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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 static qboolean r_gpuskeletal;
48
49 //
50 // screen size info
51 //
52 r_refdef_t r_refdef;
53
54 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
55 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
56 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
57 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
58 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
59 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
60 cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
61 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
62 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
63 cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
64 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
65 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
66
67 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
68 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
69 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
70 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
71 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
72
73 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
74 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
75 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
76 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
77 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
78 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
79 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
80 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
81 cvar_t r_transparent_sortsurfacesbynearest = {0, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
82 cvar_t r_transparent_useplanardistance = {0, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
83 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
84 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
85 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
86 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
87 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
88 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
89 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
90 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
91 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
92 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
93 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
94 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
95 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
96 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
97 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
98 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
99 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
100 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
101 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
102 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
103 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
104 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
105 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
106 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
107 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
108
109 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
110 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
111 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
112
113 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
114 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
115 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
116 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
117 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
118 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
119 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
120 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
121 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
122 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
123 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
124 cvar_t r_shadows_shadowmapbias = {CVAR_SAVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
125 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
126 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
127 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
128 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
129 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
130 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
131 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
132 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
133 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
134 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
135 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
136 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
137 cvar_t r_celshading = {CVAR_SAVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
138 cvar_t r_celoutlines = {CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred; OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
139
140 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
141 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
142 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
143 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
144 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
145 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
146 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
147 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
148
149 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
150 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
151
152 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
153 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
154 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
155
156 cvar_t r_usedepthtextures = {CVAR_SAVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
157 cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
158 cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
159 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
160 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
161 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
162 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
163 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
164 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
165
166 cvar_t r_glsl_skeletal = {CVAR_SAVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
167 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
168 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
169 cvar_t r_glsl_offsetmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
170 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
171 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
172 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
173 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
174 cvar_t r_glsl_offsetmapping_lod = {CVAR_SAVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
175 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
176 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
177 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
178 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
179 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
180 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
181 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
182 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
183 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
184 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
185
186 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
187 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
188 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
189 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
190 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
191 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
192 cvar_t r_water_lowquality = {0, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"};
193 cvar_t r_water_hideplayer = {CVAR_SAVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
194 cvar_t r_water_fbo = {CVAR_SAVE, "r_water_fbo", "1", "enables use of render to texture for water effects, otherwise copy to texture is used (slower)"};
195
196 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
197 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
198 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
199 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
200
201 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
202 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
203
204 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
205 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
206 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
207 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
208 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
209 cvar_t r_bloom_scenebrightness = {CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
210
211 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
212 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
213 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
214 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
215 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
216 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
217 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
218 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
219 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
220 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
221
222 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
223
224 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
225
226 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
227
228 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
229
230 cvar_t r_batch_multidraw = {CVAR_SAVE, "r_batch_multidraw", "1", "issue multiple glDrawElements calls when rendering a batch of surfaces with the same texture (otherwise the index data is copied to make it one draw)"};
231 cvar_t r_batch_multidraw_mintriangles = {CVAR_SAVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
232 cvar_t r_batch_debugdynamicvertexpath = {CVAR_SAVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
233 cvar_t r_batch_dynamicbuffer = {CVAR_SAVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"};
234
235 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
236 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
237
238 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on."};
239
240 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
241 cvar_t r_buffermegs[R_BUFFERDATA_COUNT] =
242 {
243         {CVAR_SAVE, "r_buffermegs_vertex", "4", "vertex buffer size for one frame"},
244         {CVAR_SAVE, "r_buffermegs_index16", "1", "index buffer size for one frame (16bit indices)"},
245         {CVAR_SAVE, "r_buffermegs_index32", "1", "index buffer size for one frame (32bit indices)"},
246         {CVAR_SAVE, "r_buffermegs_uniform", "0.25", "uniform buffer size for one frame"},
247 };
248
249 extern cvar_t v_glslgamma;
250 extern cvar_t v_glslgamma_2d;
251
252 extern qboolean v_flipped_state;
253
254 r_framebufferstate_t r_fb;
255
256 /// shadow volume bsp struct with automatically growing nodes buffer
257 svbsp_t r_svbsp;
258
259 int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
260
261 rtexture_t *r_texture_blanknormalmap;
262 rtexture_t *r_texture_white;
263 rtexture_t *r_texture_grey128;
264 rtexture_t *r_texture_black;
265 rtexture_t *r_texture_notexture;
266 rtexture_t *r_texture_whitecube;
267 rtexture_t *r_texture_normalizationcube;
268 rtexture_t *r_texture_fogattenuation;
269 rtexture_t *r_texture_fogheighttexture;
270 rtexture_t *r_texture_gammaramps;
271 unsigned int r_texture_gammaramps_serial;
272 //rtexture_t *r_texture_fogintensity;
273 rtexture_t *r_texture_reflectcube;
274
275 // TODO: hash lookups?
276 typedef struct cubemapinfo_s
277 {
278         char basename[64];
279         rtexture_t *texture;
280 }
281 cubemapinfo_t;
282
283 int r_texture_numcubemaps;
284 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
285
286 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
287 unsigned int r_numqueries;
288 unsigned int r_maxqueries;
289
290 typedef struct r_qwskincache_s
291 {
292         char name[MAX_QPATH];
293         skinframe_t *skinframe;
294 }
295 r_qwskincache_t;
296
297 static r_qwskincache_t *r_qwskincache;
298 static int r_qwskincache_size;
299
300 /// vertex coordinates for a quad that covers the screen exactly
301 extern const float r_screenvertex3f[12];
302 extern const float r_d3dscreenvertex3f[12];
303 const float r_screenvertex3f[12] =
304 {
305         0, 0, 0,
306         1, 0, 0,
307         1, 1, 0,
308         0, 1, 0
309 };
310 const float r_d3dscreenvertex3f[12] =
311 {
312         0, 1, 0,
313         1, 1, 0,
314         1, 0, 0,
315         0, 0, 0
316 };
317
318 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
319 {
320         int i;
321         for (i = 0;i < verts;i++)
322         {
323                 out[0] = in[0] * r;
324                 out[1] = in[1] * g;
325                 out[2] = in[2] * b;
326                 out[3] = in[3];
327                 in += 4;
328                 out += 4;
329         }
330 }
331
332 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
333 {
334         int i;
335         for (i = 0;i < verts;i++)
336         {
337                 out[0] = r;
338                 out[1] = g;
339                 out[2] = b;
340                 out[3] = a;
341                 out += 4;
342         }
343 }
344
345 // FIXME: move this to client?
