Mesh_SetRenderTargets(r_bloomstate.fbo_framebuffer, r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
6036 #ifndef USE_GLES2
6037                         // render depth into one texture and normalmap into the other
6038                         if (qglDrawBuffer)
6039                         {
6040                                 int status;
6041                                 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
6042                                 qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
6043                                 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
6044                                 if (status != GL_FRAMEBUFFER_COMPLETE)
6045                                         Con_Printf("R_Bloom_StartFrame: glCheckFramebufferStatusEXT returned %i\n", status);
6046                         }
6047 #endif
6048                 }
6049                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
6050                 r_bloomstate.bloomtextureheight = bloomtextureheight;
6051                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
6052                         r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6053                 r_bloomstate.viewfbo = r_viewfbo.integer;
6054                 r_bloomstate.texturetype = textype;
6055         }
6056
6057         // when doing a reduced render (HDR) we want to use a smaller area
6058         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
6059         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6060         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
6061         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
6062         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
6063
6064         // set up a texcoord array for the full resolution screen image
6065         // (we have to keep this around to copy back during final render)
6066         r_bloomstate.screentexcoord2f[0] = 0;
6067         r_bloomstate.screentexcoord2f[1] = (float)viewheight    / (float)r_bloomstate.screentextureheight;
6068         r_bloomstate.screentexcoord2f[2] = (float)viewwidth     / (float)r_bloomstate.screentexturewidth;
6069         r_bloomstate.screentexcoord2f[3] = (float)viewheight    / (float)r_bloomstate.screentextureheight;
6070         r_bloomstate.screentexcoord2f[4] = (float)viewwidth     / (float)r_bloomstate.screentexturewidth;
6071         r_bloomstate.screentexcoord2f[5] = 0;
6072         r_bloomstate.screentexcoord2f[6] = 0;
6073         r_bloomstate.screentexcoord2f[7] = 0;
6074
6075         // set up a texcoord array for the reduced resolution bloom image
6076         // (which will be additive blended over the screen image)
6077         r_bloomstate.bloomtexcoord2f[0] = 0;
6078         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6079         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
6080         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6081         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
6082         r_bloomstate.bloomtexcoord2f[5] = 0;
6083         r_bloomstate.bloomtexcoord2f[6] = 0;
6084         r_bloomstate.bloomtexcoord2f[7] = 0;
6085
6086         switch(vid.renderpath)
6087         {
6088         case RENDERPATH_GL11:
6089         case RENDERPATH_GL13:
6090         case RENDERPATH_GL20:
6091         case RENDERPATH_SOFT:
6092         case RENDERPATH_GLES1:
6093         case RENDERPATH_GLES2:
6094                 break;
6095         case RENDERPATH_D3D9:
6096         case RENDERPATH_D3D10:
6097         case RENDERPATH_D3D11:
6098                 {
6099                         int i;
6100                         for (i = 0;i < 4;i++)
6101                         {
6102                                 r_bloomstate.screentexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.screentexturewidth;
6103                                 r_bloomstate.screentexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.screentextureheight;
6104                                 r_bloomstate.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.bloomtexturewidth;
6105                                 r_bloomstate.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.bloomtextureheight;
6106                         }
6107                 }
6108                 break;
6109         }
6110
6111         if ((r_hdr.integer || r_bloom.integer) && r_bloomstate.bloomwidth)
6112         {
6113                 r_bloomstate.enabled = true;
6114                 r_bloomstate.hdr = r_hdr.integer != 0 && !r_bloomstate.fbo_framebuffer;
6115         }
6116
6117         R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6118
6119         if (r_bloomstate.fbo_framebuffer)
6120                 r_refdef.view.clear = true;
6121 }
6122
6123 void R_Bloom_CopyBloomTexture(float colorscale)
6124 {
6125         r_refdef.stats.bloom++;
6126
6127         // scale down screen texture to the bloom texture size
6128         CHECKGLERROR
6129         R_Mesh_SetMainRenderTargets();
6130         R_SetViewport(&r_bloomstate.viewport);
6131         GL_BlendFunc(GL_ONE, GL_ZERO);
6132         GL_Color(colorscale, colorscale, colorscale, 1);
6133         // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6134         switch(vid.renderpath)
6135         {
6136         case RENDERPATH_GL11:
6137         case RENDERPATH_GL13:
6138         case RENDERPATH_GL20:
6139         case RENDERPATH_GLES1:
6140         case RENDERPATH_GLES2:
6141         case RENDERPATH_SOFT:
6142                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6143                 break;
6144         case RENDERPATH_D3D9:
6145         case RENDERPATH_D3D10:
6146         case RENDERPATH_D3D11:
6147                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6148                 break;
6149         }
6150         // TODO: do boxfilter scale-down in shader?
6151         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1, false, true);
6152         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6153         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
6154
6155         // we now have a bloom image in the framebuffer
6156         // copy it into the bloom image texture for later processing
6157         R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
6158         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
6159 }
6160
6161 void R_Bloom_CopyHDRTexture(void)
6162 {
6163         R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6164         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6165 }
6166
6167 void R_Bloom_MakeTexture(void)
6168 {
6169         int x, range, dir;
6170         float xoffset, yoffset, r, brighten;
6171
6172         r_refdef.stats.bloom++;
6173
6174         R_ResetViewRendering2D();
6175
6176         // we have a bloom image in the framebuffer
6177         CHECKGLERROR
6178         R_SetViewport(&r_bloomstate.viewport);
6179
6180         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6181         {
6182                 x *= 2;
6183                 r = bound(0, r_bloom_colorexponent.value / x, 1);
6184                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6185                 GL_Color(r,r,r,1);
6186                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
6187                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1, false, true);
6188                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6189                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
6190
6191                 // copy the vertically blurred bloom view to a texture
6192                 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
6193                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
6194         }
6195
6196         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
6197         brighten = r_bloom_brighten.value;
6198         if (r_bloomstate.hdr)
6199                 brighten *= r_hdr_range.value;
6200         brighten = sqrt(brighten);
6201         if(range >= 1)
6202                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6203         R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1, false, true);
6204
6205         for (dir = 0;dir < 2;dir++)
6206         {
6207                 // blend on at multiple vertical offsets to achieve a vertical blur
6208                 // TODO: do offset blends using GLSL
6209                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6210                 GL_BlendFunc(GL_ONE, GL_ZERO);
6211                 for (x = -range;x <= range;x++)
6212                 {
6213                         if (!dir){xoffset = 0;yoffset = x;}
6214                         else {xoffset = x;yoffset = 0;}
6215                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
6216                         yoffset /= (float)r_bloomstate.bloomtextureheight;
6217                         // compute a texcoord array with the specified x and y offset
6218                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
6219                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6220                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
6221                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6222                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
6223                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
6224                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
6225                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
6226                         // this r value looks like a 'dot' particle, fading sharply to
6227                         // black at the edges
6228                         // (probably not realistic but looks good enough)
6229                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6230                         //r = brighten/(range*2+1);
6231                         r = brighten / (range * 2 + 1);
6232                         if(range >= 1)
6233                                 r *= (1 - x*x/(float)(range*range));
6234                         GL_Color(r, r, r, 1);
6235                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
6236                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6237                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
6238                         GL_BlendFunc(GL_ONE, GL_ONE);
6239                 }
6240
6241                 // copy the vertically blurred bloom view to a texture
6242                 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
6243                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
6244         }
6245 }
6246
6247 void R_HDR_RenderBloomTexture(void)
6248 {
6249         int oldwidth, oldheight;
6250         float oldcolorscale;
6251         qboolean oldwaterstate;
6252
6253         oldwaterstate = r_waterstate.enabled;
6254         oldcolorscale = r_refdef.view.colorscale;
6255         oldwidth = r_refdef.view.width;
6256         oldheight = r_refdef.view.height;
6257         r_refdef.view.width = r_bloomstate.bloomwidth;
6258         r_refdef.view.height = r_bloomstate.bloomheight;
6259
6260         if(r_hdr.integer < 2)
6261                 r_waterstate.enabled = false;
6262
6263         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
6264         // TODO: add exposure compensation features
6265         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
6266
6267         r_refdef.view.showdebug = false;
6268         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
6269
6270         R_ResetViewRendering3D();
6271
6272         R_ClearScreen(r_refdef.fogenabled);
6273         if (r_timereport_active)
6274                 R_TimeReport("HDRclear");
6275
6276         R_View_Update();
6277         if (r_timereport_active)
6278                 R_TimeReport("visibility");
6279
6280         // only do secondary renders with HDR if r_hdr is 2 or higher
6281         r_waterstate.numwaterplanes = 0;
6282         if (r_waterstate.enabled)
6283                 R_RenderWaterPlanes();
6284
6285         r_refdef.view.showdebug = true;
6286         R_RenderScene();
6287         r_waterstate.numwaterplanes = 0;
6288
6289         R_ResetViewRendering2D();
6290
6291         R_Bloom_CopyHDRTexture();
6292         R_Bloom_MakeTexture();
6293
6294         // restore the view settings
6295         r_waterstate.enabled = oldwaterstate;
6296         r_refdef.view.width = oldwidth;
6297         r_refdef.view.height = oldheight;
6298         r_refdef.view.colorscale = oldcolorscale;
6299
6300         R_ResetViewRendering3D();
6301
6302         R_ClearScreen(r_refdef.fogenabled);
6303         if (r_timereport_active)
6304                 R_TimeReport("viewclear");
6305 }
6306
6307 static void R_BlendView(void)
6308 {
6309         unsigned int permutation;
6310         float uservecs[4][4];
6311
6312         switch (vid.renderpath)
6313         {
6314         case RENDERPATH_GL20:
6315         case RENDERPATH_D3D9:
6316         case RENDERPATH_D3D10:
6317         case RENDERPATH_D3D11:
6318         case RENDERPATH_SOFT:
6319         case RENDERPATH_GLES2:
6320                 permutation =
6321                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
6322                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6323                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6324                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6325                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6326
6327                 if (r_bloomstate.texture_screen)
6328                 {
6329                         // make sure the buffer is available
6330                         if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
6331
6332                         R_ResetViewRendering2D();
6333                         R_Mesh_SetMainRenderTargets();
6334
6335                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
6336                         {
6337                                 // declare variables
6338                                 float blur_factor, blur_mouseaccel, blur_velocity;
6339                                 static float blur_average; 
6340                                 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6341
6342                                 // set a goal for the factoring
6343                                 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value) 
6344                                         / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6345                                 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value) 
6346                                         / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6347                                 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value) 
6348                                         + (blur_mouseaccel * r_motionblur_mousefactor.value));
6349
6350                                 // from the goal, pick an averaged value between goal and last value
6351                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6352                                 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6353                                 
6354                                 // enforce minimum amount of blur 
6355                                 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6356                                 
6357                                 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6358
6359                                 // calculate values into a standard alpha
6360                                 cl.motionbluralpha = 1 - exp(-
6361                                                 (
6362                                                  (r_motionblur.value * blur_factor / 80)
6363                                                  +
6364                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6365                                                 )
6366                                                 /
6367                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
6368                                           );
6369                                 
6370                                 // randomization for the blur value to combat persistent ghosting
6371                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6372                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6373                                 
6374                                 // apply the blur
6375                                 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
6376                                 {
6377                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6378                                         GL_Color(1, 1, 1, cl.motionbluralpha);
6379                                         switch(vid.renderpath)
6380                                         {
6381                                         case RENDERPATH_GL11:
6382                                         case RENDERPATH_GL13:
6383                                         case RENDERPATH_GL20:
6384                                         case RENDERPATH_GLES1:
6385                                         case RENDERPATH_GLES2:
6386                                         case RENDERPATH_SOFT:
6387                                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6388                                                 break;
6389                                         case RENDERPATH_D3D9:
6390                                         case RENDERPATH_D3D10:
6391                                         case RENDERPATH_D3D11:
6392                                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6393                                                 break;
6394                                         }
6395                                         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1, false, true);
6396                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6397                                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6398                                 }
6399                                 
6400                                 // updates old view angles for next pass 
6401                                 VectorCopy(cl.viewangles, blur_oldangles);
6402                         }
6403
6404                         // copy view into the screen texture
6405                         R_Mesh_CopyToTexture(r_bloomstate.texture_screen, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6406                         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6407                 }
6408                 else if (!r_bloomstate.texture_bloom)
6409                 {
6410                         // we may still have to do view tint...
6411                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6412                         {
6413                                 // apply a color tint to the whole view
6414                                 R_ResetViewRendering2D();
6415                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6416                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6417                                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, true);
6418                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6419                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6420                         }
6421                         break; // no screen processing, no bloom, skip it
6422                 }
6423
6424                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
6425                 {
6426                         // render simple bloom effect
6427                         // copy the screen and shrink it and darken it for the bloom process
6428                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
6429                         // make the bloom texture
6430                         R_Bloom_MakeTexture();
6431                 }
6432
6433 #if _MSC_VER >= 1400
6434 #define sscanf sscanf_s
6435 #endif
6436                 memset(uservecs, 0, sizeof(uservecs));
6437                 if (r_glsl_postprocess_uservec1_enable.integer)
6438                         sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6439                 if (r_glsl_postprocess_uservec2_enable.integer)
6440                         sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6441                 if (r_glsl_postprocess_uservec3_enable.integer)
6442                         sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6443                 if (r_glsl_postprocess_uservec4_enable.integer)
6444                         sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6445
6446                 R_ResetViewRendering2D();
6447                 GL_Color(1, 1, 1, 1);
6448                 GL_BlendFunc(GL_ONE, GL_ZERO);
6449
6450                 switch(vid.renderpath)
6451                 {
6452                 case RENDERPATH_GL20:
6453                 case RENDERPATH_GLES2:
6454                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
6455                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6456                         if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First     , r_bloomstate.texture_screen);
6457                         if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second    , r_bloomstate.texture_bloom );
6458                         if (r_glsl_permutation->tex_Texture_GammaRamps      >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps       );
6459                         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]);
6460                         if (r_glsl_permutation->loc_PixelSize               >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
6461                         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]);
6462                         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]);
6463                         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]);
6464                         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]);
6465                         if (r_glsl_permutation->loc_Saturation              >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
6466                         if (r_glsl_permutation->loc_PixelToScreenTexCoord   >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6467                         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);
6468                         break;
6469                 case RENDERPATH_D3D9:
6470 #ifdef SUPPORTD3D
6471                         // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6472                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
6473                         R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6474                         R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
6475                         R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
6476                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
6477                         hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor        , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6478                         hlslPSSetParameter2f(D3DPSREGISTER_PixelSize            , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
6479                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec1             , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6480                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec2             , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6481                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec3             , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6482                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec4             , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6483                         hlslPSSetParameter1f(D3DPSREGISTER_Saturation           , r_glsl_saturation.value);
6484                         hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6485                         hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6486 #endif
6487                         break;
6488                 case RENDERPATH_D3D10:
6489                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6490                         break;
6491                 case RENDERPATH_D3D11:
6492                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6493                         break;
6494                 case RENDERPATH_SOFT:
6495                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
6496                         R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6497                         R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
6498                         R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
6499                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
6500                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor     , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6501                         DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
6502                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1          , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6503                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2          , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6504                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3          , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6505                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4          , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6506                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation        , r_glsl_saturation.value);
6507                         DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6508                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6509                         break;
6510                 default:
6511                         break;
6512                 }
6513                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6514                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
6515                 break;
6516         case RENDERPATH_GL11:
6517         case RENDERPATH_GL13:
6518         case RENDERPATH_GLES1:
6519                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6520                 {
6521                         // apply a color tint to the whole view
6522                         R_ResetViewRendering2D();
6523                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6524                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6525                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, true);
6526                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6527                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6528                 }
6529                 break;
6530         }
6531 }
6532
6533 matrix4x4_t r_waterscrollmatrix;
6534
6535 void R_UpdateFog(void) // needs to be called before HDR subrender too, as that changes colorscale!