346 void FOG_clear(void)
347 {
348         if (gamemode == GAME_NEHAHRA)
349         {
350                 Cvar_Set("gl_fogenable", "0");
351                 Cvar_Set("gl_fogdensity", "0.2");
352                 Cvar_Set("gl_fogred", "0.3");
353                 Cvar_Set("gl_foggreen", "0.3");
354                 Cvar_Set("gl_fogblue", "0.3");
355         }
356         r_refdef.fog_density = 0;
357         r_refdef.fog_red = 0;
358         r_refdef.fog_green = 0;
359         r_refdef.fog_blue = 0;
360         r_refdef.fog_alpha = 1;
361         r_refdef.fog_start = 0;
362         r_refdef.fog_end = 16384;
363         r_refdef.fog_height = 1<<30;
364         r_refdef.fog_fadedepth = 128;
365         memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
366 }
367
368 static void R_BuildBlankTextures(void)
369 {
370         unsigned char data[4];
371         data[2] = 128; // normal X
372         data[1] = 128; // normal Y
373         data[0] = 255; // normal Z
374         data[3] = 255; // height
375         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
376         data[0] = 255;
377         data[1] = 255;
378         data[2] = 255;
379         data[3] = 255;
380         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
381         data[0] = 128;
382         data[1] = 128;
383         data[2] = 128;
384         data[3] = 255;
385         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
386         data[0] = 0;
387         data[1] = 0;
388         data[2] = 0;
389         data[3] = 255;
390         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
391 }
392
393 static void R_BuildNoTexture(void)
394 {
395         int x, y;
396         unsigned char pix[16][16][4];
397         // this makes a light grey/dark grey checkerboard texture
398         for (y = 0;y < 16;y++)
399         {
400                 for (x = 0;x < 16;x++)
401                 {
402                         if ((y < 8) ^ (x < 8))
403                         {
404                                 pix[y][x][0] = 128;
405                                 pix[y][x][1] = 128;
406                                 pix[y][x][2] = 128;
407                                 pix[y][x][3] = 255;
408                         }
409                         else
410                         {
411                                 pix[y][x][0] = 64;
412                                 pix[y][x][1] = 64;
413                                 pix[y][x][2] = 64;
414                                 pix[y][x][3] = 255;
415                         }
416                 }
417         }
418         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
419 }
420
421 static void R_BuildWhiteCube(void)
422 {
423         unsigned char data[6*1*1*4];
424         memset(data, 255, sizeof(data));
425         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
426 }
427
428 static void R_BuildNormalizationCube(void)
429 {
430         int x, y, side;
431         vec3_t v;
432         vec_t s, t, intensity;
433 #define NORMSIZE 64
434         unsigned char *data;
435         data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
436         for (side = 0;side < 6;side++)
437         {
438                 for (y = 0;y < NORMSIZE;y++)
439                 {
440                         for (x = 0;x < NORMSIZE;x++)
441                         {
442                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
443                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
444                                 switch(side)
445                                 {
446                                 default:
447                                 case 0:
448                                         v[0] = 1;
449                                         v[1] = -t;
450                                         v[2] = -s;
451                                         break;
452                                 case 1:
453                                         v[0] = -1;
454                                         v[1] = -t;
455                                         v[2] = s;
456                                         break;
457                                 case 2:
458                                         v[0] = s;
459                                         v[1] = 1;
460                                         v[2] = t;
461                                         break;
462                                 case 3:
463                                         v[0] = s;
464                                         v[1] = -1;
465                                         v[2] = -t;
466                                         break;
467                                 case 4:
468                                         v[0] = s;
469                                         v[1] = -t;
470                                         v[2] = 1;
471                                         break;
472                                 case 5:
473                                         v[0] = -s;
474                                         v[1] = -t;
475                                         v[2] = -1;
476                                         break;
477                                 }
478                                 intensity = 127.0f / sqrt(DotProduct(v, v));
479                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
480                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
481                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
482                                 data[((side*64+y)*64+x)*4+3] = 255;
483                         }
484                 }
485         }
486         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
487         Mem_Free(data);
488 }
489
490 static void R_BuildFogTexture(void)
491 {
492         int x, b;
493 #define FOGWIDTH 256
494         unsigned char data1[FOGWIDTH][4];
495         //unsigned char data2[FOGWIDTH][4];
496         double d, r, alpha;
497
498         r_refdef.fogmasktable_start = r_refdef.fog_start;
499         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
500         r_refdef.fogmasktable_range = r_refdef.fogrange;
501         r_refdef.fogmasktable_density = r_refdef.fog_density;
502
503         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
504         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
505         {
506                 d = (x * r - r_refdef.fogmasktable_start);
507                 if(developer_extra.integer)
508                         Con_DPrintf("%f ", d);
509                 d = max(0, d);
510                 if (r_fog_exp2.integer)
511                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
512                 else
513                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
514                 if(developer_extra.integer)
515                         Con_DPrintf(" : %f ", alpha);
516                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
517                 if(developer_extra.integer)
518                         Con_DPrintf(" = %f\n", alpha);
519                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
520         }
521
522         for (x = 0;x < FOGWIDTH;x++)
523         {
524                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
525                 data1[x][0] = b;
526                 data1[x][1] = b;
527                 data1[x][2] = b;
528                 data1[x][3] = 255;
529                 //data2[x][0] = 255 - b;
530                 //data2[x][1] = 255 - b;
531                 //data2[x][2] = 255 - b;
532                 //data2[x][3] = 255;
533         }
534         if (r_texture_fogattenuation)
535         {
536                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
537                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
538         }
539         else
540         {
541                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
542                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
543         }
544 }
545
546 static void R_BuildFogHeightTexture(void)
547 {
548         unsigned char *inpixels;
549         int size;
550         int x;
551         int y;
552         int j;
553         float c[4];
554         float f;
555         inpixels = NULL;
556         strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
557         if (r_refdef.fogheighttexturename[0])
558                 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
559         if (!inpixels)
560         {
561                 r_refdef.fog_height_tablesize = 0;
562                 if (r_texture_fogheighttexture)
563                         R_FreeTexture(r_texture_fogheighttexture);
564                 r_texture_fogheighttexture = NULL;
565                 if (r_refdef.fog_height_table2d)
566                         Mem_Free(r_refdef.fog_height_table2d);
567                 r_refdef.fog_height_table2d = NULL;
568                 if (r_refdef.fog_height_table1d)
569                         Mem_Free(r_refdef.fog_height_table1d);
570                 r_refdef.fog_height_table1d = NULL;
571                 return;
572         }
573         size = image_width;
574         r_refdef.fog_height_tablesize = size;
575         r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
576         r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
577         memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
578         Mem_Free(inpixels);
579         // LordHavoc: now the magic - what is that table2d for?  it is a cooked
580         // average fog color table accounting for every fog layer between a point
581         // and the camera.  (Note: attenuation is handled separately!)
582         for (y = 0;y < size;y++)
583         {
584                 for (x = 0;x < size;x++)
585                 {
586                         Vector4Clear(c);
587                         f = 0;
588                         if (x < y)
589                         {
590                                 for (j = x;j <= y;j++)
591                                 {
592                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
593                                         f++;
594                                 }
595                         }
596                         else
597                         {
598                                 for (j = x;j >= y;j--)
599                                 {
600                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
601                                         f++;
602                                 }
603                         }
604                         f = 1.0f / f;
605                         r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
606                         r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
607                         r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