6536 {
6537         // Nehahra fog
6538         if (gamemode == GAME_NEHAHRA)
6539         {
6540                 if (gl_fogenable.integer)
6541                 {
6542                         r_refdef.oldgl_fogenable = true;
6543                         r_refdef.fog_density = gl_fogdensity.value;
6544                         r_refdef.fog_red = gl_fogred.value;
6545                         r_refdef.fog_green = gl_foggreen.value;
6546                         r_refdef.fog_blue = gl_fogblue.value;
6547                         r_refdef.fog_alpha = 1;
6548                         r_refdef.fog_start = 0;
6549                         r_refdef.fog_end = gl_skyclip.value;
6550                         r_refdef.fog_height = 1<<30;
6551                         r_refdef.fog_fadedepth = 128;
6552                 }
6553                 else if (r_refdef.oldgl_fogenable)
6554                 {
6555                         r_refdef.oldgl_fogenable = false;
6556                         r_refdef.fog_density = 0;
6557                         r_refdef.fog_red = 0;
6558                         r_refdef.fog_green = 0;
6559                         r_refdef.fog_blue = 0;
6560                         r_refdef.fog_alpha = 0;
6561                         r_refdef.fog_start = 0;
6562                         r_refdef.fog_end = 0;
6563                         r_refdef.fog_height = 1<<30;
6564                         r_refdef.fog_fadedepth = 128;
6565                 }
6566         }
6567
6568         // fog parms
6569         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6570         r_refdef.fog_start = max(0, r_refdef.fog_start);
6571         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6572
6573         if (r_refdef.fog_density && r_drawfog.integer)
6574         {
6575                 r_refdef.fogenabled = true;
6576                 // this is the point where the fog reaches 0.9986 alpha, which we
6577                 // consider a good enough cutoff point for the texture
6578                 // (0.9986 * 256 == 255.6)
6579                 if (r_fog_exp2.integer)
6580                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6581                 else
6582                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6583                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6584                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6585                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6586                 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6587                         R_BuildFogHeightTexture();
6588                 // fog color was already set
6589                 // update the fog texture
6590                 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)
6591                         R_BuildFogTexture();
6592                 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6593                 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6594         }
6595         else
6596                 r_refdef.fogenabled = false;
6597
6598         // fog color
6599         if (r_refdef.fog_density)
6600         {
6601                 r_refdef.fogcolor[0] = r_refdef.fog_red;
6602                 r_refdef.fogcolor[1] = r_refdef.fog_green;
6603                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6604
6605                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6606                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6607                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6608                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6609
6610                 {
6611                         vec3_t fogvec;
6612                         VectorCopy(r_refdef.fogcolor, fogvec);
6613                         //   color.rgb *= ContrastBoost * SceneBrightness;
6614                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6615                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6616                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6617                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6618                 }
6619         }
6620 }
6621
6622 void R_UpdateVariables(void)
6623 {
6624         R_Textures_Frame();
6625
6626         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
6627
6628         r_refdef.farclip = r_farclip_base.value;
6629         if (r_refdef.scene.worldmodel)
6630                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6631         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6632
6633         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6634                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6635         r_refdef.polygonfactor = 0;
6636         r_refdef.polygonoffset = 0;
6637         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6638         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6639
6640         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6641         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6642         r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6643         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6644         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6645         if (FAKELIGHT_ENABLED)
6646         {
6647                 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
6648         }
6649         if (r_showsurfaces.integer)
6650         {
6651                 r_refdef.scene.rtworld = false;
6652                 r_refdef.scene.rtworldshadows = false;
6653                 r_refdef.scene.rtdlight = false;
6654                 r_refdef.scene.rtdlightshadows = false;
6655                 r_refdef.lightmapintensity = 0;
6656         }
6657
6658         switch(vid.renderpath)
6659         {
6660         case RENDERPATH_GL20:
6661         case RENDERPATH_D3D9:
6662         case RENDERPATH_D3D10:
6663         case RENDERPATH_D3D11:
6664         case RENDERPATH_SOFT:
6665         case RENDERPATH_GLES2:
6666                 if(v_glslgamma.integer && !vid_gammatables_trivial)
6667                 {
6668                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
6669                         {
6670                                 // build GLSL gamma texture
6671 #define RAMPWIDTH 256
6672                                 unsigned short ramp[RAMPWIDTH * 3];
6673                                 unsigned char rampbgr[RAMPWIDTH][4];
6674                                 int i;
6675
6676                                 r_texture_gammaramps_serial = vid_gammatables_serial;
6677
6678                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
6679                                 for(i = 0; i < RAMPWIDTH; ++i)
6680                                 {
6681                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6682                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6683                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
6684                                         rampbgr[i][3] = 0;
6685                                 }
6686                                 if (r_texture_gammaramps)
6687                                 {
6688                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
6689                                 }
6690                                 else
6691                                 {
6692                                         r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
6693                                 }
6694                         }
6695                 }
6696                 else
6697                 {
6698                         // remove GLSL gamma texture
6699                 }
6700                 break;
6701         case RENDERPATH_GL11:
6702         case RENDERPATH_GL13:
6703         case RENDERPATH_GLES1:
6704                 break;
6705         }
6706 }
6707
6708 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
6709 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
6710 /*
6711 ================
6712 R_SelectScene
6713 ================
6714 */
6715 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
6716         if( scenetype != r_currentscenetype ) {
6717                 // store the old scenetype
6718                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
6719                 r_currentscenetype = scenetype;
6720                 // move in the new scene
6721                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
6722         }
6723 }
6724
6725 /*
6726 ================
6727 R_GetScenePointer
6728 ================
6729 */
6730 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
6731 {
6732         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
6733         if( scenetype == r_currentscenetype ) {
6734                 return &r_refdef.scene;
6735         } else {
6736                 return &r_scenes_store[ scenetype ];
6737         }
6738 }
6739
6740 /*
6741 ================
6742 R_RenderView
6743 ================
6744 */
6745 int dpsoftrast_test;
6746 extern void R_Shadow_UpdateBounceGridTexture(void);
6747 extern cvar_t r_shadow_bouncegrid;
6748 void R_RenderView(void)
6749 {
6750         matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
6751
6752         dpsoftrast_test = r_test.integer;
6753
6754         if (r_timereport_active)
6755                 R_TimeReport("start");
6756         r_textureframe++; // used only by R_GetCurrentTexture
6757         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6758
6759         if(R_CompileShader_CheckStaticParms())
6760                 R_GLSL_Restart_f();
6761
6762         if (!r_drawentities.integer)
6763                 r_refdef.scene.numentities = 0;
6764
6765         R_AnimCache_ClearCache();
6766         R_FrameData_NewFrame();
6767
6768         /* adjust for stereo display */
6769         if(R_Stereo_Active())
6770         {
6771                 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);
6772                 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
6773         }
6774
6775         if (r_refdef.view.isoverlay)
6776         {
6777                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
6778                 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
6779                 R_TimeReport("depthclear");
6780
6781                 r_refdef.view.showdebug = false;
6782
6783                 r_waterstate.enabled = false;
6784                 r_waterstate.numwaterplanes = 0;
6785
6786                 R_RenderScene();
6787
6788                 r_refdef.view.matrix = originalmatrix;
6789
6790                 CHECKGLERROR
6791                 return;
6792         }
6793
6794         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
6795         {
6796                 r_refdef.view.matrix = originalmatrix;
6797                 return; //Host_Error ("R_RenderView: NULL worldmodel");
6798         }
6799
6800         r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
6801
6802         R_RenderView_UpdateViewVectors();
6803
6804         R_Shadow_UpdateWorldLightSelection();
6805
6806         R_Bloom_StartFrame();
6807         R_Water_StartFrame();
6808
6809         CHECKGLERROR
6810         if (r_timereport_active)
6811                 R_TimeReport("viewsetup");
6812
6813         R_ResetViewRendering3D();
6814
6815         if (r_refdef.view.clear || r_refdef.fogenabled)
6816         {
6817                 R_ClearScreen(r_refdef.fogenabled);
6818                 if (r_timereport_active)
6819                         R_TimeReport("viewclear");
6820         }
6821         r_refdef.view.clear = true;
6822
6823         // this produces a bloom texture to be used in R_BlendView() later
6824         if (r_bloomstate.hdr)
6825         {
6826                 R_HDR_RenderBloomTexture();
6827                 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
6828                 r_textureframe++; // used only by R_GetCurrentTexture
6829         }
6830
6831         r_refdef.view.showdebug = true;
6832
6833         R_View_Update();
6834         if (r_timereport_active)
6835                 R_TimeReport("visibility");
6836
6837         R_Shadow_UpdateBounceGridTexture();
6838         if (r_timereport_active && r_shadow_bouncegrid.integer)
6839                 R_TimeReport("bouncegrid");
6840
6841         r_waterstate.numwaterplanes = 0;
6842         if (r_waterstate.enabled)
6843                 R_RenderWaterPlanes();
6844
6845         R_RenderScene();
6846         r_waterstate.numwaterplanes = 0;
6847
6848         R_BlendView();
6849         if (r_timereport_active)
6850                 R_TimeReport("blendview");
6851
6852         GL_Scissor(0, 0, vid.width, vid.height);
6853         GL_ScissorTest(false);
6854
6855         r_refdef.view.matrix = originalmatrix;
6856
6857         CHECKGLERROR
6858 }
6859
6860 void R_RenderWaterPlanes(void)
6861 {
6862         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
6863         {
6864                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
6865                 if (r_timereport_active)
6866                         R_TimeReport("waterworld");
6867         }
6868
6869         // don't let sound skip if going slow
6870         if (r_refdef.scene.extraupdate)
6871                 S_ExtraUpdate ();
6872
6873         R_DrawModelsAddWaterPlanes();
6874         if (r_timereport_active)
6875                 R_TimeReport("watermodels");
6876
6877         if (r_waterstate.numwaterplanes)
6878         {
6879                 R_Water_ProcessPlanes();
6880                 if (r_timereport_active)
6881                         R_TimeReport("waterscenes");
6882         }
6883 }
6884
6885 extern void R_DrawLightningBeams (void);
6886 extern void VM_CL_AddPolygonsToMeshQueue (void);
6887 extern void R_DrawPortals (void);
6888 extern cvar_t cl_locs_show;
6889 static void R_DrawLocs(void);
6890 static void R_DrawEntityBBoxes(void);
6891 static void R_DrawModelDecals(void);
6892 extern void R_DrawModelShadows(void);
6893 extern void R_DrawModelShadowMaps(void);
6894 extern cvar_t cl_decals_newsystem;
6895 extern qboolean r_shadow_usingdeferredprepass;
6896 void R_RenderScene(void)
6897 {
6898         qboolean shadowmapping = false;
6899
6900         if (r_timereport_active)
6901                 R_TimeReport("beginscene");
6902
6903         r_refdef.stats.renders++;
6904
6905         R_UpdateFog();
6906
6907         // don't let sound skip if going slow
6908         if (r_refdef.scene.extraupdate)
6909                 S_ExtraUpdate ();
6910
6911         R_MeshQueue_BeginScene();
6912
6913         R_SkyStartFrame();
6914
6915         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);
6916
6917         if (r_timereport_active)
6918                 R_TimeReport("skystartframe");
6919
6920         if (cl.csqc_vidvars.drawworld)
6921         {
6922                 // don't let sound skip if going slow
6923                 if (r_refdef.scene.extraupdate)
6924                         S_ExtraUpdate ();
6925
6926                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
6927                 {
6928                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
6929                         if (r_timereport_active)
6930                                 R_TimeReport("worldsky");
6931                 }
6932
6933                 if (R_DrawBrushModelsSky() && r_timereport_active)
6934                         R_TimeReport("bmodelsky");
6935
6936                 if (skyrendermasked && skyrenderlater)
6937                 {
6938                         // we have to force off the water clipping plane while rendering sky
6939                         R_SetupView(false);
6940                         R_Sky();
6941                         R_SetupView(true);
6942                         if (r_timereport_active)
6943                                 R_TimeReport("sky");
6944                 }
6945         }
6946
6947         R_AnimCache_CacheVisibleEntities();
6948         if (r_timereport_active)
6949                 R_TimeReport("animation");
6950
6951         R_Shadow_PrepareLights();
6952         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
6953                 R_Shadow_PrepareModelShadows();
6954         if (r_timereport_active)
6955                 R_TimeReport("preparelights");
6956
6957         if (R_Shadow_ShadowMappingEnabled())
6958                 shadowmapping = true;
6959
6960         if (r_shadow_usingdeferredprepass)
6961                 R_Shadow_DrawPrepass();
6962
6963         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
6964         {
6965                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
6966                 if (r_timereport_active)
6967                         R_TimeReport("worlddepth");
6968         }
6969         if (r_depthfirst.integer >= 2)
6970         {
6971                 R_DrawModelsDepth();
6972                 if (r_timereport_active)
6973                         R_TimeReport("modeldepth");
6974         }
6975
6976         if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
6977         {
6978                 R_DrawModelShadowMaps();
6979                 R_ResetViewRendering3D();
6980                 // don't let sound skip if going slow
6981                 if (r_refdef.scene.extraupdate)
6982                         S_ExtraUpdate ();
6983         }
6984
6985         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
6986         {
6987                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
6988                 if (r_timereport_active)
6989                         R_TimeReport("world");
6990         }
6991
6992         // don't let sound skip if going slow
6993         if (r_refdef.scene.extraupdate)
6994                 S_ExtraUpdate ();
6995
6996         R_DrawModels();
6997         if (r_timereport_active)
6998                 R_TimeReport("models");
6999
7000         // don't let sound skip if going slow
7001         if (r_refdef.scene.extraupdate)
7002                 S_ExtraUpdate ();
7003
7004         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7005         {
7006                 R_DrawModelShadows();
7007                 R_ResetViewRendering3D();
7008                 // don't let sound skip if going slow
7009                 if (r_refdef.scene.extraupdate)
7010                         S_ExtraUpdate ();
7011         }
7012
7013         if (!r_shadow_usingdeferredprepass)
7014         {
7015                 R_Shadow_DrawLights();
7016                 if (r_timereport_active)
7017                         R_TimeReport("rtlights");
7018         }
7019
7020         // don't let sound skip if going slow
7021         if (r_refdef.scene.extraupdate)
7022                 S_ExtraUpdate ();
7023
7024         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7025         {
7026                 R_DrawModelShadows();
7027                 R_ResetViewRendering3D();
7028                 // don't let sound skip if going slow
7029                 if (r_refdef.scene.extraupdate)
7030                         S_ExtraUpdate ();
7031         }
7032
7033         if (cl.csqc_vidvars.drawworld)
7034         {
7035                 if (cl_decals_newsystem.integer)
7036                 {
7037                         R_DrawModelDecals();
7038                         if (r_timereport_active)
7039                                 R_TimeReport("modeldecals");
7040                 }
7041                 else
7042                 {
7043                         R_DrawDecals();
7044                         if (r_timereport_active)
7045                                 R_TimeReport("decals");
7046                 }
7047
7048                 R_DrawParticles();
7049                 if (r_timereport_active)
7050                         R_TimeReport("particles");
7051
7052                 R_DrawExplosions();
7053                 if (r_timereport_active)
7054                         R_TimeReport("explosions");
7055
7056                 R_DrawLightningBeams();
7057                 if (r_timereport_active)
7058                         R_TimeReport("lightning");
7059         }
7060
7061         VM_CL_AddPolygonsToMeshQueue();
7062
7063         if (r_refdef.view.showdebug)
7064         {
7065                 if (cl_locs_show.integer)
7066                 {
7067                         R_DrawLocs();
7068                         if (r_timereport_active)
7069                                 R_TimeReport("showlocs");
7070                 }
7071
7072                 if (r_drawportals.integer)
7073                 {
7074                         R_DrawPortals();
7075                         if (r_timereport_active)
7076                                 R_TimeReport("portals");
7077                 }
7078
7079                 if (r_showbboxes.value > 0)
7080                 {
7081                         R_DrawEntityBBoxes();
7082                         if (r_timereport_active)
7083                                 R_TimeReport("bboxes");
7084                 }
7085         }
7086
7087         if (r_transparent.integer)
7088         {
7089                 R_MeshQueue_RenderTransparent();
7090                 if (r_timereport_active)
7091                         R_TimeReport("drawtrans");
7092         }
7093
7094         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))
7095         {
7096                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7097                 if (r_timereport_active)
7098                         R_TimeReport("worlddebug");
7099                 R_DrawModelsDebug();
7100                 if (r_timereport_active)
7101                         R_TimeReport("modeldebug");
7102         }
7103
7104         if (cl.csqc_vidvars.drawworld)
7105         {
7106                 R_Shadow_DrawCoronas();
7107                 if (r_timereport_active)
7108                         R_TimeReport("coronas");
7109         }
7110
7111 #if 0
7112         {
7113                 GL_DepthTest(false);
7114                 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7115                 GL_Color(1, 1, 1, 1);
7116                 qglBegin(GL_POLYGON);
7117                 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7118                 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7119                 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7120                 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7121                 qglEnd();
7122                 qglBegin(GL_POLYGON);
7123                 qglVertex3f(r_refdef.view.frustumcorner[0][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[0][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[0][2] + 1000 * r_refdef.view.forward[2]);
7124                 qglVertex3f(r_refdef.view.frustumcorner[1][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[1][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[1][2] + 1000 * r_refdef.view.forward[2]);
7125                 qglVertex3f(r_refdef.view.frustumcorner[3][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[3][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[3][2] + 1000 * r_refdef.view.forward[2]);
7126                 qglVertex3f(r_refdef.view.frustumcorner[2][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[2][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[2][2] + 1000 * r_refdef.view.forward[2]);
7127                 qglEnd();
7128                 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7129         }
7130 #endif
7131
7132         // don't let sound skip if going slow
7133         if (r_refdef.scene.extraupdate)
7134                 S_ExtraUpdate ();
7135
7136         R_ResetViewRendering2D();
7137 }
7138
7139 static const unsigned short bboxelements[36] =
7140 {
7141         5, 1, 3, 5, 3, 7,
7142         6, 2, 0, 6, 0, 4,
7143         7, 3, 2, 7, 2, 6,
7144         4, 0, 1, 4, 1, 5,
7145         4, 5, 7, 4, 7, 6,
7146         1, 0, 2, 1, 2, 3,
7147 };
7148
7149 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7150 {
7151         int i;
7152         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7153
7154         RSurf_ActiveWorldEntity();
7155
7156         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7157         GL_DepthMask(false);
7158         GL_DepthRange(0, 1);
7159         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7160 //      R_Mesh_ResetTextureState();
7161
7162         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7163         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7164         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7165         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7166         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7167         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7168         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7169         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7170         R_FillColors(color4f, 8, cr, cg, cb, ca);
7171         if (r_refdef.fogenabled)
7172         {
7173                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7174                 {
7175                         f1 = RSurf_FogVertex(v);
7176                         f2 = 1 - f1;
7177                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7178                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7179                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7180                 }
7181         }
7182         R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7183         R_Mesh_ResetTextureState();
7184         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
7185         R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7186 }
7187
7188 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7189 {
7190         int i;
7191         float color[4];
7192         prvm_edict_t *edict;
7193         prvm_prog_t *prog_save = prog;
7194
7195         // this function draws bounding boxes of server entities
7196         if (!sv.active)
7197                 return;
7198
7199         GL_CullFace(GL_NONE);
7200         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
7201
7202         prog = 0;
7203         SV_VM_Begin();
7204         for (i = 0;i < numsurfaces;i++)
7205         {
7206                 edict = PRVM_EDICT_NUM(surfacelist[i]);
7207                 switch ((int)PRVM_serveredictfloat(edict, solid))
7208                 {
7209                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
7210                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
7211                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
7212                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7213                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
7214                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
7215                 }
7216                 color[3] *= r_showbboxes.value;
7217                 color[3] = bound(0, color[3], 1);
7218                 GL_DepthTest(!r_showdisabledepthtest.integer);
7219                 GL_CullFace(r_refdef.view.cullface_front);
7220                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7221         }
7222         SV_VM_End();
7223         prog = prog_save;
7224 }
7225
7226 static void R_DrawEntityBBoxes(void)
7227 {
7228         int i;
7229         prvm_edict_t *edict;
7230         vec3_t center;
7231         prvm_prog_t *prog_save = prog;
7232
7233         // this function draws bounding boxes of server entities
7234         if (!sv.active)
7235                 return;
7236
7237         prog = 0;
7238         SV_VM_Begin();
7239         for (i = 0;i < prog->num_edicts;i++)
7240         {
7241                 edict = PRVM_EDICT_NUM(i);
7242                 if (edict->priv.server->free)
7243                         continue;
7244                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7245                 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7246                         continue;
7247                 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7248                         continue;
7249                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7250                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7251         }
7252         SV_VM_End();
7253         prog = prog_save;
7254 }
7255
7256 static const int nomodelelement3i[24] =
7257 {
7258         5, 2, 0,
7259         5, 1, 2,
7260         5, 0, 3,
7261         5, 3, 1,
7262         0, 2, 4,
7263         2, 1, 4,
7264         3, 0, 4,
7265         1, 3, 4
7266 };
7267
7268 static const unsigned short nomodelelement3s[24] =
7269 {
7270         5, 2, 0,
7271         5, 1, 2,
7272         5, 0, 3,
7273         5, 3, 1,
7274         0, 2, 4,
7275         2, 1, 4,
7276         3, 0, 4,
7277         1, 3, 4
7278 };
7279
7280 static const float nomodelvertex3f[6*3] =
7281 {
7282         -16,   0,   0,
7283          16,   0,   0,
7284           0, -16,   0,
7285           0,  16,   0,
7286           0,   0, -16,
7287           0,   0,  16
7288 };
7289
7290 static const float nomodelcolor4f[6*4] =
7291 {
7292         0.0f, 0.0f, 0.5f, 1.0f,
7293         0.0f, 0.0f, 0.5f, 1.0f,
7294         0.0f, 0.5f, 0.0f, 1.0f,
7295         0.0f, 0.5f, 0.0f, 1.0f,
7296         0.5f, 0.0f, 0.0f, 1.0f,
7297         0.5f, 0.0f, 0.0f, 1.0f
7298 };
7299
7300 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7301 {
7302         int i;
7303         float f1, f2, *c;
7304         float color4f[6*4];
7305
7306         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);
7307
7308         // this is only called once per entity so numsurfaces is always 1, and
7309         // surfacelist is always {0}, so this code does not handle batches
7310
7311         if (rsurface.ent_flags & RENDER_ADDITIVE)
7312         {
7313                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7314                 GL_DepthMask(false);
7315         }
7316         else if (rsurface.colormod[3] < 1)
7317         {
7318                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7319                 GL_DepthMask(false);
7320         }
7321         else
7322         {
7323                 GL_BlendFunc(GL_ONE, GL_ZERO);
7324                 GL_DepthMask(true);
7325         }
7326         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7327         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7328         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7329         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7330         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7331         for (i = 0, c = color4f;i < 6;i++, c += 4)
7332         {
7333                 c[0] *= rsurface.colormod[0];
7334                 c[1] *= rsurface.colormod[1];
7335                 c[2] *= rsurface.colormod[2];
7336                 c[3] *= rsurface.colormod[3];
7337         }
7338         if (r_refdef.fogenabled)
7339         {
7340                 for (i = 0, c = color4f;i < 6;i++, c += 4)
7341                 {
7342                         f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7343                         f2 = 1 - f1;
7344                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7345                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7346                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7347                 }
7348         }
7349 //      R_Mesh_ResetTextureState();
7350         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
7351         R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7352         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7353 }
7354
7355 void R_DrawNoModel(entity_render_t *ent)
7356 {
7357         vec3_t org;
7358         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7359         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7360                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7361         else
7362                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7363 }
7364
7365 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
7366 {
7367         vec3_t right1, right2, diff, normal;
7368
7369         VectorSubtract (org2, org1, normal);
7370
7371         // calculate 'right' vector for start
7372         VectorSubtract (r_refdef.view.origin, org1, diff);
7373         CrossProduct (normal, diff, right1);
7374         VectorNormalize (right1);
7375
7376         // calculate 'right' vector for end
7377         VectorSubtract (r_refdef.view.origin, org2, diff);
7378         CrossProduct (normal, diff, right2);
7379         VectorNormalize (right2);
7380
7381         vert[ 0] = org1[0] + width * right1[0];
7382         vert[ 1] = org1[1] + width * right1[1];
7383         vert[ 2] = org1[2] + width * right1[2];
7384         vert[ 3] = org1[0] - width * right1[0];
7385         vert[ 4] = org1[1] - width * right1[1];
7386         vert[ 5] = org1[2] - width * right1[2];
7387         vert[ 6] = org2[0] - width * right2[0];
7388         vert[ 7] = org2[1] - width * right2[1];
7389         vert[ 8] = org2[2] - width * right2[2];
7390         vert[ 9] = org2[0] + width * right2[0];
7391         vert[10] = org2[1] + width * right2[1];
7392         vert[11] = org2[2] + width * right2[2];
7393 }
7394
7395 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)
7396 {
7397         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7398         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7399         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7400         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7401         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7402         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7403         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7404         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7405         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7406         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7407         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7408         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7409 }
7410
7411 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7412 {
7413         int i;
7414         float *vertex3f;
7415         float v[3];
7416         VectorSet(v, x, y, z);
7417         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7418                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7419                         break;
7420         if (i == mesh->numvertices)
7421         {
7422                 if (mesh->numvertices < mesh->maxvertices)
7423                 {
7424                         VectorCopy(v, vertex3f);
7425                         mesh->numvertices++;
7426                 }
7427                 return mesh->numvertices;
7428         }
7429         else
7430                 return i;
7431 }
7432
7433 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7434 {
7435         int i;
7436         int *e, element[3];
7437         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7438         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7439         e = mesh->element3i + mesh->numtriangles * 3;
7440         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7441         {
7442                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7443                 if (mesh->numtriangles < mesh->maxtriangles)
7444                 {
7445                         *e++ = element[0];
7446                         *e++ = element[1];
7447                         *e++ = element[2];
7448                         mesh->numtriangles++;
7449                 }
7450                 element[1] = element[2];
7451         }
7452 }
7453
7454 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7455 {
7456         int i;
7457         int *e, element[3];
7458         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7459         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7460         e = mesh->element3i + mesh->numtriangles * 3;
7461         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7462         {
7463                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7464                 if (mesh->numtriangles < mesh->maxtriangles)
7465                 {
7466                         *e++ = element[0];
7467                         *e++ = element[1];
7468                         *e++ = element[2];
7469                         mesh->numtriangles++;
7470                 }
7471                 element[1] = element[2];
7472         }
7473 }
7474
7475 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7476 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7477 {
7478         int planenum, planenum2;
7479         int w;
7480         int tempnumpoints;
7481         mplane_t *plane, *plane2;
7482         double maxdist;
7483         double temppoints[2][256*3];
7484         // figure out how large a bounding box we need to properly compute this brush
7485         maxdist = 0;
7486         for (w = 0;w < numplanes;w++)
7487                 maxdist = max(maxdist, fabs(planes[w].dist));
7488         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7489         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7490         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7491         {
7492                 w = 0;
7493                 tempnumpoints = 4;
7494                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7495                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7496                 {
7497                         if (planenum2 == planenum)
7498                                 continue;
7499                         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);
7500                         w = !w;
7501                 }
7502                 if (tempnumpoints < 3)
7503                         continue;
7504                 // generate elements forming a triangle fan for this polygon
7505                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7506         }
7507 }
7508
7509 static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, const matrix4x4_t *matrix, float r, float g, float b, float a)
7510 {
7511         texturelayer_t *layer;
7512         layer = t->currentlayers + t->currentnumlayers++;
7513         layer->type = type;
7514         layer->depthmask = depthmask;
7515         layer->blendfunc1 = blendfunc1;
7516         layer->blendfunc2 = blendfunc2;
7517         layer->texture = texture;
7518         layer->texmatrix = *matrix;
7519         layer->color[0] = r;
7520         layer->color[1] = g;
7521         layer->color[2] = b;
7522         layer->color[3] = a;
7523 }
7524
7525 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7526 {
7527         if(parms[0] == 0 && parms[1] == 0)
7528                 return false;
7529         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7530                 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7531                         return false;
7532         return true;
7533 }
7534
7535 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7536 {
7537         double index, f;
7538         index = parms[2] + rsurface.shadertime * parms[3];
7539         index -= floor(index);
7540         switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7541         {
7542         default:
7543         case Q3WAVEFUNC_NONE:
7544         case Q3WAVEFUNC_NOISE:
7545         case Q3WAVEFUNC_COUNT:
7546                 f = 0;
7547                 break;
7548         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7549         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7550         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7551         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7552         case Q3WAVEFUNC_TRIANGLE:
7553                 index *= 4;
7554                 f = index - floor(index);
7555                 if (index < 1)
7556                 {
7557                         // f = f;
7558                 }
7559                 else if (index < 2)
7560                         f = 1 - f;
7561                 else if (index < 3)
7562                         f = -f;
7563                 else
7564                         f = -(1 - f);
7565                 break;
7566         }
7567         f = parms[0] + parms[1] * f;
7568         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7569                 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
7570         return (float) f;
7571 }
7572
7573 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
7574 {
7575         int w, h, idx;
7576         double f;
7577         double offsetd[2];
7578         float tcmat[12];
7579         matrix4x4_t matrix, temp;
7580         switch(tcmod->tcmod)
7581         {
7582                 case Q3TCMOD_COUNT:
7583                 case Q3TCMOD_NONE:
7584                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7585                                 matrix = r_waterscrollmatrix;
7586                         else
7587                                 matrix = identitymatrix;
7588                         break;
7589                 case Q3TCMOD_ENTITYTRANSLATE:
7590                         // this is used in Q3 to allow the gamecode to control texcoord
7591                         // scrolling on the entity, which is not supported in darkplaces yet.
7592                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
7593                         break;
7594                 case Q3TCMOD_ROTATE:
7595                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
7596                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
7597                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
7598                         break;
7599                 case Q3TCMOD_SCALE:
7600                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
7601                         break;
7602                 case Q3TCMOD_SCROLL:
7603                         // extra care is needed because of precision breakdown with large values of time
7604                         offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
7605                         offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
7606                         Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
7607                         break;
7608                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
7609                         w = (int) tcmod->parms[0];
7610                         h = (int) tcmod->parms[1];
7611                         f = rsurface.shadertime / (tcmod->parms[2] * w * h);
7612                         f = f - floor(f);
7613                         idx = (int) floor(f * w * h);
7614                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
7615                         break;
7616                 case Q3TCMOD_STRETCH:
7617                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
7618                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
7619                         break;
7620                 case Q3TCMOD_TRANSFORM:
7621                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
7622                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
7623                         VectorSet(tcmat +  6, 0                   , 0                , 1);
7624                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
7625                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
7626                         break;
7627                 case Q3TCMOD_TURBULENT:
7628                         // this is handled in the RSurf_PrepareVertices function
7629                         matrix = identitymatrix;
7630                         break;
7631         }
7632         temp = *texmatrix;
7633         Matrix4x4_Concat(texmatrix, &matrix, &temp);
7634 }
7635
7636 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
7637 {
7638         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
7639         char name[MAX_QPATH];
7640         skinframe_t *skinframe;
7641         unsigned char pixels[296*194];
7642         strlcpy(cache->name, skinname, sizeof(cache->name));
7643         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
7644         if (developer_loading.integer)
7645                 Con_Printf("loading %s\n", name);
7646         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
7647         if (!skinframe || !skinframe->base)
7648         {
7649                 unsigned char *f;
7650                 fs_offset_t filesize;
7651                 skinframe = NULL;
7652                 f = FS_LoadFile(name, tempmempool, true, &filesize);
7653                 if (f)
7654                 {
7655                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
7656                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
7657                         Mem_Free(f);
7658                 }
7659         }
7660         cache->skinframe = skinframe;
7661 }
7662
7663 texture_t *R_GetCurrentTexture(texture_t *t)
7664 {
7665         int i;
7666         const entity_render_t *ent = rsurface.entity;
7667         dp_model_t *model = ent->model;
7668         q3shaderinfo_layer_tcmod_t *tcmod;
7669
7670         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
7671                 return t->currentframe;
7672         t->update_lastrenderframe = r_textureframe;
7673         t->update_lastrenderentity = (void *)ent;
7674
7675         if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
7676                 t->camera_entity = ent->entitynumber;
7677         else
7678                 t->camera_entity = 0;
7679
7680         // switch to an alternate material if this is a q1bsp animated material
7681         {
7682                 texture_t *texture = t;
7683                 int s = rsurface.ent_skinnum;
7684                 if ((unsigned int)s >= (unsigned int)model->numskins)
7685                         s = 0;
7686                 if (model->skinscenes)
7687                 {
7688                         if (model->skinscenes[s].framecount > 1)
7689                                 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
7690                         else
7691                                 s = model->skinscenes[s].firstframe;
7692                 }
7693                 if (s > 0)
7694                         t = t + s * model->num_surfaces;
7695                 if (t->animated)
7696                 {
7697                         // use an alternate animation if the entity's frame is not 0,
7698                         // and only if the texture has an alternate animation
7699                         if (rsurface.ent_alttextures && t->anim_total[1])
7700                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
7701                         else
7702                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
7703                 }
7704                 texture->currentframe = t;
7705         }
7706
7707         // update currentskinframe to be a qw skin or animation frame
7708         if (rsurface.ent_qwskin >= 0)
7709         {
7710                 i = rsurface.ent_qwskin;
7711                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
7712                 {
7713                         r_qwskincache_size = cl.maxclients;
7714                         if (r_qwskincache)
7715                                 Mem_Free(r_qwskincache);
7716                         r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
7717                 }
7718                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
7719                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
7720                 t->currentskinframe = r_qwskincache[i].skinframe;
7721                 if (t->currentskinframe == NULL)
7722                         t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7723         }
7724         else if (t->numskinframes >= 2)
7725                 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7726         if (t->backgroundnumskinframes >= 2)
7727                 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
7728
7729         t->currentmaterialflags = t->basematerialflags;
7730         t->currentalpha = rsurface.colormod[3];
7731         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
7732                 t->currentalpha *= r_wateralpha.value;
7733         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
7734                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
7735         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
7736                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
7737         if (!(rsurface.ent_flags & RENDER_LIGHT))
7738                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
7739         else if (FAKELIGHT_ENABLED)
7740         {
7741                 // no modellight if using fakelight for the map
7742         }
7743         else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7744         {
7745                 // pick a model lighting mode
7746                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
7747                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
7748                 else
7749                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
7750         }
7751         if (rsurface.ent_flags & RENDER_ADDITIVE)
7752                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7753         else if (t->currentalpha < 1)
7754                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7755         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
7756                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
7757         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
7758                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
7759         if (t->backgroundnumskinframes)
7760                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
7761         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
7762         {
7763                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
7764                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
7765         }
7766         else
7767                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
7768         if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
7769         {
7770                 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
7771                 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
7772         }
7773         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
7774                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
7775
7776         // there is no tcmod
7777         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7778         {
7779                 t->currenttexmatrix = r_waterscrollmatrix;
7780                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
7781         }
7782         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
7783         {
7784                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
7785                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
7786         }
7787
7788         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7789                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
7790         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7791                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
7792
7793         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
7794         if (t->currentskinframe->qpixels)
7795                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
7796         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
7797         if (!t->basetexture)
7798                 t->basetexture = r_texture_notexture;
7799         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
7800         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
7801         t->nmaptexture = t->currentskinframe->nmap;
7802         if (!t->nmaptexture)
7803                 t->nmaptexture = r_texture_blanknormalmap;
7804         t->glosstexture = r_texture_black;
7805         t->glowtexture = t->currentskinframe->glow;
7806         t->fogtexture = t->currentskinframe->fog;
7807         t->reflectmasktexture = t->currentskinframe->reflect;
7808         if (t->backgroundnumskinframes)
7809         {
7810                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
7811                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
7812                 t->backgroundglosstexture = r_texture_black;
7813                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
7814                 if (!t->backgroundnmaptexture)
7815                         t->backgroundnmaptexture = r_texture_blanknormalmap;
7816         }
7817         else
7818         {
7819                 t->backgroundbasetexture = r_texture_white;
7820                 t->backgroundnmaptexture = r_texture_blanknormalmap;
7821                 t->backgroundglosstexture = r_texture_black;
7822                 t->backgroundglowtexture = NULL;
7823         }
7824         t->specularpower = r_shadow_glossexponent.value;
7825         // TODO: store reference values for these in the texture?
7826         t->specularscale = 0;
7827         if (r_shadow_gloss.integer > 0)
7828         {
7829                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
7830                 {
7831                         if (r_shadow_glossintensity.value > 0)
7832                         {
7833                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
7834                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
7835                                 t->specularscale = r_shadow_glossintensity.value;
7836                         }
7837                 }
7838                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
7839                 {
7840                         t->glosstexture = r_texture_white;
7841                         t->backgroundglosstexture = r_texture_white;
7842                         t->specularscale = r_shadow_gloss2intensity.value;
7843                         t->specularpower = r_shadow_gloss2exponent.value;
7844                 }
7845         }
7846         t->specularscale *= t->specularscalemod;
7847         t->specularpower *= t->specularpowermod;
7848
7849         // lightmaps mode looks bad with dlights using actual texturing, so turn
7850         // off the colormap and glossmap, but leave the normalmap on as it still
7851         // accurately represents the shading involved
7852         if (gl_lightmaps.integer)
7853         {
7854                 t->basetexture = r_texture_grey128;
7855                 t->pantstexture = r_texture_black;
7856                 t->shirttexture = r_texture_black;
7857                 t->nmaptexture = r_texture_blanknormalmap;
7858                 t->glosstexture = r_texture_black;
7859                 t->glowtexture = NULL;
7860                 t->fogtexture = NULL;
7861                 t->reflectmasktexture = NULL;
7862                 t->backgroundbasetexture = NULL;
7863                 t->backgroundnmaptexture = r_texture_blanknormalmap;
7864                 t->backgroundglosstexture = r_texture_black;
7865                 t->backgroundglowtexture = NULL;
7866                 t->specularscale = 0;
7867                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
7868         }
7869
7870         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
7871         VectorClear(t->dlightcolor);
7872         t->currentnumlayers = 0;
7873         if (t->currentmaterialflags & MATERIALFLAG_WALL)
7874         {
7875                 int blendfunc1, blendfunc2;
7876                 qboolean depthmask;
7877                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
7878                 {
7879                         blendfunc1 = GL_SRC_ALPHA;
7880                         blendfunc2 = GL_ONE;
7881                 }
7882                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
7883                 {
7884                         blendfunc1 = GL_SRC_ALPHA;
7885                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
7886                 }
7887                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7888                 {
7889                         blendfunc1 = t->customblendfunc[0];
7890                         blendfunc2 = t->customblendfunc[1];
7891                 }
7892                 else
7893                 {
7894                         blendfunc1 = GL_ONE;
7895                         blendfunc2 = GL_ZERO;
7896                 }
7897                 // don't colormod evilblend textures
7898                 if(!R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD)
7899                         VectorSet(t->lightmapcolor, 1, 1, 1);
7900                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
7901                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7902                 {
7903                         // fullbright is not affected by r_refdef.lightmapintensity
7904                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
7905                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
7906                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
7907                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
7908                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
7909                 }
7910                 else
7911                 {
7912                         vec3_t ambientcolor;
7913                         float colorscale;
7914                         // set the color tint used for lights affecting this surface
7915                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
7916                         colorscale = 2;
7917                         // q3bsp has no lightmap updates, so the lightstylevalue that
7918                         // would normally be baked into the lightmap must be
7919                         // applied to the color
7920                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
7921                         if (model->type == mod_brushq3)
7922                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
7923                         colorscale *= r_refdef.lightmapintensity;
7924                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
7925                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
7926                         // basic lit geometry
7927                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
7928                         // add pants/shirt if needed
7929                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
7930                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2]  * t->lightmapcolor[2], t->lightmapcolor[3]);
7931                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
7932                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
7933                         // now add ambient passes if needed
7934                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
7935                         {
7936                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
7937                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
7938                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
7939                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
7940                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
7941                         }
7942                 }
7943                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
7944                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2], t->lightmapcolor[3]);
7945                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
7946                 {
7947                         // if this is opaque use alpha blend which will darken the earlier
7948                         // passes cheaply.
7949                         //
7950                         // if this is an alpha blended material, all the earlier passes
7951                         // were darkened by fog already, so we only need to add the fog
7952                         // color ontop through the fog mask texture
7953                         //
7954                         // if this is an additive blended material, all the earlier passes
7955                         // were darkened by fog already, and we should not add fog color
7956                         // (because the background was not darkened, there is no fog color
7957                         // that was lost behind it).
7958                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->lightmapcolor[3]);
7959                 }
7960         }
7961
7962         return t->currentframe;
7963 }
7964
7965 rsurfacestate_t rsurface;
7966
7967 void RSurf_ActiveWorldEntity(void)
7968 {
7969         dp_model_t *model = r_refdef.scene.worldmodel;
7970         //if (rsurface.entity == r_refdef.scene.worldentity)
7971         //      return;
7972         rsurface.entity = r_refdef.scene.worldentity;
7973         rsurface.skeleton = NULL;
7974         memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
7975         rsurface.ent_skinnum = 0;
7976         rsurface.ent_qwskin = -1;
7977         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
7978         rsurface.shadertime = r_refdef.scene.time;
7979         rsurface.matrix = identitymatrix;
7980         rsurface.inversematrix = identitymatrix;
7981         rsurface.matrixscale = 1;
7982         rsurface.inversematrixscale = 1;
7983         R_EntityMatrix(&identitymatrix);
7984         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
7985         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
7986         rsurface.fograngerecip = r_refdef.fograngerecip;
7987         rsurface.fogheightfade = r_refdef.fogheightfade;
7988         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
7989         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7990         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
7991         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
7992         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
7993         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
7994         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
7995         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
7996         rsurface.colormod[3] = 1;
7997         VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
7998         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
7999         rsurface.frameblend[0].lerp = 1;
8000         rsurface.ent_alttextures = false;
8001         rsurface.basepolygonfactor = r_refdef.polygonfactor;
8002         rsurface.basepolygonoffset = r_refdef.polygonoffset;
8003         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
8004         rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8005         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8006         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8007         rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8008         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8009         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8010         rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8011         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8012         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
8013         rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8014         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8015         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
8016         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8017         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8018         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
8019         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8020         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8021         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
8022         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8023         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8024         rsurface.modelelement3i = model->surfmesh.data_element3i;
8025         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8026         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8027         rsurface.modelelement3s = model->surfmesh.data_element3s;
8028         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8029         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8030         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8031         rsurface.modelnumvertices = model->surfmesh.num_vertices;
8032         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8033         rsurface.modelsurfaces = model->data_surfaces;
8034         rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8035         rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8036         rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8037         rsurface.modelgeneratedvertex = false;
8038         rsurface.batchgeneratedvertex = false;
8039         rsurface.batchfirstvertex = 0;
8040         rsurface.batchnumvertices = 0;
8041         rsurface.batchfirsttriangle = 0;
8042         rsurface.batchnumtriangles = 0;
8043         rsurface.batchvertex3f  = NULL;
8044         rsurface.batchvertex3f_vertexbuffer = NULL;
8045         rsurface.batchvertex3f_bufferoffset = 0;
8046         rsurface.batchsvector3f = NULL;
8047         rsurface.batchsvector3f_vertexbuffer = NULL;
8048         rsurface.batchsvector3f_bufferoffset = 0;
8049         rsurface.batchtvector3f = NULL;
8050         rsurface.batchtvector3f_vertexbuffer = NULL;
8051         rsurface.batchtvector3f_bufferoffset = 0;
8052         rsurface.batchnormal3f  = NULL;
8053         rsurface.batchnormal3f_vertexbuffer = NULL;
8054         rsurface.batchnormal3f_bufferoffset = 0;
8055         rsurface.batchlightmapcolor4f = NULL;
8056         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8057         rsurface.batchlightmapcolor4f_bufferoffset = 0;
8058         rsurface.batchtexcoordtexture2f = NULL;
8059         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8060         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8061         rsurface.batchtexcoordlightmap2f = NULL;
8062         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8063         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8064         rsurface.batchvertexmesh = NULL;
8065         rsurface.batchvertexmeshbuffer = NULL;
8066         rsurface.batchvertex3fbuffer = NULL;
8067         rsurface.batchelement3i = NULL;
8068         rsurface.batchelement3i_indexbuffer = NULL;
8069         rsurface.batchelement3i_bufferoffset = 0;
8070         rsurface.batchelement3s = NULL;
8071         rsurface.batchelement3s_indexbuffer = NULL;
8072         rsurface.batchelement3s_bufferoffset = 0;
8073         rsurface.passcolor4f = NULL;
8074         rsurface.passcolor4f_vertexbuffer = NULL;
8075         rsurface.passcolor4f_bufferoffset = 0;
8076 }
8077
8078 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8079 {
8080         dp_model_t *model = ent->model;
8081         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8082         //      return;
8083         rsurface.entity = (entity_render_t *)ent;
8084         rsurface.skeleton = ent->skeleton;
8085         memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8086         rsurface.ent_skinnum = ent->skinnum;
8087         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;
8088         rsurface.ent_flags = ent->flags;
8089         rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8090         rsurface.matrix = ent->matrix;
8091         rsurface.inversematrix = ent->inversematrix;
8092         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8093         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8094         R_EntityMatrix(&rsurface.matrix);
8095         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8096         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8097         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8098         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8099         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8100         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8101         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8102         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8103         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8104         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8105         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8106         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8107         rsurface.colormod[3] = ent->alpha;
8108         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8109         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8110         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8111         rsurface.basepolygonfactor = r_refdef.polygonfactor;
8112         rsurface.basepolygonoffset = r_refdef.polygonoffset;
8113         if (ent->model->brush.submodel && !prepass)
8114         {
8115                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8116                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8117         }
8118         if (model->surfmesh.isanimated && model->AnimateVertices)
8119         {
8120                 if (ent->animcache_vertex3f)
8121                 {
8122                         rsurface.modelvertex3f = ent->animcache_vertex3f;
8123                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8124                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8125                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8126                         rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8127                         rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
8128                         rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer;
8129                 }
8130                 else if (wanttangents)
8131                 {
8132                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8133                         rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8134                         rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8135                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8136                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8137                         rsurface.modelvertexmesh = NULL;