608                         r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
609                 }
610         }
611         r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
612 }
613
614 //=======================================================================================================================================================
615
616 static const char *builtinshaderstrings[] =
617 {
618 #include "shader_glsl.h"
619 0
620 };
621
622 const char *builtinhlslshaderstrings[] =
623 {
624 #include "shader_hlsl.h"
625 0
626 };
627
628 char *glslshaderstring = NULL;
629 char *hlslshaderstring = NULL;
630
631 //=======================================================================================================================================================
632
633 typedef struct shaderpermutationinfo_s
634 {
635         const char *pretext;
636         const char *name;
637 }
638 shaderpermutationinfo_t;
639
640 typedef struct shadermodeinfo_s
641 {
642         const char *filename;
643         const char *pretext;
644         const char *name;
645 }
646 shadermodeinfo_t;
647
648 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
649 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
650 {
651         {"#define USEDIFFUSE\n", " diffuse"},
652         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
653         {"#define USEVIEWTINT\n", " viewtint"},
654         {"#define USECOLORMAPPING\n", " colormapping"},
655         {"#define USESATURATION\n", " saturation"},
656         {"#define USEFOGINSIDE\n", " foginside"},
657         {"#define USEFOGOUTSIDE\n", " fogoutside"},
658         {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
659         {"#define USEFOGALPHAHACK\n", " fogalphahack"},
660         {"#define USEGAMMARAMPS\n", " gammaramps"},
661         {"#define USECUBEFILTER\n", " cubefilter"},
662         {"#define USEGLOW\n", " glow"},
663         {"#define USEBLOOM\n", " bloom"},
664         {"#define USESPECULAR\n", " specular"},
665         {"#define USEPOSTPROCESSING\n", " postprocessing"},
666         {"#define USEREFLECTION\n", " reflection"},
667         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
668         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
669         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
670         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
671         {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
672         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
673         {"#define USEALPHAKILL\n", " alphakill"},
674         {"#define USEREFLECTCUBE\n", " reflectcube"},
675         {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
676         {"#define USEBOUNCEGRID\n", " bouncegrid"},
677         {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
678         {"#define USETRIPPY\n", " trippy"},
679         {"#define USEDEPTHRGB\n", " depthrgb"},
680         {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
681         {"#define USESKELETAL\n", " skeletal"}
682 };
683
684 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
685 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
686 {
687         {"glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
688         {"glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
689         {"glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
690         {"glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
691         {"glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
692         {"glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
693         {"glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
694         {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
695         {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
696         {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
697         {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
698         {"glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
699         {"glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
700         {"glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
701         {"glsl/default.glsl", "#define MODE_WATER\n", " water"},
702         {"glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
703         {"glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
704 };
705
706 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
707 {
708         {"hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
709         {"hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
710         {"hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
711         {"hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
712         {"hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
713         {"hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
714         {"hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
715         {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
716         {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
717         {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
718         {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
719         {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
720         {"hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
721         {"hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
722         {"hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
723         {"hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
724         {"hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
725 };
726
727 struct r_glsl_permutation_s;
728 typedef struct r_glsl_permutation_s
729 {
730         /// hash lookup data
731         struct r_glsl_permutation_s *hashnext;
732         unsigned int mode;
733         unsigned int permutation;
734
735         /// indicates if we have tried compiling this permutation already
736         qboolean compiled;
737         /// 0 if compilation failed
738         int program;
739         // texture units assigned to each detected uniform
740         int tex_Texture_First;
741         int tex_Texture_Second;
742         int tex_Texture_GammaRamps;
743         int tex_Texture_Normal;
744         int tex_Texture_Color;
745         int tex_Texture_Gloss;
746         int tex_Texture_Glow;
747         int tex_Texture_SecondaryNormal;
748         int tex_Texture_SecondaryColor;
749         int tex_Texture_SecondaryGloss;
750         int tex_Texture_SecondaryGlow;
751         int tex_Texture_Pants;
752         int tex_Texture_Shirt;
753         int tex_Texture_FogHeightTexture;
754         int tex_Texture_FogMask;
755         int tex_Texture_Lightmap;
756         int tex_Texture_Deluxemap;
757         int tex_Texture_Attenuation;
758         int tex_Texture_Cube;
759         int tex_Texture_Refraction;
760         int tex_Texture_Reflection;
761         int tex_Texture_ShadowMap2D;
762         int tex_Texture_CubeProjection;
763         int tex_Texture_ScreenNormalMap;
764         int tex_Texture_ScreenDiffuse;
765         int tex_Texture_ScreenSpecular;
766         int tex_Texture_ReflectMask;
767         int tex_Texture_ReflectCube;
768         int tex_Texture_BounceGrid;
769         /// locations of detected uniforms in program object, or -1 if not found
770         int loc_Texture_First;
771         int loc_Texture_Second;
772         int loc_Texture_GammaRamps;
773         int loc_Texture_Normal;
774         int loc_Texture_Color;
775         int loc_Texture_Gloss;
776         int loc_Texture_Glow;
777         int loc_Texture_SecondaryNormal;
778         int loc_Texture_SecondaryColor;
779         int loc_Texture_SecondaryGloss;
780         int loc_Texture_SecondaryGlow;
781         int loc_Texture_Pants;
782         int loc_Texture_Shirt;
783         int loc_Texture_FogHeightTexture;
784         int loc_Texture_FogMask;
785         int loc_Texture_Lightmap;
786         int loc_Texture_Deluxemap;
787         int loc_Texture_Attenuation;
788         int loc_Texture_Cube;
789         int loc_Texture_Refraction;
790         int loc_Texture_Reflection;
791         int loc_Texture_ShadowMap2D;
792         int loc_Texture_CubeProjection;
793         int loc_Texture_ScreenNormalMap;
794         int loc_Texture_ScreenDiffuse;
795         int loc_Texture_ScreenSpecular;
796         int loc_Texture_ReflectMask;
797         int loc_Texture_ReflectCube;
798         int loc_Texture_BounceGrid;
799         int loc_Alpha;
800         int loc_BloomBlur_Parameters;
801         int loc_ClientTime;
802         int loc_Color_Ambient;
803         int loc_Color_Diffuse;
804         int loc_Color_Specular;
805         int loc_Color_Glow;
806         int loc_Color_Pants;
807         int loc_Color_Shirt;
808         int loc_DeferredColor_Ambient;
809         int loc_DeferredColor_Diffuse;
810         int loc_DeferredColor_Specular;
811         int loc_DeferredMod_Diffuse;
812         int loc_DeferredMod_Specular;
813         int loc_DistortScaleRefractReflect;
814         int loc_EyePosition;
815         int loc_FogColor;
816         int loc_FogHeightFade;
817         int loc_FogPlane;
818         int loc_FogPlaneViewDist;
819         int loc_FogRangeRecip;
820         int loc_LightColor;
821         int loc_LightDir;
822         int loc_LightPosition;
823         int loc_OffsetMapping_ScaleSteps;
824         int loc_OffsetMapping_LodDistance;
825         int loc_OffsetMapping_Bias;
826         int loc_PixelSize;
827         int loc_ReflectColor;
828         int loc_ReflectFactor;
829         int loc_ReflectOffset;
830         int loc_RefractColor;
831         int loc_Saturation;
832         int loc_ScreenCenterRefractReflect;
833         int loc_ScreenScaleRefractReflect;
834         int loc_ScreenToDepth;
835         int loc_ShadowMap_Parameters;
836         int loc_ShadowMap_TextureScale;
837         int loc_SpecularPower;
838         int loc_Skeletal_Transform12;
839         int loc_UserVec1;
840         int loc_UserVec2;
841         int loc_UserVec3;
842         int loc_UserVec4;
843         int loc_ViewTintColor;
844         int loc_ViewToLight;
845         int loc_ModelToLight;
846         int loc_TexMatrix;
847         int loc_BackgroundTexMatrix;
848         int loc_ModelViewProjectionMatrix;
849         int loc_ModelViewMatrix;
850         int loc_PixelToScreenTexCoord;
851         int loc_ModelToReflectCube;
852         int loc_ShadowMapMatrix;
853         int loc_BloomColorSubtract;
854         int loc_NormalmapScrollBlend;
855         int loc_BounceGridMatrix;
856         int loc_BounceGridIntensity;
857         /// uniform block bindings
858         int ubibind_Skeletal_Transform12_UniformBlock;
859         /// uniform block indices
860         int ubiloc_Skeletal_Transform12_UniformBlock;
861 }
862 r_glsl_permutation_t;
863