8138                         rsurface.modelvertexmeshbuffer = NULL;
8139                         rsurface.modelvertex3fbuffer = NULL;
8140                 }
8141                 else if (wantnormals)
8142                 {
8143                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8144                         rsurface.modelsvector3f = NULL;
8145                         rsurface.modeltvector3f = NULL;
8146                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8147                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8148                         rsurface.modelvertexmesh = NULL;
8149                         rsurface.modelvertexmeshbuffer = NULL;
8150                         rsurface.modelvertex3fbuffer = NULL;
8151                 }
8152                 else
8153                 {
8154                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8155                         rsurface.modelsvector3f = NULL;
8156                         rsurface.modeltvector3f = NULL;
8157                         rsurface.modelnormal3f = NULL;
8158                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8159                         rsurface.modelvertexmesh = NULL;
8160                         rsurface.modelvertexmeshbuffer = NULL;
8161                         rsurface.modelvertex3fbuffer = NULL;
8162                 }
8163                 rsurface.modelvertex3f_vertexbuffer = 0;
8164                 rsurface.modelvertex3f_bufferoffset = 0;
8165                 rsurface.modelsvector3f_vertexbuffer = 0;
8166                 rsurface.modelsvector3f_bufferoffset = 0;
8167                 rsurface.modeltvector3f_vertexbuffer = 0;
8168                 rsurface.modeltvector3f_bufferoffset = 0;
8169                 rsurface.modelnormal3f_vertexbuffer = 0;
8170                 rsurface.modelnormal3f_bufferoffset = 0;
8171                 rsurface.modelgeneratedvertex = true;
8172         }
8173         else
8174         {
8175                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
8176                 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8177                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8178                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8179                 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8180                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8181                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8182                 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8183                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8184                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
8185                 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8186                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8187                 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8188                 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8189                 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8190                 rsurface.modelgeneratedvertex = false;
8191         }
8192         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
8193         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8194         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8195         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
8196         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8197         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8198         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
8199         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8200         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8201         rsurface.modelelement3i = model->surfmesh.data_element3i;
8202         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8203         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8204         rsurface.modelelement3s = model->surfmesh.data_element3s;
8205         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8206         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8207         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8208         rsurface.modelnumvertices = model->surfmesh.num_vertices;
8209         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8210         rsurface.modelsurfaces = model->data_surfaces;
8211         rsurface.batchgeneratedvertex = false;
8212         rsurface.batchfirstvertex = 0;
8213         rsurface.batchnumvertices = 0;
8214         rsurface.batchfirsttriangle = 0;
8215         rsurface.batchnumtriangles = 0;
8216         rsurface.batchvertex3f  = NULL;
8217         rsurface.batchvertex3f_vertexbuffer = NULL;
8218         rsurface.batchvertex3f_bufferoffset = 0;
8219         rsurface.batchsvector3f = NULL;
8220         rsurface.batchsvector3f_vertexbuffer = NULL;
8221         rsurface.batchsvector3f_bufferoffset = 0;
8222         rsurface.batchtvector3f = NULL;
8223         rsurface.batchtvector3f_vertexbuffer = NULL;
8224         rsurface.batchtvector3f_bufferoffset = 0;
8225         rsurface.batchnormal3f  = NULL;
8226         rsurface.batchnormal3f_vertexbuffer = NULL;
8227         rsurface.batchnormal3f_bufferoffset = 0;
8228         rsurface.batchlightmapcolor4f = NULL;
8229         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8230         rsurface.batchlightmapcolor4f_bufferoffset = 0;
8231         rsurface.batchtexcoordtexture2f = NULL;
8232         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8233         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8234         rsurface.batchtexcoordlightmap2f = NULL;
8235         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8236         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8237         rsurface.batchvertexmesh = NULL;
8238         rsurface.batchvertexmeshbuffer = NULL;
8239         rsurface.batchvertex3fbuffer = NULL;
8240         rsurface.batchelement3i = NULL;
8241         rsurface.batchelement3i_indexbuffer = NULL;
8242         rsurface.batchelement3i_bufferoffset = 0;
8243         rsurface.batchelement3s = NULL;
8244         rsurface.batchelement3s_indexbuffer = NULL;
8245         rsurface.batchelement3s_bufferoffset = 0;
8246         rsurface.passcolor4f = NULL;
8247         rsurface.passcolor4f_vertexbuffer = NULL;
8248         rsurface.passcolor4f_bufferoffset = 0;
8249 }
8250
8251 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)
8252 {
8253         rsurface.entity = r_refdef.scene.worldentity;
8254         rsurface.skeleton = NULL;
8255         rsurface.ent_skinnum = 0;
8256         rsurface.ent_qwskin = -1;
8257         rsurface.ent_flags = entflags;
8258         rsurface.shadertime = r_refdef.scene.time - shadertime;
8259         rsurface.modelnumvertices = numvertices;
8260         rsurface.modelnumtriangles = numtriangles;
8261         rsurface.matrix = *matrix;
8262         rsurface.inversematrix = *inversematrix;
8263         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8264         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8265         R_EntityMatrix(&rsurface.matrix);
8266         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8267         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8268         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8269         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8270         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8271         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8272         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8273         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8274         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8275         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8276         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8277         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8278         VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8279         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8280         rsurface.frameblend[0].lerp = 1;
8281         rsurface.ent_alttextures = false;
8282         rsurface.basepolygonfactor = r_refdef.polygonfactor;
8283         rsurface.basepolygonoffset = r_refdef.polygonoffset;
8284         if (wanttangents)
8285         {
8286                 rsurface.modelvertex3f = (float *)vertex3f;
8287                 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8288                 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8289                 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8290         }
8291         else if (wantnormals)
8292         {
8293                 rsurface.modelvertex3f = (float *)vertex3f;
8294                 rsurface.modelsvector3f = NULL;
8295                 rsurface.modeltvector3f = NULL;
8296                 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8297         }
8298         else
8299         {
8300                 rsurface.modelvertex3f = (float *)vertex3f;
8301                 rsurface.modelsvector3f = NULL;
8302                 rsurface.modeltvector3f = NULL;
8303                 rsurface.modelnormal3f = NULL;
8304         }
8305         rsurface.modelvertexmesh = NULL;
8306         rsurface.modelvertexmeshbuffer = NULL;
8307         rsurface.modelvertex3fbuffer = NULL;
8308         rsurface.modelvertex3f_vertexbuffer = 0;
8309         rsurface.modelvertex3f_bufferoffset = 0;
8310         rsurface.modelsvector3f_vertexbuffer = 0;
8311         rsurface.modelsvector3f_bufferoffset = 0;
8312         rsurface.modeltvector3f_vertexbuffer = 0;
8313         rsurface.modeltvector3f_bufferoffset = 0;
8314         rsurface.modelnormal3f_vertexbuffer = 0;
8315         rsurface.modelnormal3f_bufferoffset = 0;
8316         rsurface.modelgeneratedvertex = true;
8317         rsurface.modellightmapcolor4f  = (float *)color4f;
8318         rsurface.modellightmapcolor4f_vertexbuffer = 0;
8319         rsurface.modellightmapcolor4f_bufferoffset = 0;
8320         rsurface.modeltexcoordtexture2f  = (float *)texcoord2f;
8321         rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8322         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8323         rsurface.modeltexcoordlightmap2f  = NULL;
8324         rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8325         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8326         rsurface.modelelement3i = (int *)element3i;
8327         rsurface.modelelement3i_indexbuffer = NULL;
8328         rsurface.modelelement3i_bufferoffset = 0;
8329         rsurface.modelelement3s = (unsigned short *)element3s;
8330         rsurface.modelelement3s_indexbuffer = NULL;
8331         rsurface.modelelement3s_bufferoffset = 0;
8332         rsurface.modellightmapoffsets = NULL;
8333         rsurface.modelsurfaces = NULL;
8334         rsurface.batchgeneratedvertex = false;
8335         rsurface.batchfirstvertex = 0;
8336         rsurface.batchnumvertices = 0;
8337         rsurface.batchfirsttriangle = 0;
8338         rsurface.batchnumtriangles = 0;
8339         rsurface.batchvertex3f  = NULL;
8340         rsurface.batchvertex3f_vertexbuffer = NULL;
8341         rsurface.batchvertex3f_bufferoffset = 0;
8342         rsurface.batchsvector3f = NULL;
8343         rsurface.batchsvector3f_vertexbuffer = NULL;
8344         rsurface.batchsvector3f_bufferoffset = 0;
8345         rsurface.batchtvector3f = NULL;
8346         rsurface.batchtvector3f_vertexbuffer = NULL;
8347         rsurface.batchtvector3f_bufferoffset = 0;
8348         rsurface.batchnormal3f  = NULL;
8349         rsurface.batchnormal3f_vertexbuffer = NULL;
8350         rsurface.batchnormal3f_bufferoffset = 0;
8351         rsurface.batchlightmapcolor4f = NULL;
8352         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8353         rsurface.batchlightmapcolor4f_bufferoffset = 0;
8354         rsurface.batchtexcoordtexture2f = NULL;
8355         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8356         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8357         rsurface.batchtexcoordlightmap2f = NULL;
8358         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8359         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8360         rsurface.batchvertexmesh = NULL;
8361         rsurface.batchvertexmeshbuffer = NULL;
8362         rsurface.batchvertex3fbuffer = NULL;
8363         rsurface.batchelement3i = NULL;
8364         rsurface.batchelement3i_indexbuffer = NULL;
8365         rsurface.batchelement3i_bufferoffset = 0;
8366         rsurface.batchelement3s = NULL;
8367         rsurface.batchelement3s_indexbuffer = NULL;
8368         rsurface.batchelement3s_bufferoffset = 0;
8369         rsurface.passcolor4f = NULL;
8370         rsurface.passcolor4f_vertexbuffer = NULL;
8371         rsurface.passcolor4f_bufferoffset = 0;
8372
8373         if (rsurface.modelnumvertices && rsurface.modelelement3i)
8374         {
8375                 if ((wantnormals || wanttangents) && !normal3f)
8376                 {
8377                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8378                         Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8379                 }
8380                 if (wanttangents && !svector3f)
8381                 {
8382                         rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8383                         rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8384                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8385                 }
8386         }
8387 }
8388
8389 float RSurf_FogPoint(const float *v)
8390 {
8391         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8392         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8393         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8394         float FogHeightFade = r_refdef.fogheightfade;
8395         float fogfrac;
8396         unsigned int fogmasktableindex;
8397         if (r_refdef.fogplaneviewabove)
8398                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8399         else
8400                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8401         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8402         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8403 }
8404
8405 float RSurf_FogVertex(const float *v)
8406 {
8407         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8408         float FogPlaneViewDist = rsurface.fogplaneviewdist;
8409         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8410         float FogHeightFade = rsurface.fogheightfade;
8411         float fogfrac;
8412         unsigned int fogmasktableindex;
8413         if (r_refdef.fogplaneviewabove)
8414                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8415         else
8416                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8417         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8418         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8419 }
8420
8421 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8422 {
8423         int i;
8424         for (i = 0;i < numelements;i++)
8425                 outelement3i[i] = inelement3i[i] + adjust;
8426 }
8427
8428 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8429 extern cvar_t gl_vbo;
8430 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8431 {
8432         int deformindex;
8433         int firsttriangle;
8434         int numtriangles;
8435         int firstvertex;
8436         int endvertex;
8437         int numvertices;
8438         int surfacefirsttriangle;
8439         int surfacenumtriangles;
8440         int surfacefirstvertex;
8441         int surfaceendvertex;
8442         int surfacenumvertices;
8443         int batchnumvertices;
8444         int batchnumtriangles;
8445         int needsupdate;
8446         int i, j;
8447         qboolean gaps;
8448         qboolean dynamicvertex;
8449         float amplitude;
8450         float animpos;
8451         float scale;
8452         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8453         float waveparms[4];
8454         q3shaderinfo_deform_t *deform;
8455         const msurface_t *surface, *firstsurface;
8456         r_vertexmesh_t *vertexmesh;
8457         if (!texturenumsurfaces)
8458                 return;
8459         // find vertex range of this surface batch
8460         gaps = false;
8461         firstsurface = texturesurfacelist[0];
8462         firsttriangle = firstsurface->num_firsttriangle;
8463         batchnumvertices = 0;
8464         batchnumtriangles = 0;
8465         firstvertex = endvertex = firstsurface->num_firstvertex;
8466         for (i = 0;i < texturenumsurfaces;i++)
8467         {
8468                 surface = texturesurfacelist[i];
8469                 if (surface != firstsurface + i)
8470                         gaps = true;
8471                 surfacefirstvertex = surface->num_firstvertex;
8472                 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
8473                 surfacenumvertices = surface->num_vertices;
8474                 surfacenumtriangles = surface->num_triangles;
8475                 if (firstvertex > surfacefirstvertex)
8476                         firstvertex = surfacefirstvertex;
8477                 if (endvertex < surfaceendvertex)
8478                         endvertex = surfaceendvertex;
8479                 batchnumvertices += surfacenumvertices;
8480                 batchnumtriangles += surfacenumtriangles;
8481         }
8482
8483         // we now know the vertex range used, and if there are any gaps in it
8484         rsurface.batchfirstvertex = firstvertex;
8485         rsurface.batchnumvertices = endvertex - firstvertex;
8486         rsurface.batchfirsttriangle = firsttriangle;
8487         rsurface.batchnumtriangles = batchnumtriangles;
8488
8489         // this variable holds flags for which properties have been updated that
8490         // may require regenerating vertexmesh array...
8491         needsupdate = 0;
8492
8493         // check if any dynamic vertex processing must occur
8494         dynamicvertex = false;
8495
8496         // if there is a chance of animated vertex colors, it's a dynamic batch
8497         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8498         {
8499                 dynamicvertex = true;
8500                 batchneed |= BATCHNEED_NOGAPS;
8501                 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
8502         }
8503
8504         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8505         {
8506                 switch (deform->deform)
8507                 {
8508                 default:
8509                 case Q3DEFORM_PROJECTIONSHADOW:
8510                 case Q3DEFORM_TEXT0:
8511                 case Q3DEFORM_TEXT1:
8512                 case Q3DEFORM_TEXT2:
8513                 case Q3DEFORM_TEXT3:
8514                 case Q3DEFORM_TEXT4:
8515                 case Q3DEFORM_TEXT5:
8516                 case Q3DEFORM_TEXT6:
8517                 case Q3DEFORM_TEXT7:
8518                 case Q3DEFORM_NONE:
8519                         break;
8520                 case Q3DEFORM_AUTOSPRITE:
8521                         dynamicvertex = true;
8522                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8523                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8524                         break;
8525                 case Q3DEFORM_AUTOSPRITE2:
8526                         dynamicvertex = true;
8527                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8528                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8529                         break;
8530                 case Q3DEFORM_NORMAL:
8531                         dynamicvertex = true;
8532                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8533                         needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8534                         break;
8535                 case Q3DEFORM_WAVE:
8536                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8537                                 break; // if wavefunc is a nop, ignore this transform
8538                         dynamicvertex = true;
8539                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8540                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8541                         break;
8542                 case Q3DEFORM_BULGE:
8543                         dynamicvertex = true;
8544                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8545                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8546                         break;
8547                 case Q3DEFORM_MOVE:
8548                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8549                                 break; // if wavefunc is a nop, ignore this transform
8550                         dynamicvertex = true;
8551                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8552                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
8553                         break;
8554                 }
8555         }
8556         switch(rsurface.texture->tcgen.tcgen)
8557         {
8558         default:
8559         case Q3TCGEN_TEXTURE:
8560                 break;
8561         case Q3TCGEN_LIGHTMAP:
8562                 dynamicvertex = true;
8563                 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
8564                 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
8565                 break;
8566         case Q3TCGEN_VECTOR:
8567                 dynamicvertex = true;
8568                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8569                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8570                 break;
8571         case Q3TCGEN_ENVIRONMENT:
8572                 dynamicvertex = true;
8573                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
8574                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8575                 break;
8576         }
8577         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8578         {
8579                 dynamicvertex = true;
8580                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8581                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8582         }
8583
8584         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8585         {
8586                 dynamicvertex = true;
8587                 batchneed |= BATCHNEED_NOGAPS;
8588                 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
8589         }
8590
8591         if (dynamicvertex || gaps || rsurface.batchfirstvertex)
8592         {
8593                 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
8594                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)      batchneed |= BATCHNEED_ARRAY_VERTEX;
8595                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)      batchneed |= BATCHNEED_ARRAY_NORMAL;
8596                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)      batchneed |= BATCHNEED_ARRAY_VECTOR;
8597                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
8598                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)    batchneed |= BATCHNEED_ARRAY_TEXCOORD;
8599                 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP)    batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
8600         }
8601
8602         // when the model data has no vertex buffer (dynamic mesh), we need to
8603         // eliminate gaps
8604         if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
8605                 batchneed |= BATCHNEED_NOGAPS;
8606
8607         // if needsupdate, we have to do a dynamic vertex batch for sure
8608         if (needsupdate & batchneed)
8609                 dynamicvertex = true;
8610
8611         // see if we need to build vertexmesh from arrays
8612         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8613                 dynamicvertex = true;
8614
8615         // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
8616         // also some drivers strongly dislike firstvertex
8617         if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
8618                 dynamicvertex = true;
8619
8620         rsurface.batchvertex3f = rsurface.modelvertex3f;
8621         rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
8622         rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8623         rsurface.batchsvector3f = rsurface.modelsvector3f;
8624         rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
8625         rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8626         rsurface.batchtvector3f = rsurface.modeltvector3f;
8627         rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
8628         rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8629         rsurface.batchnormal3f = rsurface.modelnormal3f;
8630         rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
8631         rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8632         rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
8633         rsurface.batchlightmapcolor4f_vertexbuffer  = rsurface.modellightmapcolor4f_vertexbuffer;
8634         rsurface.batchlightmapcolor4f_bufferoffset  = rsurface.modellightmapcolor4f_bufferoffset;
8635         rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
8636         rsurface.batchtexcoordtexture2f_vertexbuffer  = rsurface.modeltexcoordtexture2f_vertexbuffer;
8637         rsurface.batchtexcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
8638         rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
8639         rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
8640         rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
8641         rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
8642         rsurface.batchvertexmesh = rsurface.modelvertexmesh;
8643         rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
8644         rsurface.batchelement3i = rsurface.modelelement3i;
8645         rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
8646         rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
8647         rsurface.batchelement3s = rsurface.modelelement3s;
8648         rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
8649         rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
8650
8651         // if any dynamic vertex processing has to occur in software, we copy the
8652         // entire surface list together before processing to rebase the vertices
8653         // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
8654         //
8655         // if any gaps exist and we do not have a static vertex buffer, we have to
8656         // copy the surface list together to avoid wasting upload bandwidth on the
8657         // vertices in the gaps.
8658         //
8659         // if gaps exist and we have a static vertex buffer, we still have to
8660         // combine the index buffer ranges into one dynamic index buffer.
8661         //
8662         // in all cases we end up with data that can be drawn in one call.
8663
8664         if (!dynamicvertex)
8665         {
8666                 // static vertex data, just set pointers...
8667                 rsurface.batchgeneratedvertex = false;
8668                 // if there are gaps, we want to build a combined index buffer,
8669                 // otherwise use the original static buffer with an appropriate offset
8670                 if (gaps)
8671                 {
8672                         // build a new triangle elements array for this batch
8673                         rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8674                         rsurface.batchfirsttriangle = 0;
8675                         numtriangles = 0;
8676                         for (i = 0;i < texturenumsurfaces;i++)
8677                         {
8678                                 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8679                                 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8680                                 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
8681                                 numtriangles += surfacenumtriangles;
8682                         }
8683                         rsurface.batchelement3i_indexbuffer = NULL;
8684                         rsurface.batchelement3i_bufferoffset = 0;
8685                         rsurface.batchelement3s = NULL;
8686                         rsurface.batchelement3s_indexbuffer = NULL;
8687                         rsurface.batchelement3s_bufferoffset = 0;
8688                         if (endvertex <= 65536)
8689                         {
8690                                 // make a 16bit (unsigned short) index array if possible
8691                                 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8692                                 for (i = 0;i < numtriangles*3;i++)
8693                                         rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8694                         }
8695                 }
8696                 return;
8697         }
8698
8699         // something needs software processing, do it for real...
8700         // we only directly handle separate array data in this case and then
8701         // generate interleaved data if needed...
8702         rsurface.batchgeneratedvertex = true;
8703
8704         // now copy the vertex data into a combined array and make an index array
8705         // (this is what Quake3 does all the time)
8706         //if (gaps || rsurface.batchfirstvertex)
8707         {
8708                 rsurface.batchvertex3fbuffer = NULL;
8709                 rsurface.batchvertexmesh = NULL;
8710                 rsurface.batchvertexmeshbuffer = NULL;
8711                 rsurface.batchvertex3f = NULL;
8712                 rsurface.batchvertex3f_vertexbuffer = NULL;
8713                 rsurface.batchvertex3f_bufferoffset = 0;
8714                 rsurface.batchsvector3f = NULL;
8715                 rsurface.batchsvector3f_vertexbuffer = NULL;
8716                 rsurface.batchsvector3f_bufferoffset = 0;
8717                 rsurface.batchtvector3f = NULL;
8718                 rsurface.batchtvector3f_vertexbuffer = NULL;
8719                 rsurface.batchtvector3f_bufferoffset = 0;
8720                 rsurface.batchnormal3f = NULL;
8721                 rsurface.batchnormal3f_vertexbuffer = NULL;
8722                 rsurface.batchnormal3f_bufferoffset = 0;
8723                 rsurface.batchlightmapcolor4f = NULL;
8724                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8725                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8726                 rsurface.batchtexcoordtexture2f = NULL;
8727                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8728                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8729                 rsurface.batchtexcoordlightmap2f = NULL;
8730                 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8731                 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8732                 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8733                 rsurface.batchelement3i_indexbuffer = NULL;
8734                 rsurface.batchelement3i_bufferoffset = 0;
8735                 rsurface.batchelement3s = NULL;
8736                 rsurface.batchelement3s_indexbuffer = NULL;
8737                 rsurface.batchelement3s_bufferoffset = 0;
8738                 // we'll only be setting up certain arrays as needed
8739                 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
8740                         rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
8741                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8742                         rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8743                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8744                         rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8745                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8746                 {
8747                         rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8748                         rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8749                 }
8750                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8751                         rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8752                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8753                         rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8754                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8755                         rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8756                 numvertices = 0;
8757                 numtriangles = 0;
8758                 for (i = 0;i < texturenumsurfaces;i++)
8759                 {
8760                         surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
8761                         surfacenumvertices = texturesurfacelist[i]->num_vertices;
8762                         surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8763                         surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8764                         // copy only the data requested
8765                         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
8766                                 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
8767                         if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
8768                         {
8769                                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8770                                 {
8771                                         if (rsurface.batchvertex3f)
8772                                                 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8773                                         else
8774                                                 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8775                                 }
8776                                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8777                                 {
8778                                         if (rsurface.modelnormal3f)
8779                                                 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8780                                         else
8781                                                 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8782                                 }
8783                                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8784                                 {
8785                                         if (rsurface.modelsvector3f)
8786                                         {
8787                                                 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8788                                                 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8789                                         }
8790                                         else
8791                                         {
8792                                                 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8793                                                 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8794                                         }
8795                                 }
8796                                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8797                                 {
8798                                         if (rsurface.modellightmapcolor4f)
8799                                                 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
8800                                         else
8801                                                 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
8802                                 }
8803                                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8804                                 {
8805                                         if (rsurface.modeltexcoordtexture2f)
8806                                                 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8807                                         else
8808                                                 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8809                                 }
8810                                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8811                                 {
8812                                         if (rsurface.modeltexcoordlightmap2f)
8813                                                 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8814                                         else
8815                                                 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8816                                 }
8817                         }
8818                         RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
8819                         numvertices += surfacenumvertices;
8820                         numtriangles += surfacenumtriangles;
8821                 }
8822
8823                 // generate a 16bit index array as well if possible
8824                 // (in general, dynamic batches fit)
8825                 if (numvertices <= 65536)
8826                 {
8827                         rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8828                         for (i = 0;i < numtriangles*3;i++)
8829                                 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8830                 }
8831
8832                 // since we've copied everything, the batch now starts at 0
8833                 rsurface.batchfirstvertex = 0;
8834                 rsurface.batchnumvertices = batchnumvertices;
8835                 rsurface.batchfirsttriangle = 0;
8836                 rsurface.batchnumtriangles = batchnumtriangles;
8837         }
8838
8839         // q1bsp surfaces rendered in vertex color mode have to have colors
8840         // calculated based on lightstyles
8841         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8842         {
8843                 // generate color arrays for the surfaces in this list
8844                 int c[4];
8845                 int scale;
8846                 int size3;
8847                 const int *offsets;
8848                 const unsigned char *lm;
8849                 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8850                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8851                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8852                 numvertices = 0;
8853                 for (i = 0;i < texturenumsurfaces;i++)
8854                 {
8855                         surface = texturesurfacelist[i];
8856                         offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8857                         surfacenumvertices = surface->num_vertices;
8858                         if (surface->lightmapinfo->samples)
8859                         {
8860                                 for (j = 0;j < surfacenumvertices;j++)
8861                                 {
8862                                         lm = surface->lightmapinfo->samples + offsets[j];
8863                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8864                                         VectorScale(lm, scale, c);
8865                                         if (surface->lightmapinfo->styles[1] != 255)
8866                                         {
8867                                                 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8868                                                 lm += size3;
8869                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8870                                                 VectorMA(c, scale, lm, c);
8871                                                 if (surface->lightmapinfo->styles[2] != 255)
8872                                                 {
8873                                                         lm += size3;
8874                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8875                                                         VectorMA(c, scale, lm, c);
8876                                                         if (surface->lightmapinfo->styles[3] != 255)
8877                                                         {
8878                                                                 lm += size3;
8879                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8880                                                                 VectorMA(c, scale, lm, c);
8881                                                         }
8882                                                 }
8883                                         }
8884                                         c[0] >>= 7;
8885                                         c[1] >>= 7;
8886                                         c[2] >>= 7;
8887                                         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);
8888                                         numvertices++;
8889                                 }
8890                         }
8891                         else
8892                         {
8893                                 for (j = 0;j < surfacenumvertices;j++)
8894                                 {
8895                                         Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8896                                         numvertices++;
8897                                 }
8898                         }
8899                 }
8900         }
8901
8902         // if vertices are deformed (sprite flares and things in maps, possibly
8903         // water waves, bulges and other deformations), modify the copied vertices
8904         // in place
8905         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8906         {
8907                 switch (deform->deform)
8908                 {
8909                 default:
8910                 case Q3DEFORM_PROJECTIONSHADOW:
8911                 case Q3DEFORM_TEXT0:
8912                 case Q3DEFORM_TEXT1:
8913                 case Q3DEFORM_TEXT2:
8914                 case Q3DEFORM_TEXT3:
8915                 case Q3DEFORM_TEXT4:
8916                 case Q3DEFORM_TEXT5:
8917                 case Q3DEFORM_TEXT6:
8918                 case Q3DEFORM_TEXT7:
8919                 case Q3DEFORM_NONE:
8920                         break;
8921                 case Q3DEFORM_AUTOSPRITE:
8922                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8923                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8924                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8925                         VectorNormalize(newforward);
8926                         VectorNormalize(newright);
8927                         VectorNormalize(newup);
8928 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8929 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
8930 //                      rsurface.batchvertex3f_bufferoffset = 0;
8931 //                      rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
8932 //                      rsurface.batchsvector3f_vertexbuffer = NULL;
8933 //                      rsurface.batchsvector3f_bufferoffset = 0;
8934 //                      rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
8935 //                      rsurface.batchtvector3f_vertexbuffer = NULL;
8936 //                      rsurface.batchtvector3f_bufferoffset = 0;
8937 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8938 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
8939 //                      rsurface.batchnormal3f_bufferoffset = 0;
8940                         // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
8941                         if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
8942                                 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8943                         if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
8944                                 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);
8945                         // a single autosprite surface can contain multiple sprites...
8946                         for (j = 0;j < batchnumvertices - 3;j += 4)
8947                         {
8948                                 VectorClear(center);
8949                                 for (i = 0;i < 4;i++)
8950                                         VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8951                                 VectorScale(center, 0.25f, center);
8952                                 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
8953                                 VectorCopy(rsurface.batchsvector3f + 3*j, right);
8954                                 VectorCopy(rsurface.batchtvector3f + 3*j, up);
8955                                 for (i = 0;i < 4;i++)
8956                                 {
8957                                         VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
8958                                         VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
8959                                 }
8960                         }
8961                         // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
8962                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8963                         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);
8964                         break;
8965                 case Q3DEFORM_AUTOSPRITE2:
8966                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8967                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8968                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8969                         VectorNormalize(newforward);
8970                         VectorNormalize(newright);
8971                         VectorNormalize(newup);
8972 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8973 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
8974 //                      rsurface.batchvertex3f_bufferoffset = 0;
8975                         {
8976                                 const float *v1, *v2;
8977                                 vec3_t start, end;
8978                                 float f, l;
8979                                 struct
8980                                 {
8981                                         float length2;
8982                                         const float *v1;
8983                                         const float *v2;
8984                                 }
8985                                 shortest[2];
8986                                 memset(shortest, 0, sizeof(shortest));
8987                                 // a single autosprite surface can contain multiple sprites...
8988                                 for (j = 0;j < batchnumvertices - 3;j += 4)
8989                                 {
8990                                         VectorClear(center);
8991                                         for (i = 0;i < 4;i++)
8992                                                 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8993                                         VectorScale(center, 0.25f, center);
8994                                         // find the two shortest edges, then use them to define the
8995                                         // axis vectors for rotating around the central axis
8996                                         for (i = 0;i < 6;i++)
8997                                         {
8998                                                 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
8999                                                 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9000                                                 l = VectorDistance2(v1, v2);
9001                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9002                                                 if (v1[2] != v2[2])
9003                                                         l += (1.0f / 1024.0f);
9004                                                 if (shortest[0].length2 > l || i == 0)
9005                                                 {
9006                                                         shortest[1] = shortest[0];
9007                                                         shortest[0].length2 = l;
9008                                                         shortest[0].v1 = v1;
9009                                                         shortest[0].v2 = v2;
9010                                                 }
9011                                                 else if (shortest[1].length2 > l || i == 1)
9012                                                 {
9013                                                         shortest[1].length2 = l;
9014                                                         shortest[1].v1 = v1;
9015                                                         shortest[1].v2 = v2;
9016                                                 }
9017                                         }
9018                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9019                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9020                                         // this calculates the right vector from the shortest edge
9021                                         // and the up vector from the edge midpoints
9022                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9023                                         VectorNormalize(right);
9024                                         VectorSubtract(end, start, up);
9025                                         VectorNormalize(up);
9026                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9027                                         VectorSubtract(rsurface.localvieworigin, center, forward);
9028                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9029                                         VectorNegate(forward, forward);
9030                                         VectorReflect(forward, 0, up, forward);
9031                                         VectorNormalize(forward);
9032                                         CrossProduct(up, forward, newright);
9033                                         VectorNormalize(newright);
9034                                         // rotate the quad around the up axis vector, this is made
9035                                         // especially easy by the fact we know the quad is flat,
9036                                         // so we only have to subtract the center position and
9037                                         // measure distance along the right vector, and then
9038                                         // multiply that by the newright vector and add back the
9039                                         // center position
9040                                         // we also need to subtract the old position to undo the
9041                                         // displacement from the center, which we do with a
9042                                         // DotProduct, the subtraction/addition of center is also
9043                                         // optimized into DotProducts here
9044                                         l = DotProduct(right, center);
9045                                         for (i = 0;i < 4;i++)
9046                                         {
9047                                                 v1 = rsurface.batchvertex3f + 3*(j+i);
9048                                                 f = DotProduct(right, v1) - l;
9049                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9050                                         }
9051                                 }
9052                         }
9053                         if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9054                         {
9055 //                              rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9056 //                              rsurface.batchnormal3f_vertexbuffer = NULL;
9057 //                              rsurface.batchnormal3f_bufferoffset = 0;
9058                                 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9059                         }
9060                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9061                         {
9062 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9063 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
9064 //                              rsurface.batchsvector3f_bufferoffset = 0;
9065 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9066 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
9067 //                              rsurface.batchtvector3f_bufferoffset = 0;
9068                                 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);
9069                         }
9070                         break;
9071                 case Q3DEFORM_NORMAL:
9072                         // deform the normals to make reflections wavey
9073                         rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9074                         rsurface.batchnormal3f_vertexbuffer = NULL;
9075                         rsurface.batchnormal3f_bufferoffset = 0;
9076                         for (j = 0;j < batchnumvertices;j++)
9077                         {
9078                                 float vertex[3];
9079                                 float *normal = rsurface.batchnormal3f + 3*j;
9080                                 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9081                                 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9082                                 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9083                                 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9084                                 VectorNormalize(normal);
9085                         }
9086                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9087                         {
9088 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9089 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
9090 //                              rsurface.batchsvector3f_bufferoffset = 0;
9091 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9092 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
9093 //                              rsurface.batchtvector3f_bufferoffset = 0;
9094                                 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);
9095                         }
9096                         break;
9097                 case Q3DEFORM_WAVE:
9098                         // deform vertex array to make wavey water and flags and such
9099                         waveparms[0] = deform->waveparms[0];
9100                         waveparms[1] = deform->waveparms[1];
9101                         waveparms[2] = deform->waveparms[2];
9102                         waveparms[3] = deform->waveparms[3];
9103                         if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
9104                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
9105                         // this is how a divisor of vertex influence on deformation
9106                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9107                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9108 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9109 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9110 //                      rsurface.batchvertex3f_bufferoffset = 0;
9111 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9112 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
9113 //                      rsurface.batchnormal3f_bufferoffset = 0;
9114                         for (j = 0;j < batchnumvertices;j++)
9115                         {
9116                                 // if the wavefunc depends on time, evaluate it per-vertex
9117                                 if (waveparms[3])
9118                                 {
9119                                         waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
9120                                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9121                                 }
9122                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9123                         }
9124                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9125                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9126                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9127                         {
9128 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9129 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
9130 //                              rsurface.batchsvector3f_bufferoffset = 0;
9131 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9132 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
9133 //                              rsurface.batchtvector3f_bufferoffset = 0;
9134                                 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);
9135                         }
9136                         break;
9137                 case Q3DEFORM_BULGE:
9138                         // deform vertex array to make the surface have moving bulges
9139 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9140 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9141 //                      rsurface.batchvertex3f_bufferoffset = 0;
9142 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9143 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
9144 //                      rsurface.batchnormal3f_bufferoffset = 0;
9145                         for (j = 0;j < batchnumvertices;j++)
9146                         {
9147                                 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
9148                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9149                         }
9150                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9151                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9152                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9153                         {
9154 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9155 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
9156 //                              rsurface.batchsvector3f_bufferoffset = 0;
9157 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9158 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
9159 //                              rsurface.batchtvector3f_bufferoffset = 0;
9160                                 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);
9161                         }
9162                         break;
9163                 case Q3DEFORM_MOVE:
9164                         // deform vertex array
9165                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9166                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
9167                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9168                         VectorScale(deform->parms, scale, waveparms);
9169 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9170 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9171 //                      rsurface.batchvertex3f_bufferoffset = 0;
9172                         for (j = 0;j < batchnumvertices;j++)
9173                                 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
9174                         break;
9175                 }
9176         }
9177
9178         // generate texcoords based on the chosen texcoord source
9179         switch(rsurface.texture->tcgen.tcgen)
9180         {
9181         default:
9182         case Q3TCGEN_TEXTURE:
9183                 break;
9184         case Q3TCGEN_LIGHTMAP:
9185 //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9186 //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9187 //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9188                 if (rsurface.batchtexcoordlightmap2f)
9189                         memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
9190                 break;
9191         case Q3TCGEN_VECTOR:
9192 //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9193 //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9194 //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9195                 for (j = 0;j < batchnumvertices;j++)
9196                 {
9197                         rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
9198                         rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
9199                 }
9200                 break;
9201         case Q3TCGEN_ENVIRONMENT:
9202                 // make environment reflections using a spheremap
9203                 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9204                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9205                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9206                 for (j = 0;j < batchnumvertices;j++)
9207                 {
9208                         // identical to Q3A's method, but executed in worldspace so
9209                         // carried models can be shiny too
9210
9211                         float viewer[3], d, reflected[3], worldreflected[3];
9212
9213                         VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
9214                         // VectorNormalize(viewer);
9215
9216                         d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
9217
9218                         reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
9219                         reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
9220                         reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
9221                         // note: this is proportinal to viewer, so we can normalize later
9222
9223                         Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9224                         VectorNormalize(worldreflected);
9225
9226                         // note: this sphere map only uses world x and z!
9227                         // so positive and negative y will LOOK THE SAME.
9228                         rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
9229                         rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
9230                 }
9231                 break;
9232         }
9233         // the only tcmod that needs software vertex processing is turbulent, so
9234         // check for it here and apply the changes if needed
9235         // and we only support that as the first one
9236         // (handling a mixture of turbulent and other tcmods would be problematic
9237         //  without punting it entirely to a software path)
9238         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9239         {
9240                 amplitude = rsurface.texture->tcmods[0].parms[1];
9241                 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
9242 //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9243 //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9244 //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9245                 for (j = 0;j < batchnumvertices;j++)
9246                 {
9247                         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);
9248                         rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1]                                ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9249                 }
9250         }
9251
9252         if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9253         {
9254                 // convert the modified arrays to vertex structs
9255 //              rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9256 //              rsurface.batchvertexmeshbuffer = NULL;
9257                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
9258                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9259                                 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
9260                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
9261                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9262                                 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
9263                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
9264                 {
9265                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9266                         {
9267                                 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
9268                                 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
9269                         }
9270                 }
9271                 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
9272                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9273                                 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
9274                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
9275                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9276                                 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
9277                 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
9278                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9279                                 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
9280         }
9281 }
9282
9283 void RSurf_DrawBatch(void)
9284 {
9285         // sometimes a zero triangle surface (usually a degenerate patch) makes it
9286         // through the pipeline, killing it earlier in the pipeline would have
9287         // per-surface overhead rather than per-batch overhead, so it's best to
9288         // reject it here, before it hits glDraw.
9289         if (rsurface.batchnumtriangles == 0)
9290                 return;
9291 #if 0
9292         // batch debugging code
9293         if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
9294         {
9295                 int i;
9296                 int j;
9297                 int c;
9298                 const int *e;
9299                 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
9300                 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
9301                 {
9302                         c = e[i];
9303                         for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
9304                         {
9305                                 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
9306                                 {
9307                                         if (rsurface.modelsurfaces[j].texture != rsurface.texture)
9308                                                 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);
9309                                         break;
9310                                 }
9311                         }
9312                 }
9313         }
9314 #endif
9315         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);
9316 }
9317
9318 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
9319 {
9320         // pick the closest matching water plane
9321         int planeindex, vertexindex, bestplaneindex = -1;
9322         float d, bestd;
9323         vec3_t vert;
9324         const float *v;
9325         r_waterstate_waterplane_t *p;
9326         qboolean prepared = false;
9327         bestd = 0;
9328         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
9329         {
9330                 if(p->camera_entity != rsurface.texture->camera_entity)
9331                         continue;
9332                 d = 0;
9333                 if(!prepared)
9334                 {
9335                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9336                         prepared = true;
9337                         if(rsurface.batchnumvertices == 0)
9338                                 break;
9339                 }
9340                 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
9341                 {
9342                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
9343                         d += fabs(PlaneDiff(vert, &p->plane));
9344                 }
9345                 if (bestd > d || bestplaneindex < 0)
9346                 {
9347                         bestd = d;
9348                         bestplaneindex = planeindex;
9349                 }
9350         }
9351         return bestplaneindex;
9352         // NOTE: this MAY return a totally unrelated water plane; we can ignore
9353         // this situation though, as it might be better to render single larger
9354         // batches with useless stuff (backface culled for example) than to
9355         // render multiple smaller batches
9356 }
9357
9358 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
9359 {
9360         int i;
9361         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9362         rsurface.passcolor4f_vertexbuffer = 0;
9363         rsurface.passcolor4f_bufferoffset = 0;
9364         for (i = 0;i < rsurface.batchnumvertices;i++)
9365                 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
9366 }
9367
9368 static void RSurf_DrawBatch_GL11_ApplyFog(void)
9369 {
9370         int i;
9371         float f;
9372         const float *v;
9373         const float *c;
9374         float *c2;
9375         if (rsurface.passcolor4f)
9376         {
9377                 // generate color arrays
9378                 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9379                 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9380                 rsurface.passcolor4f_vertexbuffer = 0;
9381                 rsurface.passcolor4f_bufferoffset = 0;
9382                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9383                 {
9384                         f = RSurf_FogVertex(v);
9385                         c2[0] = c[0] * f;
9386                         c2[1] = c[1] * f;
9387                         c2[2] = c[2] * f;
9388                         c2[3] = c[3];
9389                 }
9390         }
9391         else
9392         {
9393                 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9394                 rsurface.passcolor4f_vertexbuffer = 0;
9395                 rsurface.passcolor4f_bufferoffset = 0;
9396                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
9397                 {
9398                         f = RSurf_FogVertex(v);
9399                         c2[0] = f;
9400                         c2[1] = f;
9401                         c2[2] = f;
9402                         c2[3] = 1;
9403                 }
9404         }
9405 }
9406
9407 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
9408 {
9409         int i;
9410         float f;
9411         const float *v;
9412         const float *c;
9413         float *c2;
9414         if (!rsurface.passcolor4f)
9415                 return;
9416         c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9417         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9418         rsurface.passcolor4f_vertexbuffer = 0;
9419         rsurface.passcolor4f_bufferoffset = 0;
9420         for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9421         {
9422                 f = RSurf_FogVertex(v);
9423                 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
9424                 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
9425                 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
9426                 c2[3] = c[3];
9427         }
9428 }
9429
9430 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
9431 {
9432         int i;
9433         const float *c;
9434         float *c2;
9435         if (!rsurface.passcolor4f)
9436                 return;
9437         c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9438         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9439         rsurface.passcolor4f_vertexbuffer = 0;
9440         rsurface.passcolor4f_bufferoffset = 0;
9441         for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9442         {
9443                 c2[0] = c[0] * r;
9444                 c2[1] = c[1] * g;
9445                 c2[2] = c[2] * b;
9446                 c2[3] = c[3] * a;
9447         }
9448 }
9449
9450 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
9451 {
9452         int i;
9453         const float *c;
9454         float *c2;
9455         if (!rsurface.passcolor4f)
9456                 return;
9457         c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9458         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9459         rsurface.passcolor4f_vertexbuffer = 0;
9460         rsurface.passcolor4f_bufferoffset = 0;
9461         for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9462         {
9463                 c2[0] = c[0] + r_refdef.scene.ambient;
9464                 c2[1] = c[1] + r_refdef.scene.ambient;
9465                 c2[2] = c[2] + r_refdef.scene.ambient;
9466                 c2[3] = c[3];
9467         }
9468 }
9469
9470 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9471 {
9472         // TODO: optimize
9473         rsurface.passcolor4f = NULL;
9474         rsurface.passcolor4f_vertexbuffer = 0;
9475         rsurface.passcolor4f_bufferoffset = 0;
9476         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9477         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9478         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9479         GL_Color(r, g, b, a);
9480         R_Mesh_TexBind(0, rsurface.lightmaptexture);
9481         RSurf_DrawBatch();
9482 }
9483
9484 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9485 {
9486         // TODO: optimize applyfog && applycolor case
9487         // just apply fog if necessary, and tint the fog color array if necessary
9488         rsurface.passcolor4f = NULL;
9489         rsurface.passcolor4f_vertexbuffer = 0;
9490         rsurface.passcolor4f_bufferoffset = 0;
9491         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9492         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9493         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9494         GL_Color(r, g, b, a);
9495         RSurf_DrawBatch();
9496 }
9497
9498 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9499 {
9500         // TODO: optimize
9501         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
9502         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
9503         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
9504         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9505         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9506         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9507         GL_Color(r, g, b, a);
9508         RSurf_DrawBatch();
9509 }
9510
9511 static void RSurf_DrawBatch_GL11_ClampColor(void)
9512 {
9513         int i;
9514         const float *c1;
9515         float *c2;
9516         if (!rsurface.passcolor4f)
9517                 return;
9518         for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
9519         {
9520                 c2[0] = bound(0.0f, c1[0], 1.0f);
9521                 c2[1] = bound(0.0f, c1[1], 1.0f);
9522                 c2[2] = bound(0.0f, c1[2], 1.0f);
9523                 c2[3] = bound(0.0f, c1[3], 1.0f);
9524         }
9525 }
9526
9527 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
9528 {
9529         int i;
9530         float f;
9531         const float *v;
9532         const float *n;
9533         float *c;
9534         //vec3_t eyedir;
9535
9536         // fake shading
9537         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9538         rsurface.passcolor4f_vertexbuffer = 0;
9539         rsurface.passcolor4f_bufferoffset = 0;
9540         for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
9541         {
9542                 f = -DotProduct(r_refdef.view.forward, n);
9543                 f = max(0, f);
9544                 f = f * 0.85 + 0.15; // work around so stuff won't get black
9545                 f *= r_refdef.lightmapintensity;
9546                 Vector4Set(c, f, f, f, 1);
9547         }
9548 }
9549
9550 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9551 {
9552         RSurf_DrawBatch_GL11_ApplyFakeLight();
9553         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9554         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9555         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9556         GL_Color(r, g, b, a);
9557         RSurf_DrawBatch();
9558 }
9559
9560 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
9561 {
9562         int i;
9563         float f;
9564         float alpha;
9565         const float *v;
9566         const float *n;
9567         float *c;
9568         vec3_t ambientcolor;
9569         vec3_t diffusecolor;
9570         vec3_t lightdir;
9571         // TODO: optimize
9572         // model lighting
9573         VectorCopy(rsurface.modellight_lightdir, lightdir);
9574         f = 0.5f * r_refdef.lightmapintensity;
9575         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
9576         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
9577         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
9578         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
9579         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
9580         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
9581         alpha = *a;
9582         if (VectorLength2(diffusecolor) > 0)
9583         {
9584                 // q3-style directional shading
9585                 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9586                 rsurface.passcolor4f_vertexbuffer = 0;
9587                 rsurface.passcolor4f_bufferoffset = 0;
9588                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
9589                 {
9590                         if ((f = DotProduct(n, lightdir)) > 0)
9591                                 VectorMA(ambientcolor, f, diffusecolor, c);
9592                         else
9593                                 VectorCopy(ambientcolor, c);
9594                         c[3] = alpha;
9595                 }
9596                 *r = 1;
9597                 *g = 1;
9598                 *b = 1;
9599                 *a = 1;
9600                 *applycolor = false;
9601         }
9602         else
9603         {
9604                 *r = ambientcolor[0];
9605                 *g = ambientcolor[1];
9606                 *b = ambientcolor[2];
9607                 rsurface.passcolor4f = NULL;
9608                 rsurface.passcolor4f_vertexbuffer = 0;
9609                 rsurface.passcolor4f_bufferoffset = 0;
9610         }
9611 }
9612
9613 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9614 {
9615         RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
9616         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9617         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9618         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9619         GL_Color(r, g, b, a);
9620         RSurf_DrawBatch();
9621 }
9622
9623 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
9624 {
9625         int i;
9626         float f;
9627         const float *v;
9628         float *c;
9629
9630         // fake shading
9631         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9632         rsurface.passcolor4f_vertexbuffer = 0;
9633         rsurface.passcolor4f_bufferoffset = 0;
9634
9635         for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
9636         {
9637                 f = 1 - RSurf_FogVertex(v);
9638                 c[0] = r;
9639                 c[1] = g;
9640                 c[2] = b;
9641                 c[3] = f * a;
9642         }
9643 }
9644
9645 void RSurf_SetupDepthAndCulling(void)
9646 {
9647         // submodels are biased to avoid z-fighting with world surfaces that they
9648         // may be exactly overlapping (avoids z-fighting artifacts on certain
9649         // doors and things in Quake maps)
9650         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
9651         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
9652         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
9653         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9654 }
9655
9656 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9657 {
9658         // transparent sky would be ridiculous
9659         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9660                 return;
9661         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
9662         skyrenderlater = true;
9663         RSurf_SetupDepthAndCulling();
9664         GL_DepthMask(true);
9665         // LordHavoc: HalfLife maps have freaky skypolys so don't use
9666         // skymasking on them, and Quake3 never did sky masking (unlike
9667         // software Quake and software Quake2), so disable the sky masking
9668         // in Quake3 maps as it causes problems with q3map2 sky tricks,
9669         // and skymasking also looks very bad when noclipping outside the
9670         // level, so don't use it then either.