864 #define SHADERPERMUTATION_HASHSIZE 256
865
866
867 // non-degradable "lightweight" shader parameters to keep the permutations simpler
868 // these can NOT degrade! only use for simple stuff
869 enum
870 {
871         SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
872         SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
873         SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
874         SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
875         SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
876         SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5,  ///< postprocess uservec4 is enabled
877         SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
878         SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7,  ///< LOD for offsetmapping
879         SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
880         SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
881         SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
882         SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
883         SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
884         SHADERSTATICPARM_FXAA = 13 ///< fast approximate anti aliasing
885 };
886 #define SHADERSTATICPARMS_COUNT 14
887
888 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
889 static int shaderstaticparms_count = 0;
890
891 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
892 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
893
894 extern qboolean r_shadow_shadowmapsampler;
895 extern int r_shadow_shadowmappcf;
896 qboolean R_CompileShader_CheckStaticParms(void)
897 {
898         static int r_compileshader_staticparms_save[1];
899         memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
900         memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
901
902         // detect all
903         if (r_glsl_saturation_redcompensate.integer)
904                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
905         if (r_glsl_vertextextureblend_usebothalphas.integer)
906                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
907         if (r_shadow_glossexact.integer)
908                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
909         if (r_glsl_postprocess.integer)
910         {
911                 if (r_glsl_postprocess_uservec1_enable.integer)
912                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
913                 if (r_glsl_postprocess_uservec2_enable.integer)
914                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
915                 if (r_glsl_postprocess_uservec3_enable.integer)
916                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
917                 if (r_glsl_postprocess_uservec4_enable.integer)
918                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
919         }
920         if (r_fxaa.integer)
921                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_FXAA);
922         if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
923                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
924
925         if (r_shadow_shadowmapsampler)
926                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
927         if (r_shadow_shadowmappcf > 1)
928                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
929         else if (r_shadow_shadowmappcf)
930                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
931         if (r_celshading.integer)
932                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
933         if (r_celoutlines.integer)
934                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
935
936         return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
937 }
938
939 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
940         if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
941                 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
942         else \
943                 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
944 static void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
945 {
946         shaderstaticparms_count = 0;
947
948         // emit all
949         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
950         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
951         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
952         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
953         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
954         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
955         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
956         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
957         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
958         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
959         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
960         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
961         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
962         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_FXAA, "USEFXAA");
963 }
964
965 /// information about each possible shader permutation
966 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
967 /// currently selected permutation
968 r_glsl_permutation_t *r_glsl_permutation;
969 /// storage for permutations linked in the hash table
970 memexpandablearray_t r_glsl_permutationarray;
971
972 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
973 {
974         //unsigned int hashdepth = 0;
975         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
976         r_glsl_permutation_t *p;
977         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
978         {
979                 if (p->mode == mode && p->permutation == permutation)
980                 {
981                         //if (hashdepth > 10)
982                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
983                         return p;
984                 }
985                 //hashdepth++;
986         }
987         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
988         p->mode = mode;
989         p->permutation = permutation;
990         p->hashnext = r_glsl_permutationhash[mode][hashindex];
991         r_glsl_permutationhash[mode][hashindex] = p;
992         //if (hashdepth > 10)
993         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
994         return p;
995 }
996
997 static char *R_ShaderStrCat(const char **strings)
998 {
999         char *string, *s;
1000         const char **p = strings;
1001         const char *t;
1002         size_t len = 0;
1003         for (p = strings;(t = *p);p++)
1004                 len += strlen(t);
1005         len++;
1006         s = string = (char *)Mem_Alloc(r_main_mempool, len);
1007         len = 0;
1008         for (p = strings;(t = *p);p++)
1009         {
1010                 len = strlen(t);
1011                 memcpy(s, t, len);
1012                 s += len;
1013         }
1014         *s = 0;
1015         return string;
1016 }
1017
1018 static char *R_GetShaderText(const char *filename, qboolean printfromdisknotice, qboolean builtinonly)
1019 {
1020         char *shaderstring;
1021         if (!filename || !filename[0])
1022                 return NULL;
1023         // LordHavoc: note that FS_LoadFile appends a 0 byte to make it a valid string, so does R_ShaderStrCat
1024         if (!strcmp(filename, "glsl/default.glsl"))
1025         {
1026                 if (builtinonly)
1027                         return R_ShaderStrCat(builtinshaderstrings);
1028                 if (!glslshaderstring)
1029                 {
1030                         glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1031                         if (glslshaderstring)
1032                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
1033                         else
1034                                 glslshaderstring = R_ShaderStrCat(builtinshaderstrings);
1035                 }
1036                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
1037                 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
1038                 return shaderstring;
1039         }
1040         if (!strcmp(filename, "hlsl/default.hlsl"))
1041         {
1042                 if (builtinonly)
1043                         return R_ShaderStrCat(builtinhlslshaderstrings);
1044                 if (!hlslshaderstring)
1045                 {
1046                         hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1047                         if (hlslshaderstring)
1048                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
1049                         else
1050                                 hlslshaderstring = R_ShaderStrCat(builtinhlslshaderstrings);
1051                 }
1052                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1053                 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1054                 return shaderstring;
1055         }
1056         // we don't have builtin strings for any other files
1057         if (builtinonly)
1058                 return NULL;
1059         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1060         if (shaderstring)
1061         {
1062                 if (printfromdisknotice)
1063                         Con_DPrintf("from disk %s... ", filename);
1064                 return shaderstring;
1065         }
1066         return shaderstring;
1067 }
1068
1069 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1070 {
1071         int i;
1072         int ubibind;
1073         int sampler;
1074         shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
1075         char *sourcestring;
1076         char permutationname[256];
1077         int vertstrings_count = 0;
1078         int geomstrings_count = 0;
1079         int fragstrings_count = 0;
1080         const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1081         const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1082         const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1083
1084         if (p->compiled)
1085                 return;
1086         p->compiled = true;
1087         p->program = 0;
1088
1089         permutationname[0] = 0;
1090         sourcestring  = R_GetShaderText(modeinfo->filename, true, false);
1091
1092         strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1093
1094         // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
1095         if(vid.support.glshaderversion >= 140)
1096         {
1097                 vertstrings_list[vertstrings_count++] = "#version 140\n";
1098                 geomstrings_list[geomstrings_count++] = "#version 140\n";
1099                 fragstrings_list[fragstrings_count++] = "#version 140\n";
1100                 vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
1101                 geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
1102                 fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
1103         }
1104         // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1105         else if(vid.support.glshaderversion >= 130)
1106         {
1107                 vertstrings_list[vertstrings_count++] = "#version 130\n";
1108                 geomstrings_list[geomstrings_count++] = "#version 130\n";
1109                 fragstrings_list[fragstrings_count++] = "#version 130\n";
1110                 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1111                 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1112                 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1113         }
1114
1115         // the first pretext is which type of shader to compile as
1116         // (later these will all be bound together as a program object)
1117         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1118         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1119         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1120
1121         // the second pretext is the mode (for example a light source)
1122         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1123         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1124         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1125         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1126
1127         // now add all the permutation pretexts
1128         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1129         {
1130                 if (permutation & (1<<i))
1131                 {
1132                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1133                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1134                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1135                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1136                 }
1137                 else
1138                 {
1139                         // keep line numbers correct
1140                         vertstrings_list[vertstrings_count++] = "\n";
1141                         geomstrings_list[geomstrings_count++] = "\n";
1142                         fragstrings_list[fragstrings_count++] = "\n";
1143                 }
1144         }
1145
1146         // add static parms
1147         R_CompileShader_AddStaticParms(mode, permutation);
1148         memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1149         vertstrings_count += shaderstaticparms_count;
1150         memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1151         geomstrings_count += shaderstaticparms_count;
1152         memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1153         fragstrings_count += shaderstaticparms_count;
1154
1155         // now append the shader text itself
1156         vertstrings_list[vertstrings_count++] = sourcestring;
1157         geomstrings_list[geomstrings_count++] = sourcestring;
1158         fragstrings_list[fragstrings_count++] = sourcestring;
1159
1160         // compile the shader program
1161         if (vertstrings_count + geomstrings_count + fragstrings_count)
1162                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1163         if (p->program)
1164         {
1165                 CHECKGLERROR
1166                 qglUseProgram(p->program);CHECKGLERROR
1167                 // look up all the uniform variable names we care about, so we don't
1168                 // have to look them up every time we set them
1169
1170 #if 0
1171                 // debugging aid
1172                 {
1173                         GLint activeuniformindex = 0;
1174                         GLint numactiveuniforms = 0;
1175                         char uniformname[128];
1176                         GLsizei uniformnamelength = 0;
1177                         GLint uniformsize = 0;
1178                         GLenum uniformtype = 0;
1179                         memset(uniformname, 0, sizeof(uniformname));
1180                         qglGetProgramiv(p->program, GL_ACTIVE_UNIFORMS, &numactiveuniforms);
1181                         Con_Printf("Shader has %i uniforms\n", numactiveuniforms);
1182                         for (activeuniformindex = 0;activeuniformindex < numactiveuniforms;activeuniformindex++)
1183                         {
1184                                 qglGetActiveUniform(p->program, activeuniformindex, sizeof(uniformname) - 1, &uniformnamelength, &uniformsize, &uniformtype, uniformname);
1185                                 Con_Printf("Uniform %i name \"%s\" size %i type %i\n", (int)activeuniformindex, uniformname, (int)uniformsize, (int)uniformtype);
1186                         }
1187                 }
1188 #endif
1189
1190                 p->loc_Texture_First              = qglGetUniformLocation(p->program, "Texture_First");
1191                 p->loc_Texture_Second             = qglGetUniformLocation(p->program, "Texture_Second");
1192                 p->loc_Texture_GammaRamps         = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1193                 p->loc_Texture_Normal             = qglGetUniformLocation(p->program, "Texture_Normal");
1194                 p->loc_Texture_Color              = qglGetUniformLocation(p->program, "Texture_Color");
1195                 p->loc_Texture_Gloss              = qglGetUniformLocation(p->program, "Texture_Gloss");
1196                 p->loc_Texture_Glow               = qglGetUniformLocation(p->program, "Texture_Glow");
1197                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1198                 p->loc_Texture_SecondaryColor     = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1199                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1200                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1201                 p->loc_Texture_Pants              = qglGetUniformLocation(p->program, "Texture_Pants");
1202                 p->loc_Texture_Shirt              = qglGetUniformLocation(p->program, "Texture_Shirt");
1203                 p->loc_Texture_FogHeightTexture   = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1204                 p->loc_Texture_FogMask            = qglGetUniformLocation(p->program, "Texture_FogMask");
1205                 p->loc_Texture_Lightmap           = qglGetUniformLocation(p->program, "Texture_Lightmap");
1206                 p->loc_Texture_Deluxemap          = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1207                 p->loc_Texture_Attenuation        = qglGetUniformLocation(p->program, "Texture_Attenuation");
1208                 p->loc_Texture_Cube               = qglGetUniformLocation(p->program, "Texture_Cube");
1209                 p->loc_Texture_Refraction         = qglGetUniformLocation(p->program, "Texture_Refraction");
1210                 p->loc_Texture_Reflection         = qglGetUniformLocation(p->program, "Texture_Reflection");
1211                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1212                 p->loc_Texture_CubeProjection     = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1213                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1214                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1215                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1216                 p->loc_Texture_ReflectMask        = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1217                 p->loc_Texture_ReflectCube        = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1218                 p->loc_Texture_BounceGrid         = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1219                 p->loc_Alpha                      = qglGetUniformLocation(p->program, "Alpha");
1220                 p->loc_BloomBlur_Parameters       = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1221                 p->loc_ClientTime                 = qglGetUniformLocation(p->program, "ClientTime");
1222                 p->loc_Color_Ambient              = qglGetUniformLocation(p->program, "Color_Ambient");
1223                 p->loc_Color_Diffuse              = qglGetUniformLocation(p->program, "Color_Diffuse");
1224                 p->loc_Color_Specular             = qglGetUniformLocation(p->program, "Color_Specular");
1225                 p->loc_Color_Glow                 = qglGetUniformLocation(p->program, "Color_Glow");
1226                 p->loc_Color_Pants                = qglGetUniformLocation(p->program, "Color_Pants");
1227                 p->loc_Color_Shirt                = qglGetUniformLocation(p->program, "Color_Shirt");
1228                 p->loc_DeferredColor_Ambient      = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1229                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1230                 p->loc_DeferredColor_Specular     = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1231                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1232                 p->loc_DeferredMod_Specular       = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1233                 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1234                 p->loc_EyePosition                = qglGetUniformLocation(p->program, "EyePosition");
1235                 p->loc_FogColor                   = qglGetUniformLocation(p->program, "FogColor");
1236                 p->loc_FogHeightFade              = qglGetUniformLocation(p->program, "FogHeightFade");
1237                 p->loc_FogPlane                   = qglGetUniformLocation(p->program, "FogPlane");
1238                 p->loc_FogPlaneViewDist           = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1239                 p->loc_FogRangeRecip              = qglGetUniformLocation(p->program, "FogRangeRecip");
1240                 p->loc_LightColor                 = qglGetUniformLocation(p->program, "LightColor");
1241                 p->loc_LightDir                   = qglGetUniformLocation(p->program, "LightDir");
1242                 p->loc_LightPosition              = qglGetUniformLocation(p->program, "LightPosition");
1243                 p->loc_OffsetMapping_ScaleSteps   = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1244                 p->loc_OffsetMapping_LodDistance  = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1245                 p->loc_OffsetMapping_Bias         = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1246                 p->loc_PixelSize                  = qglGetUniformLocation(p->program, "PixelSize");
1247                 p->loc_ReflectColor               = qglGetUniformLocation(p->program, "ReflectColor");