9671         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
9672         {
9673                 R_Mesh_ResetTextureState();
9674                 if (skyrendermasked)
9675                 {
9676                         R_SetupShader_DepthOrShadow(false);
9677                         // depth-only (masking)
9678                         GL_ColorMask(0,0,0,0);
9679                         // just to make sure that braindead drivers don't draw
9680                         // anything despite that colormask...
9681                         GL_BlendFunc(GL_ZERO, GL_ONE);
9682                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9683                         if (rsurface.batchvertex3fbuffer)
9684                                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
9685                         else
9686                                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
9687                 }
9688                 else
9689                 {
9690                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
9691                         // fog sky
9692                         GL_BlendFunc(GL_ONE, GL_ZERO);
9693                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9694                         GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
9695                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9696                 }
9697                 RSurf_DrawBatch();
9698                 if (skyrendermasked)
9699                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
9700         }
9701         R_Mesh_ResetTextureState();
9702         GL_Color(1, 1, 1, 1);
9703 }
9704
9705 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
9706 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
9707 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
9708 {
9709         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
9710                 return;
9711         if (prepass)
9712         {
9713                 // render screenspace normalmap to texture
9714                 GL_DepthMask(true);
9715                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
9716                 RSurf_DrawBatch();
9717         }
9718
9719         // bind lightmap texture
9720
9721         // water/refraction/reflection/camera surfaces have to be handled specially
9722         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
9723         {
9724                 int start, end, startplaneindex;
9725                 for (start = 0;start < texturenumsurfaces;start = end)
9726                 {
9727                         startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
9728                         if(startplaneindex < 0)
9729                         {
9730                                 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
9731                                 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
9732                                 end = start + 1;
9733                                 continue;
9734                         }
9735                         for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
9736                                 ;
9737                         // now that we have a batch using the same planeindex, render it
9738                         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
9739                         {
9740                                 // render water or distortion background
9741                                 GL_DepthMask(true);
9742                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex), false);
9743                                 RSurf_DrawBatch();
9744                                 // blend surface on top
9745                                 GL_DepthMask(false);
9746                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
9747                                 RSurf_DrawBatch();
9748                         }
9749                         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
9750                         {
9751                                 // render surface with reflection texture as input
9752                                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9753                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex), false);
9754                                 RSurf_DrawBatch();
9755                         }
9756                 }
9757                 return;
9758         }
9759
9760         // render surface batch normally
9761         GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9762         R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
9763         RSurf_DrawBatch();
9764 }
9765
9766 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9767 {
9768         // OpenGL 1.3 path - anything not completely ancient
9769         qboolean applycolor;
9770         qboolean applyfog;
9771         int layerindex;
9772         const texturelayer_t *layer;
9773         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9774         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9775
9776         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9777         {
9778                 vec4_t layercolor;
9779                 int layertexrgbscale;
9780                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9781                 {
9782                         if (layerindex == 0)
9783                                 GL_AlphaTest(true);
9784                         else
9785                         {
9786                                 GL_AlphaTest(false);
9787                                 GL_DepthFunc(GL_EQUAL);
9788                         }
9789                 }
9790                 GL_DepthMask(layer->depthmask && writedepth);
9791                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9792                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
9793                 {
9794                         layertexrgbscale = 4;
9795                         VectorScale(layer->color, 0.25f, layercolor);
9796                 }
9797                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
9798                 {
9799                         layertexrgbscale = 2;
9800                         VectorScale(layer->color, 0.5f, layercolor);
9801                 }
9802                 else
9803                 {
9804                         layertexrgbscale = 1;
9805                         VectorScale(layer->color, 1.0f, layercolor);
9806                 }
9807                 layercolor[3] = layer->color[3];
9808                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
9809                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9810                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9811                 switch (layer->type)
9812                 {
9813                 case TEXTURELAYERTYPE_LITTEXTURE:
9814                         // single-pass lightmapped texture with 2x rgbscale
9815                         R_Mesh_TexBind(0, r_texture_white);
9816                         R_Mesh_TexMatrix(0, NULL);
9817                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9818                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9819                         R_Mesh_TexBind(1, layer->texture);
9820                         R_Mesh_TexMatrix(1, &layer->texmatrix);
9821                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9822                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9823                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9824                                 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9825                         else if (FAKELIGHT_ENABLED)
9826                                 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9827                         else if (rsurface.uselightmaptexture)
9828                                 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9829                         else
9830                                 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9831                         break;
9832                 case TEXTURELAYERTYPE_TEXTURE:
9833                         // singletexture unlit texture with transparency support
9834                         R_Mesh_TexBind(0, layer->texture);
9835                         R_Mesh_TexMatrix(0, &layer->texmatrix);
9836                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9837                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9838                         R_Mesh_TexBind(1, 0);
9839                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9840                         RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9841                         break;
9842                 case TEXTURELAYERTYPE_FOG:
9843                         // singletexture fogging
9844                         if (layer->texture)
9845                         {
9846                                 R_Mesh_TexBind(0, layer->texture);
9847                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
9848                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9849                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9850                         }
9851                         else
9852                         {
9853                                 R_Mesh_TexBind(0, 0);
9854                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9855                         }
9856                         R_Mesh_TexBind(1, 0);
9857                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9858                         // generate a color array for the fog pass
9859                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
9860                         RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
9861                         RSurf_DrawBatch();
9862                         break;
9863                 default:
9864                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
9865                 }
9866         }
9867         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9868         {
9869                 GL_DepthFunc(GL_LEQUAL);
9870                 GL_AlphaTest(false);
9871         }
9872 }
9873
9874 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9875 {
9876         // OpenGL 1.1 - crusty old voodoo path
9877         qboolean applyfog;
9878         int layerindex;
9879         const texturelayer_t *layer;
9880         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9881         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9882
9883         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9884         {
9885                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9886                 {
9887                         if (layerindex == 0)
9888                                 GL_AlphaTest(true);
9889                         else
9890                         {
9891                                 GL_AlphaTest(false);
9892                                 GL_DepthFunc(GL_EQUAL);
9893                         }
9894                 }
9895                 GL_DepthMask(layer->depthmask && writedepth);
9896                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9897                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9898                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9899                 switch (layer->type)
9900                 {
9901                 case TEXTURELAYERTYPE_LITTEXTURE:
9902                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
9903                         {
9904                                 // two-pass lit texture with 2x rgbscale
9905                                 // first the lightmap pass
9906                                 R_Mesh_TexBind(0, r_texture_white);
9907                                 R_Mesh_TexMatrix(0, NULL);
9908                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9909                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9910                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9911                                         RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
9912                                 else if (FAKELIGHT_ENABLED)
9913                                         RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
9914                                 else if (rsurface.uselightmaptexture)
9915                                         RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
9916                                 else
9917                                         RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
9918                                 // then apply the texture to it
9919                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
9920                                 R_Mesh_TexBind(0, layer->texture);
9921                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
9922                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9923                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9924                                 RSurf_DrawBatch_GL11_Unlit(layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
9925                         }
9926                         else
9927                         {
9928                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
9929                                 R_Mesh_TexBind(0, layer->texture);
9930                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
9931                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9932                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9933                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9934                                         RSurf_DrawBatch_GL11_VertexShade(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
9935                                 else
9936                                         RSurf_DrawBatch_GL11_VertexColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
9937                         }
9938                         break;
9939                 case TEXTURELAYERTYPE_TEXTURE:
9940                         // singletexture unlit texture with transparency support
9941                         R_Mesh_TexBind(0, layer->texture);
9942                         R_Mesh_TexMatrix(0, &layer->texmatrix);
9943                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9944                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9945                         RSurf_DrawBatch_GL11_Unlit(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
9946                         break;
9947                 case TEXTURELAYERTYPE_FOG:
9948                         // singletexture fogging
9949                         if (layer->texture)
9950                         {
9951                                 R_Mesh_TexBind(0, layer->texture);
9952                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
9953                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9954                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9955                         }
9956                         else
9957                         {
9958                                 R_Mesh_TexBind(0, 0);
9959                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9960                         }
9961                         // generate a color array for the fog pass
9962                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
9963                         RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
9964                         RSurf_DrawBatch();
9965                         break;
9966                 default:
9967                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
9968                 }
9969         }
9970         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9971         {
9972                 GL_DepthFunc(GL_LEQUAL);
9973                 GL_AlphaTest(false);
9974         }
9975 }
9976
9977 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9978 {
9979         int vi;
9980         int j;
9981         r_vertexgeneric_t *batchvertex;
9982         float c[4];
9983
9984 //      R_Mesh_ResetTextureState();
9985         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
9986
9987         if(rsurface.texture && rsurface.texture->currentskinframe)
9988         {
9989                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
9990                 c[3] *= rsurface.texture->currentalpha;
9991         }
9992         else
9993         {
9994                 c[0] = 1;
9995                 c[1] = 0;
9996                 c[2] = 1;
9997                 c[3] = 1;
9998         }
9999
10000         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10001         {
10002                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10003                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10004                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10005         }
10006
10007         // brighten it up (as texture value 127 means "unlit")
10008         c[0] *= 2 * r_refdef.view.colorscale;
10009         c[1] *= 2 * r_refdef.view.colorscale;
10010         c[2] *= 2 * r_refdef.view.colorscale;
10011
10012         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10013                 c[3] *= r_wateralpha.value;
10014
10015         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10016         {
10017                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10018                 GL_DepthMask(false);
10019         }
10020         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10021         {
10022                 GL_BlendFunc(GL_ONE, GL_ONE);
10023                 GL_DepthMask(false);
10024         }
10025         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10026         {
10027                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10028                 GL_DepthMask(false);
10029         }
10030         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10031         {
10032                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10033                 GL_DepthMask(false);
10034         }
10035         else
10036         {
10037                 GL_BlendFunc(GL_ONE, GL_ZERO);
10038                 GL_DepthMask(writedepth);
10039         }
10040
10041         if (r_showsurfaces.integer == 3)
10042         {
10043                 rsurface.passcolor4f = NULL;
10044
10045                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10046                 {
10047                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10048
10049                         rsurface.passcolor4f = NULL;
10050                         rsurface.passcolor4f_vertexbuffer = 0;
10051                         rsurface.passcolor4f_bufferoffset = 0;
10052                 }
10053                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10054                 {
10055                         qboolean applycolor = true;
10056                         float one = 1.0;
10057
10058                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10059
10060                         r_refdef.lightmapintensity = 1;
10061                         RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
10062                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10063                 }
10064                 else if (FAKELIGHT_ENABLED)
10065                 {
10066                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10067
10068                         r_refdef.lightmapintensity = r_fakelight_intensity.value;
10069                         RSurf_DrawBatch_GL11_ApplyFakeLight();
10070                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10071                 }
10072                 else
10073                 {
10074                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10075
10076                         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10077                         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10078                         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10079                 }
10080
10081                 if(!rsurface.passcolor4f)
10082                         RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
10083
10084                 RSurf_DrawBatch_GL11_ApplyAmbient();
10085                 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
10086                 if(r_refdef.fogenabled)
10087                         RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
10088                 RSurf_DrawBatch_GL11_ClampColor();
10089
10090                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
10091                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
10092                 RSurf_DrawBatch();
10093         }
10094         else if (!r_refdef.view.showdebug)
10095         {
10096                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10097                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10098                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10099                 {
10100                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10101                         Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
10102                 }
10103                 R_Mesh_PrepareVertices_Generic_Unlock();
10104                 RSurf_DrawBatch();
10105         }
10106         else if (r_showsurfaces.integer == 4)
10107         {
10108                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10109                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10110                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10111                 {
10112                         unsigned char c = (vi << 3) * (1.0f / 256.0f);
10113                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10114                         Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
10115                 }
10116                 R_Mesh_PrepareVertices_Generic_Unlock();
10117                 RSurf_DrawBatch();
10118         }
10119         else if (r_showsurfaces.integer == 2)
10120         {
10121                 const int *e;
10122                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10123                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
10124                 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
10125                 {
10126                         unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
10127                         VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
10128                         VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
10129                         VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
10130                         Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
10131                         Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
10132                         Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
10133                 }
10134                 R_Mesh_PrepareVertices_Generic_Unlock();
10135                 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
10136         }
10137         else
10138         {
10139                 int texturesurfaceindex;
10140                 int k;
10141                 const msurface_t *surface;
10142                 float surfacecolor4f[4];
10143                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10144                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
10145                 vi = 0;
10146                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10147                 {
10148                         surface = texturesurfacelist[texturesurfaceindex];
10149                         k = (int)(((size_t)surface) / sizeof(msurface_t));
10150                         Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
10151                         for (j = 0;j < surface->num_vertices;j++)
10152                         {
10153                                 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10154                                 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
10155                                 vi++;
10156                         }
10157                 }
10158                 R_Mesh_PrepareVertices_Generic_Unlock();
10159                 RSurf_DrawBatch();
10160         }
10161 }
10162
10163 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10164 {
10165         CHECKGLERROR
10166         RSurf_SetupDepthAndCulling();
10167         if (r_showsurfaces.integer)
10168         {
10169                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10170                 return;
10171         }
10172         switch (vid.renderpath)
10173         {
10174         case RENDERPATH_GL20:
10175         case RENDERPATH_D3D9:
10176         case RENDERPATH_D3D10:
10177         case RENDERPATH_D3D11:
10178         case RENDERPATH_SOFT:
10179         case RENDERPATH_GLES2:
10180                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10181                 break;
10182         case RENDERPATH_GL13:
10183         case RENDERPATH_GLES1:
10184                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10185                 break;
10186         case RENDERPATH_GL11:
10187                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10188                 break;
10189         }
10190         CHECKGLERROR
10191 }
10192
10193 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10194 {
10195         CHECKGLERROR
10196         RSurf_SetupDepthAndCulling();
10197         if (r_showsurfaces.integer)
10198         {
10199                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10200                 return;
10201         }
10202         switch (vid.renderpath)
10203         {
10204         case RENDERPATH_GL20:
10205         case RENDERPATH_D3D9:
10206         case RENDERPATH_D3D10:
10207         case RENDERPATH_D3D11:
10208         case RENDERPATH_SOFT:
10209         case RENDERPATH_GLES2:
10210                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10211                 break;
10212         case RENDERPATH_GL13:
10213         case RENDERPATH_GLES1:
10214                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10215                 break;
10216         case RENDERPATH_GL11:
10217                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10218                 break;
10219         }
10220         CHECKGLERROR
10221 }
10222
10223 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10224 {
10225         int i, j;
10226         int texturenumsurfaces, endsurface;
10227         texture_t *texture;
10228         const msurface_t *surface;
10229         const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
10230
10231         // if the model is static it doesn't matter what value we give for
10232         // wantnormals and wanttangents, so this logic uses only rules applicable
10233         // to a model, knowing that they are meaningless otherwise
10234         if (ent == r_refdef.scene.worldentity)
10235                 RSurf_ActiveWorldEntity();
10236         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10237                 RSurf_ActiveModelEntity(ent, false, false, false);
10238         else
10239         {
10240                 switch (vid.renderpath)
10241                 {
10242                 case RENDERPATH_GL20:
10243                 case RENDERPATH_D3D9:
10244                 case RENDERPATH_D3D10:
10245                 case RENDERPATH_D3D11:
10246                 case RENDERPATH_SOFT:
10247                 case RENDERPATH_GLES2:
10248                         RSurf_ActiveModelEntity(ent, true, true, false);
10249                         break;
10250                 case RENDERPATH_GL11:
10251                 case RENDERPATH_GL13:
10252                 case RENDERPATH_GLES1:
10253                         RSurf_ActiveModelEntity(ent, true, false, false);
10254                         break;
10255                 }
10256         }
10257
10258         if (r_transparentdepthmasking.integer)
10259         {
10260                 qboolean setup = false;
10261                 for (i = 0;i < numsurfaces;i = j)
10262                 {
10263                         j = i + 1;
10264                         surface = rsurface.modelsurfaces + surfacelist[i];
10265                         texture = surface->texture;
10266                         rsurface.texture = R_GetCurrentTexture(texture);
10267                         rsurface.lightmaptexture = NULL;
10268                         rsurface.deluxemaptexture = NULL;
10269                         rsurface.uselightmaptexture = false;
10270                         // scan ahead until we find a different texture
10271                         endsurface = min(i + 1024, numsurfaces);
10272                         texturenumsurfaces = 0;
10273                         texturesurfacelist[texturenumsurfaces++] = surface;
10274                         for (;j < endsurface;j++)
10275                         {
10276                                 surface = rsurface.modelsurfaces + surfacelist[j];
10277                                 if (texture != surface->texture)
10278                                         break;
10279                                 texturesurfacelist[texturenumsurfaces++] = surface;
10280                         }
10281                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
10282                                 continue;
10283                         // render the range of surfaces as depth
10284                         if (!setup)
10285                         {
10286                                 setup = true;
10287                                 GL_ColorMask(0,0,0,0);
10288                                 GL_Color(1,1,1,1);
10289                                 GL_DepthTest(true);
10290                                 GL_BlendFunc(GL_ONE, GL_ZERO);
10291                                 GL_DepthMask(true);
10292 //                              R_Mesh_ResetTextureState();
10293                                 R_SetupShader_DepthOrShadow(false);
10294                         }
10295                         RSurf_SetupDepthAndCulling();
10296                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10297                         if (rsurface.batchvertex3fbuffer)
10298                                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10299                         else
10300                                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10301                         RSurf_DrawBatch();
10302                 }
10303                 if (setup)
10304                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10305         }
10306
10307         for (i = 0;i < numsurfaces;i = j)
10308         {
10309                 j = i + 1;
10310                 surface = rsurface.modelsurfaces + surfacelist[i];
10311                 texture = surface->texture;
10312                 rsurface.texture = R_GetCurrentTexture(texture);
10313                 // scan ahead until we find a different texture
10314                 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
10315                 texturenumsurfaces = 0;
10316                 texturesurfacelist[texturenumsurfaces++] = surface;
10317                 if(FAKELIGHT_ENABLED)
10318                 {
10319                         rsurface.lightmaptexture = NULL;
10320                         rsurface.deluxemaptexture = NULL;
10321                         rsurface.uselightmaptexture = false;
10322                         for (;j < endsurface;j++)
10323                         {
10324                                 surface = rsurface.modelsurfaces + surfacelist[j];
10325                                 if (texture != surface->texture)
10326                                         break;
10327                                 texturesurfacelist[texturenumsurfaces++] = surface;
10328                         }
10329                 }
10330                 else
10331                 {
10332                         rsurface.lightmaptexture = surface->lightmaptexture;
10333                         rsurface.deluxemaptexture = surface->deluxemaptexture;
10334                         rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10335                         for (;j < endsurface;j++)
10336                         {
10337                                 surface = rsurface.modelsurfaces + surfacelist[j];
10338                                 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
10339                                         break;
10340                                 texturesurfacelist[texturenumsurfaces++] = surface;
10341                         }
10342                 }
10343                 // render the range of surfaces
10344                 if (ent == r_refdef.scene.worldentity)
10345                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10346                 else
10347                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10348         }
10349         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10350 }
10351
10352 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
10353 {
10354         // transparent surfaces get pushed off into the transparent queue
10355         int surfacelistindex;
10356         const msurface_t *surface;
10357         vec3_t tempcenter, center;
10358         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
10359         {
10360                 surface = texturesurfacelist[surfacelistindex];
10361                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
10362                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
10363                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
10364                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
10365                 if (queueentity->transparent_offset) // transparent offset
10366                 {
10367                         center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
10368                         center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
10369                         center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
10370                 }
10371                 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
10372         }
10373 }
10374
10375 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10376 {
10377         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10378                 return;
10379         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10380                 return;
10381         RSurf_SetupDepthAndCulling();
10382         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10383         if (rsurface.batchvertex3fbuffer)
10384                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10385         else
10386                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10387         RSurf_DrawBatch();
10388 }
10389
10390 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10391 {
10392         const entity_render_t *queueentity = r_refdef.scene.worldentity;
10393         CHECKGLERROR
10394         if (depthonly)
10395                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10396         else if (prepass)