1248                 p->loc_ReflectFactor              = qglGetUniformLocation(p->program, "ReflectFactor");
1249                 p->loc_ReflectOffset              = qglGetUniformLocation(p->program, "ReflectOffset");
1250                 p->loc_RefractColor               = qglGetUniformLocation(p->program, "RefractColor");
1251                 p->loc_Saturation                 = qglGetUniformLocation(p->program, "Saturation");
1252                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1253                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1254                 p->loc_ScreenToDepth              = qglGetUniformLocation(p->program, "ScreenToDepth");
1255                 p->loc_ShadowMap_Parameters       = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1256                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1257                 p->loc_SpecularPower              = qglGetUniformLocation(p->program, "SpecularPower");
1258                 p->loc_UserVec1                   = qglGetUniformLocation(p->program, "UserVec1");
1259                 p->loc_UserVec2                   = qglGetUniformLocation(p->program, "UserVec2");
1260                 p->loc_UserVec3                   = qglGetUniformLocation(p->program, "UserVec3");
1261                 p->loc_UserVec4                   = qglGetUniformLocation(p->program, "UserVec4");
1262                 p->loc_ViewTintColor              = qglGetUniformLocation(p->program, "ViewTintColor");
1263                 p->loc_ViewToLight                = qglGetUniformLocation(p->program, "ViewToLight");
1264                 p->loc_ModelToLight               = qglGetUniformLocation(p->program, "ModelToLight");
1265                 p->loc_TexMatrix                  = qglGetUniformLocation(p->program, "TexMatrix");
1266                 p->loc_BackgroundTexMatrix        = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1267                 p->loc_ModelViewMatrix            = qglGetUniformLocation(p->program, "ModelViewMatrix");
1268                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1269                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1270                 p->loc_ModelToReflectCube         = qglGetUniformLocation(p->program, "ModelToReflectCube");
1271                 p->loc_ShadowMapMatrix            = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1272                 p->loc_BloomColorSubtract         = qglGetUniformLocation(p->program, "BloomColorSubtract");
1273                 p->loc_NormalmapScrollBlend       = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1274                 p->loc_BounceGridMatrix           = qglGetUniformLocation(p->program, "BounceGridMatrix");
1275                 p->loc_BounceGridIntensity        = qglGetUniformLocation(p->program, "BounceGridIntensity");
1276                 // initialize the samplers to refer to the texture units we use
1277                 p->tex_Texture_First = -1;
1278                 p->tex_Texture_Second = -1;
1279                 p->tex_Texture_GammaRamps = -1;
1280                 p->tex_Texture_Normal = -1;
1281                 p->tex_Texture_Color = -1;
1282                 p->tex_Texture_Gloss = -1;
1283                 p->tex_Texture_Glow = -1;
1284                 p->tex_Texture_SecondaryNormal = -1;
1285                 p->tex_Texture_SecondaryColor = -1;
1286                 p->tex_Texture_SecondaryGloss = -1;
1287                 p->tex_Texture_SecondaryGlow = -1;
1288                 p->tex_Texture_Pants = -1;
1289                 p->tex_Texture_Shirt = -1;
1290                 p->tex_Texture_FogHeightTexture = -1;
1291                 p->tex_Texture_FogMask = -1;
1292                 p->tex_Texture_Lightmap = -1;
1293                 p->tex_Texture_Deluxemap = -1;
1294                 p->tex_Texture_Attenuation = -1;
1295                 p->tex_Texture_Cube = -1;
1296                 p->tex_Texture_Refraction = -1;
1297                 p->tex_Texture_Reflection = -1;
1298                 p->tex_Texture_ShadowMap2D = -1;
1299                 p->tex_Texture_CubeProjection = -1;
1300                 p->tex_Texture_ScreenNormalMap = -1;
1301                 p->tex_Texture_ScreenDiffuse = -1;
1302                 p->tex_Texture_ScreenSpecular = -1;
1303                 p->tex_Texture_ReflectMask = -1;
1304                 p->tex_Texture_ReflectCube = -1;
1305                 p->tex_Texture_BounceGrid = -1;
1306                 // bind the texture samplers in use
1307                 sampler = 0;
1308                 if (p->loc_Texture_First           >= 0) {p->tex_Texture_First            = sampler;qglUniform1i(p->loc_Texture_First           , sampler);sampler++;}
1309                 if (p->loc_Texture_Second          >= 0) {p->tex_Texture_Second           = sampler;qglUniform1i(p->loc_Texture_Second          , sampler);sampler++;}
1310                 if (p->loc_Texture_GammaRamps      >= 0) {p->tex_Texture_GammaRamps       = sampler;qglUniform1i(p->loc_Texture_GammaRamps      , sampler);sampler++;}
1311                 if (p->loc_Texture_Normal          >= 0) {p->tex_Texture_Normal           = sampler;qglUniform1i(p->loc_Texture_Normal          , sampler);sampler++;}
1312                 if (p->loc_Texture_Color           >= 0) {p->tex_Texture_Color            = sampler;qglUniform1i(p->loc_Texture_Color           , sampler);sampler++;}
1313                 if (p->loc_Texture_Gloss           >= 0) {p->tex_Texture_Gloss            = sampler;qglUniform1i(p->loc_Texture_Gloss           , sampler);sampler++;}
1314                 if (p->loc_Texture_Glow            >= 0) {p->tex_Texture_Glow             = sampler;qglUniform1i(p->loc_Texture_Glow            , sampler);sampler++;}
1315                 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal  = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1316                 if (p->loc_Texture_SecondaryColor  >= 0) {p->tex_Texture_SecondaryColor   = sampler;qglUniform1i(p->loc_Texture_SecondaryColor  , sampler);sampler++;}
1317                 if (p->loc_Texture_SecondaryGloss  >= 0) {p->tex_Texture_SecondaryGloss   = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss  , sampler);sampler++;}
1318                 if (p->loc_Texture_SecondaryGlow   >= 0) {p->tex_Texture_SecondaryGlow    = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow   , sampler);sampler++;}
1319                 if (p->loc_Texture_Pants           >= 0) {p->tex_Texture_Pants            = sampler;qglUniform1i(p->loc_Texture_Pants           , sampler);sampler++;}
1320                 if (p->loc_Texture_Shirt           >= 0) {p->tex_Texture_Shirt            = sampler;qglUniform1i(p->loc_Texture_Shirt           , sampler);sampler++;}
1321                 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1322                 if (p->loc_Texture_FogMask         >= 0) {p->tex_Texture_FogMask          = sampler;qglUniform1i(p->loc_Texture_FogMask         , sampler);sampler++;}
1323                 if (p->loc_Texture_Lightmap        >= 0) {p->tex_Texture_Lightmap         = sampler;qglUniform1i(p->loc_Texture_Lightmap        , sampler);sampler++;}
1324                 if (p->loc_Texture_Deluxemap       >= 0) {p->tex_Texture_Deluxemap        = sampler;qglUniform1i(p->loc_Texture_Deluxemap       , sampler);sampler++;}
1325                 if (p->loc_Texture_Attenuation     >= 0) {p->tex_Texture_Attenuation      = sampler;qglUniform1i(p->loc_Texture_Attenuation     , sampler);sampler++;}
1326                 if (p->loc_Texture_Cube            >= 0) {p->tex_Texture_Cube             = sampler;qglUniform1i(p->loc_Texture_Cube            , sampler);sampler++;}
1327                 if (p->loc_Texture_Refraction      >= 0) {p->tex_Texture_Refraction       = sampler;qglUniform1i(p->loc_Texture_Refraction      , sampler);sampler++;}
1328                 if (p->loc_Texture_Reflection      >= 0) {p->tex_Texture_Reflection       = sampler;qglUniform1i(p->loc_Texture_Reflection      , sampler);sampler++;}
1329                 if (p->loc_Texture_ShadowMap2D     >= 0) {p->tex_Texture_ShadowMap2D      = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D     , sampler);sampler++;}
1330                 if (p->loc_Texture_CubeProjection  >= 0) {p->tex_Texture_CubeProjection   = sampler;qglUniform1i(p->loc_Texture_CubeProjection  , sampler);sampler++;}
1331                 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap  = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1332                 if (p->loc_Texture_ScreenDiffuse   >= 0) {p->tex_Texture_ScreenDiffuse    = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse   , sampler);sampler++;}
1333                 if (p->loc_Texture_ScreenSpecular  >= 0) {p->tex_Texture_ScreenSpecular   = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular  , sampler);sampler++;}
1334                 if (p->loc_Texture_ReflectMask     >= 0) {p->tex_Texture_ReflectMask      = sampler;qglUniform1i(p->loc_Texture_ReflectMask     , sampler);sampler++;}
1335                 if (p->loc_Texture_ReflectCube     >= 0) {p->tex_Texture_ReflectCube      = sampler;qglUniform1i(p->loc_Texture_ReflectCube     , sampler);sampler++;}
1336                 if (p->loc_Texture_BounceGrid      >= 0) {p->tex_Texture_BounceGrid       = sampler;qglUniform1i(p->loc_Texture_BounceGrid      , sampler);sampler++;}
1337                 // get the uniform block indices so we can bind them
1338 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1339                 if (vid.support.arb_uniform_buffer_object)
1340                         p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
1341                 else
1342 #endif
1343                         p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
1344                 // clear the uniform block bindings
1345                 p->ubibind_Skeletal_Transform12_UniformBlock = -1;
1346                 // bind the uniform blocks in use
1347                 ubibind = 0;
1348 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1349                 if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
1350 #endif
1351                 // we're done compiling and setting up the shader, at least until it is used
1352                 CHECKGLERROR
1353                 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1354         }
1355         else
1356                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1357
1358         // free the strings
1359         if (sourcestring)
1360                 Mem_Free(sourcestring);
1361 }
1362
1363 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1364 {
1365         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1366         if (r_glsl_permutation != perm)
1367         {
1368                 r_glsl_permutation = perm;
1369                 if (!r_glsl_permutation->program)
1370                 {