10397         {
10398                 if (!rsurface.texture->currentnumlayers)
10399                         return;
10400                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10401                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10402                 else
10403                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10404         }
10405         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10406                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10407         else if (!rsurface.texture->currentnumlayers)
10408                 return;
10409         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10410         {
10411                 // in the deferred case, transparent surfaces were queued during prepass
10412                 if (!r_shadow_usingdeferredprepass)
10413                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10414         }
10415         else
10416         {
10417                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10418                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10419         }
10420         CHECKGLERROR
10421 }
10422
10423 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10424 {
10425         int i, j;
10426         texture_t *texture;
10427         R_FrameData_SetMark();
10428         // break the surface list down into batches by texture and use of lightmapping
10429         for (i = 0;i < numsurfaces;i = j)
10430         {
10431                 j = i + 1;
10432                 // texture is the base texture pointer, rsurface.texture is the
10433                 // current frame/skin the texture is directing us to use (for example
10434                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10435                 // use skin 1 instead)
10436                 texture = surfacelist[i]->texture;
10437                 rsurface.texture = R_GetCurrentTexture(texture);
10438                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10439                 {
10440                         // if this texture is not the kind we want, skip ahead to the next one
10441                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10442                                 ;
10443                         continue;
10444                 }
10445                 if(FAKELIGHT_ENABLED || depthonly || prepass)
10446                 {
10447                         rsurface.lightmaptexture = NULL;
10448                         rsurface.deluxemaptexture = NULL;
10449                         rsurface.uselightmaptexture = false;
10450                         // simply scan ahead until we find a different texture or lightmap state
10451                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10452                                 ;
10453                 }
10454                 else
10455                 {
10456                         rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10457                         rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10458                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10459                         // simply scan ahead until we find a different texture or lightmap state
10460                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10461                                 ;
10462                 }
10463                 // render the range of surfaces
10464                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10465         }
10466         R_FrameData_ReturnToMark();
10467 }
10468
10469 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
10470 {
10471         CHECKGLERROR
10472         if (depthonly)
10473                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10474         else if (prepass)
10475         {
10476                 if (!rsurface.texture->currentnumlayers)
10477                         return;
10478                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10479                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10480                 else
10481                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10482         }
10483         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10484                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10485         else if (!rsurface.texture->currentnumlayers)
10486                 return;
10487         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10488         {
10489                 // in the deferred case, transparent surfaces were queued during prepass
10490                 if (!r_shadow_usingdeferredprepass)
10491                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10492         }
10493         else
10494         {
10495                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10496                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10497         }
10498         CHECKGLERROR
10499 }
10500
10501 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10502 {
10503         int i, j;
10504         texture_t *texture;
10505         R_FrameData_SetMark();
10506         // break the surface list down into batches by texture and use of lightmapping
10507         for (i = 0;i < numsurfaces;i = j)
10508         {
10509                 j = i + 1;
10510                 // texture is the base texture pointer, rsurface.texture is the
10511                 // current frame/skin the texture is directing us to use (for example
10512                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10513                 // use skin 1 instead)
10514                 texture = surfacelist[i]->texture;
10515                 rsurface.texture = R_GetCurrentTexture(texture);
10516                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10517                 {
10518                         // if this texture is not the kind we want, skip ahead to the next one
10519                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10520                                 ;
10521                         continue;
10522                 }
10523                 if(FAKELIGHT_ENABLED || depthonly || prepass)
10524                 {
10525                         rsurface.lightmaptexture = NULL;
10526                         rsurface.deluxemaptexture = NULL;
10527                         rsurface.uselightmaptexture = false;
10528                         // simply scan ahead until we find a different texture or lightmap state
10529                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10530                                 ;
10531                 }
10532                 else
10533                 {
10534                         rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10535                         rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10536                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10537                         // simply scan ahead until we find a different texture or lightmap state
10538                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10539                                 ;
10540                 }
10541                 // render the range of surfaces
10542                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
10543         }
10544         R_FrameData_ReturnToMark();
10545 }
10546
10547 float locboxvertex3f[6*4*3] =
10548 {
10549         1,0,1, 1,0,0, 1,1,0, 1,1,1,
10550         0,1,1, 0,1,0, 0,0,0, 0,0,1,
10551         1,1,1, 1,1,0, 0,1,0, 0,1,1,
10552         0,0,1, 0,0,0, 1,0,0, 1,0,1,
10553         0,0,1, 1,0,1, 1,1,1, 0,1,1,
10554         1,0,0, 0,0,0, 0,1,0, 1,1,0
10555 };
10556
10557 unsigned short locboxelements[6*2*3] =
10558 {
10559          0, 1, 2, 0, 2, 3,
10560          4, 5, 6, 4, 6, 7,
10561          8, 9,10, 8,10,11,
10562         12,13,14, 12,14,15,
10563         16,17,18, 16,18,19,
10564         20,21,22, 20,22,23
10565 };
10566
10567 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10568 {
10569         int i, j;
10570         cl_locnode_t *loc = (cl_locnode_t *)ent;
10571         vec3_t mins, size;
10572         float vertex3f[6*4*3];
10573         CHECKGLERROR
10574         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10575         GL_DepthMask(false);
10576         GL_DepthRange(0, 1);
10577         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10578         GL_DepthTest(true);
10579         GL_CullFace(GL_NONE);
10580         R_EntityMatrix(&identitymatrix);
10581
10582 //      R_Mesh_ResetTextureState();
10583
10584         i = surfacelist[0];
10585         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10586                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10587                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10588                         surfacelist[0] < 0 ? 0.5f : 0.125f);
10589
10590         if (VectorCompare(loc->mins, loc->maxs))
10591         {
10592                 VectorSet(size, 2, 2, 2);
10593                 VectorMA(loc->mins, -0.5f, size, mins);
10594         }
10595         else
10596         {
10597                 VectorCopy(loc->mins, mins);
10598                 VectorSubtract(loc->maxs, loc->mins, size);
10599         }
10600
10601         for (i = 0;i < 6*4*3;)
10602                 for (j = 0;j < 3;j++, i++)
10603                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
10604
10605         R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
10606         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
10607         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
10608 }
10609
10610 void R_DrawLocs(void)
10611 {
10612         int index;
10613         cl_locnode_t *loc, *nearestloc;
10614         vec3_t center;
10615         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
10616         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
10617         {
10618                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
10619                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
10620         }
10621 }
10622
10623 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
10624 {
10625         if (decalsystem->decals)
10626                 Mem_Free(decalsystem->decals);
10627         memset(decalsystem, 0, sizeof(*decalsystem));
10628 }
10629
10630 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, int decalsequence)
10631 {
10632         tridecal_t *decal;
10633         tridecal_t *decals;
10634         int i;
10635
10636         // expand or initialize the system
10637         if (decalsystem->maxdecals <= decalsystem->numdecals)
10638         {
10639                 decalsystem_t old = *decalsystem;
10640                 qboolean useshortelements;
10641                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
10642                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
10643                 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)));
10644                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
10645                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
10646                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
10647                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
10648                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
10649                 if (decalsystem->numdecals)
10650                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
10651                 if (old.decals)
10652                         Mem_Free(old.decals);
10653                 for (i = 0;i < decalsystem->maxdecals*3;i++)
10654                         decalsystem->element3i[i] = i;
10655                 if (useshortelements)
10656                         for (i = 0;i < decalsystem->maxdecals*3;i++)
10657                                 decalsystem->element3s[i] = i;
10658         }
10659
10660         // grab a decal and search for another free slot for the next one
10661         decals = decalsystem->decals;
10662         decal = decalsystem->decals + (i = decalsystem->freedecal++);
10663         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
10664                 ;
10665         decalsystem->freedecal = i;
10666         if (decalsystem->numdecals <= i)
10667                 decalsystem->numdecals = i + 1;
10668
10669         // initialize the decal
10670         decal->lived = 0;
10671         decal->triangleindex = triangleindex;
10672         decal->surfaceindex = surfaceindex;
10673         decal->decalsequence = decalsequence;
10674         decal->color4f[0][0] = c0[0];
10675         decal->color4f[0][1] = c0[1];
10676         decal->color4f[0][2] = c0[2];
10677         decal->color4f[0][3] = 1;
10678         decal->color4f[1][0] = c1[0];
10679         decal->color4f[1][1] = c1[1];
10680         decal->color4f[1][2] = c1[2];
10681         decal->color4f[1][3] = 1;
10682         decal->color4f[2][0] = c2[0];
10683         decal->color4f[2][1] = c2[1];
10684         decal->color4f[2][2] = c2[2];
10685         decal->color4f[2][3] = 1;
10686         decal->vertex3f[0][0] = v0[0];
10687         decal->vertex3f[0][1] = v0[1];
10688         decal->vertex3f[0][2] = v0[2];
10689         decal->vertex3f[1][0] = v1[0];
10690         decal->vertex3f[1][1] = v1[1];
10691         decal->vertex3f[1][2] = v1[2];
10692         decal->vertex3f[2][0] = v2[0];
10693         decal->vertex3f[2][1] = v2[1];
10694         decal->vertex3f[2][2] = v2[2];
10695         decal->texcoord2f[0][0] = t0[0];
10696         decal->texcoord2f[0][1] = t0[1];
10697         decal->texcoord2f[1][0] = t1[0];
10698         decal->texcoord2f[1][1] = t1[1];
10699         decal->texcoord2f[2][0] = t2[0];
10700         decal->texcoord2f[2][1] = t2[1];
10701         TriangleNormal(v0, v1, v2, decal->plane);
10702         VectorNormalize(decal->plane);
10703         decal->plane[3] = DotProduct(v0, decal->plane);
10704 }
10705
10706 extern cvar_t cl_decals_bias;
10707 extern cvar_t cl_decals_models;
10708 extern cvar_t cl_decals_newsystem_intensitymultiplier;
10709 // baseparms, parms, temps
10710 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
10711 {
10712         int cornerindex;
10713         int index;
10714         float v[9][3];
10715         const float *vertex3f;
10716         const float *normal3f;
10717         int numpoints;
10718         float points[2][9][3];
10719         float temp[3];
10720         float tc[9][2];
10721         float f;
10722         float c[9][4];
10723         const int *e;
10724
10725         e = rsurface.modelelement3i + 3*triangleindex;
10726
10727         vertex3f = rsurface.modelvertex3f;
10728         normal3f = rsurface.modelnormal3f;
10729
10730         if (normal3f)
10731         {
10732                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10733                 {
10734                         index = 3*e[cornerindex];
10735                         VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
10736                 }
10737         }
10738         else
10739         {
10740                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10741                 {
10742                         index = 3*e[cornerindex];
10743                         VectorCopy(vertex3f + index, v[cornerindex]);
10744                 }
10745         }
10746
10747         // cull backfaces
10748         //TriangleNormal(v[0], v[1], v[2], normal);
10749         //if (DotProduct(normal, localnormal) < 0.0f)
10750         //      continue;
10751         // clip by each of the box planes formed from the projection matrix
10752         // if anything survives, we emit the decal
10753         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]);
10754         if (numpoints < 3)
10755                 return;
10756         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]);
10757         if (numpoints < 3)
10758                 return;
10759         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]);
10760         if (numpoints < 3)
10761                 return;
10762         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]);
10763         if (numpoints < 3)
10764                 return;
10765         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]);
10766         if (numpoints < 3)
10767                 return;
10768         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]);
10769         if (numpoints < 3)
10770                 return;
10771         // some part of the triangle survived, so we have to accept it...
10772         if (dynamic)
10773         {
10774                 // dynamic always uses the original triangle
10775                 numpoints = 3;
10776                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10777                 {
10778                         index = 3*e[cornerindex];
10779                         VectorCopy(vertex3f + index, v[cornerindex]);
10780                 }
10781         }
10782         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
10783         {
10784                 // convert vertex positions to texcoords
10785                 Matrix4x4_Transform(projection, v[cornerindex], temp);
10786                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
10787                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
10788                 // calculate distance fade from the projection origin
10789                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
10790                 f = bound(0.0f, f, 1.0f);
10791                 c[cornerindex][0] = r * f;
10792                 c[cornerindex][1] = g * f;
10793                 c[cornerindex][2] = b * f;
10794                 c[cornerindex][3] = 1.0f;
10795                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
10796         }
10797         if (dynamic)
10798                 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);
10799         else
10800                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
10801                         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);
10802 }
10803 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
10804 {
10805         matrix4x4_t projection;
10806         decalsystem_t *decalsystem;
10807         qboolean dynamic;
10808         dp_model_t *model;
10809         const msurface_t *surface;
10810         const msurface_t *surfaces;
10811         const int *surfacelist;
10812         const texture_t *texture;
10813         int numtriangles;
10814         int numsurfacelist;
10815         int surfacelistindex;
10816         int surfaceindex;
10817         int triangleindex;
10818         float localorigin[3];
10819         float localnormal[3];
10820         float localmins[3];
10821         float localmaxs[3];
10822         float localsize;
10823         //float normal[3];
10824         float planes[6][4];
10825         float angles[3];
10826         bih_t *bih;
10827         int bih_triangles_count;
10828         int bih_triangles[256];
10829         int bih_surfaces[256];
10830
10831         decalsystem = &ent->decalsystem;
10832         model = ent->model;
10833         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
10834         {
10835                 R_DecalSystem_Reset(&ent->decalsystem);
10836                 return;
10837         }
10838
10839         if (!model->brush.data_leafs && !cl_decals_models.integer)
10840         {
10841                 if (decalsystem->model)
10842                         R_DecalSystem_Reset(decalsystem);
10843                 return;
10844         }
10845
10846         if (decalsystem->model != model)
10847                 R_DecalSystem_Reset(decalsystem);
10848         decalsystem->model = model;
10849
10850         RSurf_ActiveModelEntity(ent, true, false, false);
10851
10852         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
10853         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
10854         VectorNormalize(localnormal);
10855         localsize = worldsize*rsurface.inversematrixscale;
10856         localmins[0] = localorigin[0] - localsize;
10857         localmins[1] = localorigin[1] - localsize;
10858         localmins[2] = localorigin[2] - localsize;
10859         localmaxs[0] = localorigin[0] + localsize;
10860         localmaxs[1] = localorigin[1] + localsize;
10861         localmaxs[2] = localorigin[2] + localsize;
10862
10863         //VectorCopy(localnormal, planes[4]);
10864         //VectorVectors(planes[4], planes[2], planes[0]);
10865         AnglesFromVectors(angles, localnormal, NULL, false);
10866         AngleVectors(angles, planes[0], planes[2], planes[4]);
10867         VectorNegate(planes[0], planes[1]);
10868         VectorNegate(planes[2], planes[3]);
10869         VectorNegate(planes[4], planes[5]);
10870         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
10871         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
10872         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
10873         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
10874         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
10875         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
10876
10877 #if 1
10878 // works
10879 {
10880         matrix4x4_t forwardprojection;
10881         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
10882         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
10883 }
10884 #else
10885 // broken
10886 {
10887         float projectionvector[4][3];
10888         VectorScale(planes[0], ilocalsize, projectionvector[0]);
10889         VectorScale(planes[2], ilocalsize, projectionvector[1]);
10890         VectorScale(planes[4], ilocalsize, projectionvector[2]);
10891         projectionvector[0][0] = planes[0][0] * ilocalsize;
10892         projectionvector[0][1] = planes[1][0] * ilocalsize;
10893         projectionvector[0][2] = planes[2][0] * ilocalsize;
10894         projectionvector[1][0] = planes[0][1] * ilocalsize;
10895         projectionvector[1][1] = planes[1][1] * ilocalsize;
10896         projectionvector[1][2] = planes[2][1] * ilocalsize;
10897         projectionvector[2][0] = planes[0][2] * ilocalsize;
10898         projectionvector[2][1] = planes[1][2] * ilocalsize;
10899         projectionvector[2][2] = planes[2][2] * ilocalsize;
10900         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
10901         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
10902         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
10903         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
10904 }
10905 #endif
10906
10907         dynamic = model->surfmesh.isanimated;
10908         numsurfacelist = model->nummodelsurfaces;
10909         surfacelist = model->sortedmodelsurfaces;
10910         surfaces = model->data_surfaces;
10911
10912         bih = NULL;
10913         bih_triangles_count = -1;
10914         if(!dynamic)
10915         {
10916                 if(model->render_bih.numleafs)
10917                         bih = &model->render_bih;
10918                 else if(model->collision_bih.numleafs)
10919                         bih = &model->collision_bih;
10920         }
10921         if(bih)
10922                 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
10923         if(bih_triangles_count == 0)
10924                 return;
10925         if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
10926                 return;
10927         if(bih_triangles_count > 0)
10928         {
10929                 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
10930                 {
10931                         surfaceindex = bih_surfaces[triangleindex];
10932                         surface = surfaces + surfaceindex;
10933                         texture = surface->texture;
10934                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
10935                                 continue;
10936                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
10937                                 continue;
10938                         R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
10939                 }
10940         }
10941         else
10942         {
10943                 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
10944                 {
10945                         surfaceindex = surfacelist[surfacelistindex];
10946                         surface = surfaces + surfaceindex;
10947                         // check cull box first because it rejects more than any other check
10948                         if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
10949                                 continue;
10950                         // skip transparent surfaces
10951                         texture = surface->texture;
10952                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
10953                                 continue;
10954                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
10955                                 continue;
10956                         numtriangles = surface->num_triangles;
10957                         for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
10958                                 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
10959                 }
10960         }
10961 }
10962
10963 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
10964 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
10965 {
10966         int renderentityindex;
10967         float worldmins[3];
10968         float worldmaxs[3];
10969         entity_render_t *ent;
10970
10971         if (!cl_decals_newsystem.integer)
10972                 return;
10973
10974         worldmins[0] = worldorigin[0] - worldsize;
10975         worldmins[1] = worldorigin[1] - worldsize;
10976         worldmins[2] = worldorigin[2] - worldsize;
10977         worldmaxs[0] = worldorigin[0] + worldsize;
10978         worldmaxs[1] = worldorigin[1] + worldsize;
10979         worldmaxs[2] = worldorigin[2] + worldsize;
10980
10981         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
10982
10983         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
10984         {
10985                 ent = r_refdef.scene.entities[renderentityindex];
10986                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
10987                         continue;
10988
10989                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
10990         }
10991 }
10992
10993 typedef struct r_decalsystem_splatqueue_s
10994 {
10995         vec3_t worldorigin;
10996         vec3_t worldnormal;
10997         float color[4];
10998         float tcrange[4];
10999         float worldsize;
11000         int decalsequence;
11001 }
11002 r_decalsystem_splatqueue_t;
11003
11004 int r_decalsystem_numqueued = 0;
11005 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11006
11007 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)
11008 {
11009         r_decalsystem_splatqueue_t *queue;
11010
11011         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11012                 return;
11013
11014         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11015         VectorCopy(worldorigin, queue->worldorigin);
11016         VectorCopy(worldnormal, queue->worldnormal);
11017         Vector4Set(queue->color, r, g, b, a);
11018         Vector4Set(queue->tcrange, s1, t1, s2, t2);
11019         queue->worldsize = worldsize;
11020         queue->decalsequence = cl.decalsequence++;
11021 }
11022
11023 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11024 {
11025         int i;
11026         r_decalsystem_splatqueue_t *queue;
11027
11028         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11029                 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);
11030         r_decalsystem_numqueued = 0;
11031 }
11032
11033 extern cvar_t cl_decals_max;
11034 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11035 {
11036         int i;
11037         decalsystem_t *decalsystem = &ent->decalsystem;
11038         int numdecals;
11039         int killsequence;
11040         tridecal_t *decal;
11041         float frametime;
11042         float lifetime;
11043
11044         if (!decalsystem->numdecals)
11045                 return;
11046
11047         if (r_showsurfaces.integer)
11048                 return;
11049
11050         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11051         {
11052                 R_DecalSystem_Reset(decalsystem);
11053                 return;
11054         }
11055
11056         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11057         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11058
11059         if (decalsystem->lastupdatetime)
11060                 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
11061         else
11062                 frametime = 0;
11063         decalsystem->lastupdatetime = r_refdef.scene.time;
11064         decal = decalsystem->decals;
11065         numdecals = decalsystem->numdecals;
11066
11067         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11068         {
11069                 if (decal->color4f[0][3])
11070                 {
11071                         decal->lived += frametime;
11072                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11073                         {
11074                                 memset(decal, 0, sizeof(*decal));
11075                                 if (decalsystem->freedecal > i)
11076                                         decalsystem->freedecal = i;
11077                         }
11078                 }
11079         }
11080         decal = decalsystem->decals;
11081         while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
11082                 numdecals--;
11083
11084         // collapse the array by shuffling the tail decals into the gaps
11085         for (;;)
11086         {
11087                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
11088                         decalsystem->freedecal++;
11089                 if (decalsystem->freedecal == numdecals)
11090                         break;
11091                 decal[decalsystem->freedecal] = decal[--numdecals];
11092         }
11093
11094         decalsystem->numdecals = numdecals;
11095
11096         if (numdecals <= 0)
11097         {
11098                 // if there are no decals left, reset decalsystem
11099                 R_DecalSystem_Reset(decalsystem);
11100         }
11101 }
11102
11103 extern skinframe_t *decalskinframe;
11104 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11105 {
11106         int i;
11107         decalsystem_t *decalsystem = &ent->decalsystem;
11108         int numdecals;
11109         tridecal_t *decal;
11110         float faderate;
11111         float alpha;
11112         float *v3f;
11113         float *c4f;
11114         float *t2f;
11115         const int *e;
11116         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11117         int numtris = 0;
11118
11119         numdecals = decalsystem->numdecals;
11120         if (!numdecals)
11121                 return;
11122
11123         if (r_showsurfaces.integer)
11124                 return;
11125
11126         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11127         {
11128                 R_DecalSystem_Reset(decalsystem);
11129                 return;
11130         }
11131
11132         // if the model is static it doesn't matter what value we give for
11133         // wantnormals and wanttangents, so this logic uses only rules applicable
11134         // to a model, knowing that they are meaningless otherwise
11135         if (ent == r_refdef.scene.worldentity)
11136                 RSurf_ActiveWorldEntity();
11137         else
11138                 RSurf_ActiveModelEntity(ent, false, false, false);
11139
11140         decalsystem->lastupdatetime = r_refdef.scene.time;
11141         decal = decalsystem->decals;
11142
11143         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11144
11145         // update vertex positions for animated models
11146         v3f = decalsystem->vertex3f;
11147         c4f = decalsystem->color4f;
11148         t2f = decalsystem->texcoord2f;
11149         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11150         {
11151                 if (!decal->color4f[0][3])
11152                         continue;
11153
11154                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11155                         continue;
11156
11157                 // skip backfaces
11158                 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
11159                         continue;
11160
11161                 // update color values for fading decals
11162                 if (decal->lived >= cl_decals_time.value)
11163                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11164                 else
11165                         alpha = 1.0f;
11166
11167                 c4f[ 0] = decal->color4f[0][0] * alpha;
11168                 c4f[ 1] = decal->color4f[0][1] * alpha;
11169                 c4f[ 2] = decal->color4f[0][2] * alpha;
11170                 c4f[ 3] = 1;
11171                 c4f[ 4] = decal->color4f[1][0] * alpha;
11172                 c4f[ 5] = decal->color4f[1][1] * alpha;
11173                 c4f[ 6] = decal->color4f[1][2] * alpha;
11174                 c4f[ 7] = 1;
11175                 c4f[ 8] = decal->color4f[2][0] * alpha;
11176                 c4f[ 9] = decal->color4f[2][1] * alpha;
11177                 c4f[10] = decal->color4f[2][2] * alpha;
11178                 c4f[11] = 1;
11179
11180                 t2f[0] = decal->texcoord2f[0][0];
11181                 t2f[1] = decal->texcoord2f[0][1];
11182                 t2f[2] = decal->texcoord2f[1][0];
11183                 t2f[3] = decal->texcoord2f[1][1];
11184                 t2f[4] = decal->texcoord2f[2][0];
11185                 t2f[5] = decal->texcoord2f[2][1];
11186
11187                 // update vertex positions for animated models
11188                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
11189                 {
11190                         e = rsurface.modelelement3i + 3*decal->triangleindex;
11191                         VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
11192                         VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
11193                         VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
11194                 }
11195                 else
11196                 {
11197                         VectorCopy(decal->vertex3f[0], v3f);
11198                         VectorCopy(decal->vertex3f[1], v3f + 3);
11199                         VectorCopy(decal->vertex3f[2], v3f + 6);
11200                 }
11201
11202                 if (r_refdef.fogenabled)
11203                 {
11204                         alpha = RSurf_FogVertex(v3f);
11205                         VectorScale(c4f, alpha, c4f);
11206                         alpha = RSurf_FogVertex(v3f + 3);
11207                         VectorScale(c4f + 4, alpha, c4f + 4);
11208                         alpha = RSurf_FogVertex(v3f + 6);
11209                         VectorScale(c4f + 8, alpha, c4f + 8);
11210                 }
11211
11212                 v3f += 9;
11213                 c4f += 12;
11214                 t2f += 6;
11215                 numtris++;
11216         }
11217
11218         if (numtris > 0)
11219         {
11220                 r_refdef.stats.drawndecals += numtris;
11221
11222                 // now render the decals all at once
11223                 // (this assumes they all use one particle font texture!)