1371                         if (!r_glsl_permutation->compiled)
1372                         {
1373                                 Con_DPrintf("Compiling shader mode %u permutation %u\n", mode, permutation);
1374                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1375                         }
1376                         if (!r_glsl_permutation->program)
1377                         {
1378                                 // remove features until we find a valid permutation
1379                                 int i;
1380                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1381                                 {
1382                                         // reduce i more quickly whenever it would not remove any bits
1383                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1384                                         if (!(permutation & j))
1385                                                 continue;
1386                                         permutation -= j;
1387                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1388                                         if (!r_glsl_permutation->compiled)
1389                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1390                                         if (r_glsl_permutation->program)
1391                                                 break;
1392                                 }
1393                                 if (i >= SHADERPERMUTATION_COUNT)
1394                                 {
1395                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1396                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1397                                         qglUseProgram(0);CHECKGLERROR
1398                                         return; // no bit left to clear, entire mode is broken
1399                                 }
1400                         }
1401                 }
1402                 CHECKGLERROR
1403                 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1404         }
1405         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1406         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1407         if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1408         CHECKGLERROR
1409 }
1410
1411 #ifdef SUPPORTD3D
1412
1413 #ifdef SUPPORTD3D
1414 #include <d3d9.h>
1415 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1416 extern D3DCAPS9 vid_d3d9caps;
1417 #endif
1418
1419 struct r_hlsl_permutation_s;
1420 typedef struct r_hlsl_permutation_s
1421 {
1422         /// hash lookup data
1423         struct r_hlsl_permutation_s *hashnext;
1424         unsigned int mode;
1425         unsigned int permutation;
1426
1427         /// indicates if we have tried compiling this permutation already
1428         qboolean compiled;
1429         /// NULL if compilation failed
1430         IDirect3DVertexShader9 *vertexshader;
1431         IDirect3DPixelShader9 *pixelshader;
1432 }
1433 r_hlsl_permutation_t;
1434
1435 typedef enum D3DVSREGISTER_e
1436 {
1437         D3DVSREGISTER_TexMatrix = 0, // float4x4
1438         D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1439         D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1440         D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1441         D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1442         D3DVSREGISTER_ModelToLight = 20, // float4x4
1443         D3DVSREGISTER_EyePosition = 24,
1444         D3DVSREGISTER_FogPlane = 25,
1445         D3DVSREGISTER_LightDir = 26,
1446         D3DVSREGISTER_LightPosition = 27,
1447 }
1448 D3DVSREGISTER_t;
1449
1450 typedef enum D3DPSREGISTER_e
1451 {
1452         D3DPSREGISTER_Alpha = 0,
1453         D3DPSREGISTER_BloomBlur_Parameters = 1,
1454         D3DPSREGISTER_ClientTime = 2,
1455         D3DPSREGISTER_Color_Ambient = 3,
1456         D3DPSREGISTER_Color_Diffuse = 4,
1457         D3DPSREGISTER_Color_Specular = 5,
1458         D3DPSREGISTER_Color_Glow = 6,
1459         D3DPSREGISTER_Color_Pants = 7,
1460         D3DPSREGISTER_Color_Shirt = 8,
1461         D3DPSREGISTER_DeferredColor_Ambient = 9,
1462         D3DPSREGISTER_DeferredColor_Diffuse = 10,
1463         D3DPSREGISTER_DeferredColor_Specular = 11,
1464         D3DPSREGISTER_DeferredMod_Diffuse = 12,
1465         D3DPSREGISTER_DeferredMod_Specular = 13,
1466         D3DPSREGISTER_DistortScaleRefractReflect = 14,
1467         D3DPSREGISTER_EyePosition = 15, // unused
1468         D3DPSREGISTER_FogColor = 16,
1469         D3DPSREGISTER_FogHeightFade = 17,
1470         D3DPSREGISTER_FogPlane = 18,
1471         D3DPSREGISTER_FogPlaneViewDist = 19,
1472         D3DPSREGISTER_FogRangeRecip = 20,
1473         D3DPSREGISTER_LightColor = 21,
1474         D3DPSREGISTER_LightDir = 22, // unused
1475         D3DPSREGISTER_LightPosition = 23,
1476         D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1477         D3DPSREGISTER_PixelSize = 25,
1478         D3DPSREGISTER_ReflectColor = 26,
1479         D3DPSREGISTER_ReflectFactor = 27,
1480         D3DPSREGISTER_ReflectOffset = 28,
1481         D3DPSREGISTER_RefractColor = 29,
1482         D3DPSREGISTER_Saturation = 30,
1483         D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1484         D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1485         D3DPSREGISTER_ScreenToDepth = 33,
1486         D3DPSREGISTER_ShadowMap_Parameters = 34,
1487         D3DPSREGISTER_ShadowMap_TextureScale = 35,
1488         D3DPSREGISTER_SpecularPower = 36,
1489         D3DPSREGISTER_UserVec1 = 37,
1490         D3DPSREGISTER_UserVec2 = 38,
1491         D3DPSREGISTER_UserVec3 = 39,
1492         D3DPSREGISTER_UserVec4 = 40,
1493         D3DPSREGISTER_ViewTintColor = 41,
1494         D3DPSREGISTER_PixelToScreenTexCoord = 42,
1495         D3DPSREGISTER_BloomColorSubtract = 43,
1496         D3DPSREGISTER_ViewToLight = 44, // float4x4
1497         D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1498         D3DPSREGISTER_NormalmapScrollBlend = 52,
1499         D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1500         D3DPSREGISTER_OffsetMapping_Bias = 54,
1501         // next at 54
1502 }
1503 D3DPSREGISTER_t;
1504
1505 /// information about each possible shader permutation
1506 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1507 /// currently selected permutation
1508 r_hlsl_permutation_t *r_hlsl_permutation;
1509 /// storage for permutations linked in the hash table
1510 memexpandablearray_t r_hlsl_permutationarray;
1511
1512 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1513 {
1514         //unsigned int hashdepth = 0;
1515         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1516         r_hlsl_permutation_t *p;
1517         for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1518         {
1519                 if (p->mode == mode && p->permutation == permutation)
1520                 {
1521                         //if (hashdepth > 10)
1522                         //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1523                         return p;
1524                 }
1525                 //hashdepth++;
1526         }
1527         p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1528         p->mode = mode;
1529         p->permutation = permutation;
1530         p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1531         r_hlsl_permutationhash[mode][hashindex] = p;
1532         //if (hashdepth > 10)
1533         //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1534         return p;
1535 }
1536
1537 #include <d3dx9.h>
1538 //#include <d3dx9shader.h>
1539 //#include <d3dx9mesh.h>
1540
1541 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1542 {
1543         DWORD *vsbin = NULL;
1544         DWORD *psbin = NULL;
1545         fs_offset_t vsbinsize;
1546         fs_offset_t psbinsize;
1547 //      IDirect3DVertexShader9 *vs = NULL;
1548 //      IDirect3DPixelShader9 *ps = NULL;
1549         ID3DXBuffer *vslog = NULL;
1550         ID3DXBuffer *vsbuffer = NULL;
1551         ID3DXConstantTable *vsconstanttable = NULL;
1552         ID3DXBuffer *pslog = NULL;
1553         ID3DXBuffer *psbuffer = NULL;
1554         ID3DXConstantTable *psconstanttable = NULL;
1555         int vsresult = 0;
1556         int psresult = 0;
1557         char temp[MAX_INPUTLINE];
1558         const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1559         char vabuf[1024];
1560         qboolean debugshader = gl_paranoid.integer != 0;
1561         if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1562         if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1563         if (!debugshader)
1564         {
1565                 vsbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1566                 psbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1567         }
1568         if ((!vsbin && vertstring) || (!psbin && fragstring))
1569         {
1570                 const char* dllnames_d3dx9 [] =
1571                 {
1572                         "d3dx9_43.dll",
1573                         "d3dx9_42.dll",
1574                         "d3dx9_41.dll",
1575                         "d3dx9_40.dll",
1576                         "d3dx9_39.dll",
1577                         "d3dx9_38.dll",
1578                         "d3dx9_37.dll",
1579                         "d3dx9_36.dll",
1580                         "d3dx9_35.dll",
1581                         "d3dx9_34.dll",
1582                         "d3dx9_33.dll",
1583                         "d3dx9_32.dll",
1584                         "d3dx9_31.dll",
1585                         "d3dx9_30.dll",
1586                         "d3dx9_29.dll",
1587                         "d3dx9_28.dll",
1588                         "d3dx9_27.dll",
1589                         "d3dx9_26.dll",
1590                         "d3dx9_25.dll",
1591                         "d3dx9_24.dll",
1592                         NULL
1593                 };
1594                 dllhandle_t d3dx9_dll = NULL;
1595                 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1596                 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1597                 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1598                 dllfunction_t d3dx9_dllfuncs[] =
1599                 {
1600                         {"D3DXCompileShaderFromFileA",  (void **) &qD3DXCompileShaderFromFileA},
1601                         {"D3DXPreprocessShader",                (void **) &qD3DXPreprocessShader},
1602                         {"D3DXCompileShader",                   (void **) &qD3DXCompileShader},
1603                         {NULL, NULL}
1604                 };
1605                 // LordHavoc: the June 2010 SDK lacks these macros to make ID3DXBuffer usable in C, and to make it work in both C and C++ the macros are needed...