11224                 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);
11225 //              R_Mesh_ResetTextureState();
11226                 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
11227                 GL_DepthMask(false);
11228                 GL_DepthRange(0, 1);
11229                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11230                 GL_DepthTest(true);
11231                 GL_CullFace(GL_NONE);
11232                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11233                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false);
11234                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
11235         }
11236 }
11237
11238 static void R_DrawModelDecals(void)
11239 {
11240         int i, numdecals;
11241
11242         // fade faster when there are too many decals
11243         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11244         for (i = 0;i < r_refdef.scene.numentities;i++)
11245                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11246
11247         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11248         for (i = 0;i < r_refdef.scene.numentities;i++)
11249                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11250                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11251
11252         R_DecalSystem_ApplySplatEntitiesQueue();
11253
11254         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11255         for (i = 0;i < r_refdef.scene.numentities;i++)
11256                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11257
11258         r_refdef.stats.totaldecals += numdecals;
11259
11260         if (r_showsurfaces.integer)
11261                 return;
11262
11263         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11264
11265         for (i = 0;i < r_refdef.scene.numentities;i++)
11266         {
11267                 if (!r_refdef.viewcache.entityvisible[i])
11268                         continue;
11269                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11270                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11271         }
11272 }
11273
11274 extern cvar_t mod_collision_bih;
11275 void R_DrawDebugModel(void)
11276 {
11277         entity_render_t *ent = rsurface.entity;
11278         int i, j, k, l, flagsmask;
11279         const msurface_t *surface;
11280         dp_model_t *model = ent->model;
11281         vec3_t v;
11282
11283         if (!sv.active  && !cls.demoplayback && ent != r_refdef.scene.worldentity)
11284                 return;
11285
11286         if (r_showoverdraw.value > 0)
11287         {
11288                 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
11289                 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11290                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
11291                 GL_DepthTest(false);
11292                 GL_DepthMask(false);
11293                 GL_DepthRange(0, 1);
11294                 GL_BlendFunc(GL_ONE, GL_ONE);
11295                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11296                 {
11297                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11298                                 continue;
11299                         rsurface.texture = R_GetCurrentTexture(surface->texture);
11300                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11301                         {
11302                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
11303                                 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11304                                 if (!rsurface.texture->currentlayers->depthmask)
11305                                         GL_Color(c, 0, 0, 1.0f);
11306                                 else if (ent == r_refdef.scene.worldentity)
11307                                         GL_Color(c, c, c, 1.0f);
11308                                 else
11309                                         GL_Color(0, c, 0, 1.0f);
11310                                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11311                                 RSurf_DrawBatch();
11312                         }
11313                 }
11314                 rsurface.texture = NULL;
11315         }
11316
11317         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11318
11319 //      R_Mesh_ResetTextureState();
11320         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
11321         GL_DepthRange(0, 1);
11322         GL_DepthTest(!r_showdisabledepthtest.integer);
11323         GL_DepthMask(false);
11324         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11325
11326         if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
11327         {
11328                 int triangleindex;
11329                 int bihleafindex;
11330                 qboolean cullbox = ent == r_refdef.scene.worldentity;
11331                 const q3mbrush_t *brush;
11332                 const bih_t *bih = &model->collision_bih;
11333                 const bih_leaf_t *bihleaf;
11334                 float vertex3f[3][3];
11335                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
11336                 cullbox = false;
11337                 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
11338                 {
11339                         if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
11340                                 continue;
11341                         switch (bihleaf->type)
11342                         {
11343                         case BIH_BRUSH:
11344                                 brush = model->brush.data_brushes + bihleaf->itemindex;
11345                                 if (brush->colbrushf && brush->colbrushf->numtriangles)
11346                                 {
11347                                         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);
11348                                         R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
11349                                         R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
11350                                 }
11351                                 break;
11352                         case BIH_COLLISIONTRIANGLE:
11353                                 triangleindex = bihleaf->itemindex;
11354                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
11355                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
11356                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
11357                                 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);
11358                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11359                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11360                                 break;
11361                         case BIH_RENDERTRIANGLE:
11362                                 triangleindex = bihleaf->itemindex;
11363                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
11364                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
11365                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
11366                                 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);
11367                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11368                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11369                                 break;
11370                         }
11371                 }
11372         }
11373
11374         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11375
11376 #ifndef USE_GLES2
11377         if (r_showtris.integer && qglPolygonMode)
11378         {
11379                 if (r_showdisabledepthtest.integer)
11380                 {
11381                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11382                         GL_DepthMask(false);
11383                 }
11384                 else
11385                 {
11386                         GL_BlendFunc(GL_ONE, GL_ZERO);
11387                         GL_DepthMask(true);
11388                 }
11389                 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
11390                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11391                 {
11392                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11393                                 continue;
11394                         rsurface.texture = R_GetCurrentTexture(surface->texture);
11395                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11396                         {
11397                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11398                                 if (!rsurface.texture->currentlayers->depthmask)
11399                                         GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
11400                                 else if (ent == r_refdef.scene.worldentity)
11401                                         GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
11402                                 else
11403                                         GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
11404                                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11405                                 RSurf_DrawBatch();
11406                         }
11407                 }
11408                 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
11409                 rsurface.texture = NULL;
11410         }
11411
11412         if (r_shownormals.value != 0 && qglBegin)
11413         {
11414                 if (r_showdisabledepthtest.integer)
11415                 {
11416                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11417                         GL_DepthMask(false);
11418                 }
11419                 else
11420                 {
11421                         GL_BlendFunc(GL_ONE, GL_ZERO);
11422                         GL_DepthMask(true);
11423                 }
11424                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11425                 {
11426                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11427                                 continue;
11428                         rsurface.texture = R_GetCurrentTexture(surface->texture);
11429                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11430                         {
11431                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11432                                 qglBegin(GL_LINES);
11433                                 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
11434                                 {
11435                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11436                                         {
11437                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11438                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11439                                                 qglVertex3f(v[0], v[1], v[2]);
11440                                                 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11441                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11442                                                 qglVertex3f(v[0], v[1], v[2]);
11443                                         }
11444                                 }
11445                                 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
11446                                 {
11447                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11448                                         {
11449                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11450                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11451                                                 qglVertex3f(v[0], v[1], v[2]);
11452                                                 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
11453                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11454                                                 qglVertex3f(v[0], v[1], v[2]);
11455                                         }
11456                                 }
11457                                 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
11458                                 {
11459                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11460                                         {
11461                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11462                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
11463                                                 qglVertex3f(v[0], v[1], v[2]);
11464                                                 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
11465                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11466                                                 qglVertex3f(v[0], v[1], v[2]);
11467                                         }
11468                                 }
11469                                 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
11470                                 {
11471                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11472                                         {
11473                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11474                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11475                                                 qglVertex3f(v[0], v[1], v[2]);
11476                                                 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11477                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11478                                                 qglVertex3f(v[0], v[1], v[2]);
11479                                         }
11480                                 }
11481                                 qglEnd();
11482                                 CHECKGLERROR
11483                         }
11484                 }
11485                 rsurface.texture = NULL;
11486         }
11487 #endif
11488 }
11489
11490 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
11491 int r_maxsurfacelist = 0;
11492 const msurface_t **r_surfacelist = NULL;
11493 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11494 {
11495         int i, j, endj, flagsmask;
11496         dp_model_t *model = r_refdef.scene.worldmodel;
11497         msurface_t *surfaces;
11498         unsigned char *update;
11499         int numsurfacelist = 0;
11500         if (model == NULL)
11501                 return;
11502
11503         if (r_maxsurfacelist < model->num_surfaces)
11504         {
11505                 r_maxsurfacelist = model->num_surfaces;
11506                 if (r_surfacelist)
11507                         Mem_Free((msurface_t**)r_surfacelist);
11508                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11509         }
11510
11511         RSurf_ActiveWorldEntity();
11512
11513         surfaces = model->data_surfaces;
11514         update = model->brushq1.lightmapupdateflags;
11515
11516         // update light styles on this submodel
11517         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11518         {
11519                 model_brush_lightstyleinfo_t *style;
11520                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11521                 {
11522                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
11523                         {
11524                                 int *list = style->surfacelist;
11525                                 style->value = r_refdef.scene.lightstylevalue[style->style];
11526                                 for (j = 0;j < style->numsurfaces;j++)
11527                                         update[list[j]] = true;
11528                         }
11529                 }
11530         }
11531
11532         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11533
11534         if (debug)
11535         {
11536                 R_DrawDebugModel();
11537                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11538                 return;
11539         }
11540
11541         rsurface.lightmaptexture = NULL;
11542         rsurface.deluxemaptexture = NULL;
11543         rsurface.uselightmaptexture = false;
11544         rsurface.texture = NULL;
11545         rsurface.rtlight = NULL;
11546         numsurfacelist = 0;
11547         // add visible surfaces to draw list
11548         for (i = 0;i < model->nummodelsurfaces;i++)
11549         {
11550                 j = model->sortedmodelsurfaces[i];
11551                 if (r_refdef.viewcache.world_surfacevisible[j])
11552                         r_surfacelist[numsurfacelist++] = surfaces + j;
11553         }
11554         // update lightmaps if needed
11555         if (model->brushq1.firstrender)
11556         {
11557                 model->brushq1.firstrender = false;
11558                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11559                         if (update[j])
11560                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11561         }
11562         else if (update)
11563         {
11564                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11565                         if (r_refdef.viewcache.world_surfacevisible[j])
11566                                 if (update[j])
11567                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11568         }
11569         // don't do anything if there were no surfaces
11570         if (!numsurfacelist)
11571         {
11572                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11573                 return;
11574         }
11575         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11576
11577         // add to stats if desired
11578         if (r_speeds.integer && !skysurfaces && !depthonly)
11579         {
11580                 r_refdef.stats.world_surfaces += numsurfacelist;
11581                 for (j = 0;j < numsurfacelist;j++)
11582                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
11583         }
11584
11585         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11586 }
11587
11588 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11589 {
11590         int i, j, endj, flagsmask;
11591         dp_model_t *model = ent->model;
11592         msurface_t *surfaces;
11593         unsigned char *update;
11594         int numsurfacelist = 0;
11595         if (model == NULL)
11596                 return;
11597
11598         if (r_maxsurfacelist < model->num_surfaces)
11599         {
11600                 r_maxsurfacelist = model->num_surfaces;
11601                 if (r_surfacelist)
11602                         Mem_Free((msurface_t **)r_surfacelist);
11603                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11604         }
11605
11606         // if the model is static it doesn't matter what value we give for
11607         // wantnormals and wanttangents, so this logic uses only rules applicable
11608         // to a model, knowing that they are meaningless otherwise
11609         if (ent == r_refdef.scene.worldentity)
11610                 RSurf_ActiveWorldEntity();
11611         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11612                 RSurf_ActiveModelEntity(ent, false, false, false);
11613         else if (prepass)
11614                 RSurf_ActiveModelEntity(ent, true, true, true);
11615         else if (depthonly)
11616         {
11617                 switch (vid.renderpath)
11618                 {
11619                 case RENDERPATH_GL20:
11620                 case RENDERPATH_D3D9:
11621                 case RENDERPATH_D3D10:
11622                 case RENDERPATH_D3D11:
11623                 case RENDERPATH_SOFT:
11624                 case RENDERPATH_GLES2:
11625                         RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
11626                         break;
11627                 case RENDERPATH_GL11:
11628                 case RENDERPATH_GL13:
11629                 case RENDERPATH_GLES1:
11630                         RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
11631                         break;
11632                 }
11633         }
11634         else
11635         {
11636                 switch (vid.renderpath)
11637                 {
11638                 case RENDERPATH_GL20:
11639                 case RENDERPATH_D3D9:
11640                 case RENDERPATH_D3D10:
11641                 case RENDERPATH_D3D11:
11642                 case RENDERPATH_SOFT:
11643                 case RENDERPATH_GLES2:
11644                         RSurf_ActiveModelEntity(ent, true, true, false);
11645                         break;
11646                 case RENDERPATH_GL11:
11647                 case RENDERPATH_GL13:
11648                 case RENDERPATH_GLES1:
11649                         RSurf_ActiveModelEntity(ent, true, false, false);
11650                         break;
11651                 }
11652         }
11653
11654         surfaces = model->data_surfaces;
11655         update = model->brushq1.lightmapupdateflags;
11656
11657         // update light styles
11658         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11659         {
11660                 model_brush_lightstyleinfo_t *style;
11661                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11662                 {
11663                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
11664                         {
11665                                 int *list = style->surfacelist;
11666                                 style->value = r_refdef.scene.lightstylevalue[style->style];
11667                                 for (j = 0;j < style->numsurfaces;j++)
11668                                         update[list[j]] = true;
11669                         }
11670                 }
11671         }
11672
11673         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11674
11675         if (debug)
11676         {
11677                 R_DrawDebugModel();
11678                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11679                 return;
11680         }
11681
11682         rsurface.lightmaptexture = NULL;
11683         rsurface.deluxemaptexture = NULL;
11684         rsurface.uselightmaptexture = false;
11685         rsurface.texture = NULL;
11686         rsurface.rtlight = NULL;
11687         numsurfacelist = 0;
11688         // add visible surfaces to draw list
11689         for (i = 0;i < model->nummodelsurfaces;i++)
11690                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
11691         // don't do anything if there were no surfaces
11692         if (!numsurfacelist)
11693         {
11694                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11695                 return;
11696         }
11697         // update lightmaps if needed
11698         if (update)
11699         {
11700                 int updated = 0;
11701                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11702                 {
11703                         if (update[j])
11704                         {
11705                                 updated++;
11706                                 R_BuildLightMap(ent, surfaces + j);
11707                         }
11708                 }
11709         }
11710         if (update)
11711                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11712                         if (update[j])
11713                                 R_BuildLightMap(ent, surfaces + j);
11714         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11715
11716         // add to stats if desired
11717         if (r_speeds.integer && !skysurfaces && !depthonly)
11718         {
11719                 r_refdef.stats.entities_surfaces += numsurfacelist;
11720                 for (j = 0;j < numsurfacelist;j++)
11721                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
11722         }
11723
11724         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11725 }
11726
11727 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11728 {
11729         static texture_t texture;
11730         static msurface_t surface;
11731         const msurface_t *surfacelist = &surface;
11732
11733         // fake enough texture and surface state to render this geometry
11734
11735         texture.update_lastrenderframe = -1; // regenerate this texture
11736         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
11737         texture.currentskinframe = skinframe;
11738         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
11739         texture.offsetmapping = OFFSETMAPPING_OFF;
11740         texture.offsetscale = 1;
11741         texture.specularscalemod = 1;
11742         texture.specularpowermod = 1;
11743
11744         surface.texture = &texture;
11745         surface.num_triangles = numtriangles;
11746         surface.num_firsttriangle = firsttriangle;
11747         surface.num_vertices = numvertices;
11748         surface.num_firstvertex = firstvertex;
11749
11750         // now render it
11751         rsurface.texture = R_GetCurrentTexture(surface.texture);
11752         rsurface.lightmaptexture = NULL;
11753         rsurface.deluxemaptexture = NULL;
11754         rsurface.uselightmaptexture = false;
11755         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11756 }
11757
11758 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)
11759 {
11760         static msurface_t surface;
11761         const msurface_t *surfacelist = &surface;
11762
11763         // fake enough texture and surface state to render this geometry
11764         surface.texture = texture;
11765         surface.num_triangles = numtriangles;
11766         surface.num_firsttriangle = firsttriangle;
11767         surface.num_vertices = numvertices;
11768         surface.num_firstvertex = firstvertex;
11769
11770         // now render it
11771         rsurface.texture = R_GetCurrentTexture(surface.texture);
11772         rsurface.lightmaptexture = NULL;
11773         rsurface.deluxemaptexture = NULL;
11774         rsurface.uselightmaptexture = false;
11775         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11776 }