1606 #ifndef ID3DXBuffer_GetBufferPointer
1607 #if !defined(__cplusplus) || defined(CINTERFACE)
1608 #define ID3DXBuffer_GetBufferPointer(p)   (p)->lpVtbl->GetBufferPointer(p)
1609 #define ID3DXBuffer_GetBufferSize(p)      (p)->lpVtbl->GetBufferSize(p)
1610 #define ID3DXBuffer_Release(p)            (p)->lpVtbl->Release(p)
1611 #else
1612 #define ID3DXBuffer_GetBufferPointer(p)   (p)->GetBufferPointer()
1613 #define ID3DXBuffer_GetBufferSize(p)      (p)->GetBufferSize()
1614 #define ID3DXBuffer_Release(p)            (p)->Release()
1615 #endif
1616 #endif
1617                 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1618                 {
1619                         DWORD shaderflags = 0;
1620                         if (debugshader)
1621                                 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1622                         vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1623                         psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1624                         if (vertstring && vertstring[0])
1625                         {
1626                                 if (debugshader)
1627                                 {
1628                                         FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vertstring, strlen(vertstring));
1629                                         vsresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1630                                 }
1631                                 else
1632                                         vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1633                                 if (vsbuffer)
1634                                 {
1635                                         vsbinsize = ID3DXBuffer_GetBufferSize(vsbuffer);
1636                                         vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1637                                         memcpy(vsbin, ID3DXBuffer_GetBufferPointer(vsbuffer), vsbinsize);
1638                                         ID3DXBuffer_Release(vsbuffer);
1639                                 }
1640                                 if (vslog)
1641                                 {
1642                                         strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(vslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(vslog)));
1643                                         Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1644                                         ID3DXBuffer_Release(vslog);
1645                                 }
1646                         }
1647                         if (fragstring && fragstring[0])
1648                         {
1649                                 if (debugshader)
1650                                 {
1651                                         FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), fragstring, strlen(fragstring));
1652                                         psresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1653                                 }
1654                                 else
1655                                         psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1656                                 if (psbuffer)
1657                                 {
1658                                         psbinsize = ID3DXBuffer_GetBufferSize(psbuffer);
1659                                         psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1660                                         memcpy(psbin, ID3DXBuffer_GetBufferPointer(psbuffer), psbinsize);
1661                                         ID3DXBuffer_Release(psbuffer);
1662                                 }
1663                                 if (pslog)
1664                                 {
1665                                         strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(pslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(pslog)));
1666                                         Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1667                                         ID3DXBuffer_Release(pslog);
1668                                 }
1669                         }
1670                         Sys_UnloadLibrary(&d3dx9_dll);
1671                 }
1672                 else
1673                         Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1674         }
1675         if (vsbin && psbin)
1676         {
1677                 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1678                 if (FAILED(vsresult))
1679                         Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1680                 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1681                 if (FAILED(psresult))
1682                         Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1683         }
1684         // free the shader data
1685         vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1686         psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1687 }
1688
1689 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1690 {
1691         int i;
1692         shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1693         int vertstring_length = 0;
1694         int geomstring_length = 0;
1695         int fragstring_length = 0;
1696         char *t;
1697         char *sourcestring;
1698         char *vertstring, *geomstring, *fragstring;
1699         char permutationname[256];
1700         char cachename[256];
1701         int vertstrings_count = 0;
1702         int geomstrings_count = 0;
1703         int fragstrings_count = 0;
1704         const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1705         const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1706         const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1707
1708         if (p->compiled)
1709                 return;
1710         p->compiled = true;
1711         p->vertexshader = NULL;
1712         p->pixelshader = NULL;
1713
1714         permutationname[0] = 0;
1715         cachename[0] = 0;
1716         sourcestring = R_GetShaderText(modeinfo->filename, true, false);
1717
1718         strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1719         strlcat(cachename, "hlsl/", sizeof(cachename));
1720
1721         // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1722         vertstrings_count = 0;
1723         geomstrings_count = 0;
1724         fragstrings_count = 0;
1725         vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1726         geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1727         fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1728
1729         // the first pretext is which type of shader to compile as
1730         // (later these will all be bound together as a program object)
1731         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1732         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1733         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1734
1735         // the second pretext is the mode (for example a light source)
1736         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1737         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1738         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1739         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1740         strlcat(cachename, modeinfo->name, sizeof(cachename));
1741
1742         // now add all the permutation pretexts
1743         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1744         {
1745                 if (permutation & (1<<i))
1746                 {
1747                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1748                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1749                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1750                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1751                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1752                 }
1753                 else
1754                 {
1755                         // keep line numbers correct
1756                         vertstrings_list[vertstrings_count++] = "\n";
1757                         geomstrings_list[geomstrings_count++] = "\n";
1758                         fragstrings_list[fragstrings_count++] = "\n";
1759                 }
1760         }
1761
1762         // add static parms
1763         R_CompileShader_AddStaticParms(mode, permutation);
1764         memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1765         vertstrings_count += shaderstaticparms_count;
1766         memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1767         geomstrings_count += shaderstaticparms_count;
1768         memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1769         fragstrings_count += shaderstaticparms_count;
1770
1771         // replace spaces in the cachename with _ characters
1772         for (i = 0;cachename[i];i++)
1773                 if (cachename[i] == ' ')
1774                         cachename[i] = '_';
1775
1776         // now append the shader text itself
1777         vertstrings_list[vertstrings_count++] = sourcestring;
1778         geomstrings_list[geomstrings_count++] = sourcestring;
1779         fragstrings_list[fragstrings_count++] = sourcestring;
1780
1781         vertstring_length = 0;
1782         for (i = 0;i < vertstrings_count;i++)
1783                 vertstring_length += strlen(vertstrings_list[i]);
1784         vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1785         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1786                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1787
1788         geomstring_length = 0;
1789         for (i = 0;i < geomstrings_count;i++)
1790                 geomstring_length += strlen(geomstrings_list[i]);
1791         geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1792         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1793                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1794
1795         fragstring_length = 0;
1796         for (i = 0;i < fragstrings_count;i++)
1797                 fragstring_length += strlen(fragstrings_list[i]);
1798         fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1799         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1800                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1801
1802         // try to load the cached shader, or generate one
1803         R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1804
1805         if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1806                 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1807         else
1808                 Con_Printf("^1HLSL shader %s failed!  some features may not work properly.\n", permutationname);
1809
1810         // free the strings
1811         if (vertstring)
1812                 Mem_Free(vertstring);
1813         if (geomstring)
1814                 Mem_Free(geomstring);
1815         if (fragstring)
1816                 Mem_Free(fragstring);
1817         if (sourcestring)
1818                 Mem_Free(sourcestring);
1819 }
1820
1821 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1822 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1823 static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1824 static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1825 static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1826 static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1827
1828 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1829 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1830 static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1831 static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1832 static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1833 static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1834
1835 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1836 {
1837         r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1838         if (r_hlsl_permutation != perm)
1839         {
1840                 r_hlsl_permutation = perm;
1841                 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1842                 {
1843                         if (!r_hlsl_permutation->compiled)
1844                                 R_HLSL_CompilePermutation(perm, mode, permutation);
1845                         if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1846                         {
1847                                 // remove features until we find a valid permutation
1848                                 int i;
1849                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1850                                 {
1851                                         // reduce i more quickly whenever it would not remove any bits
1852                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1853                                         if (!(permutation & j))
1854                                                 continue;
1855                                         permutation -= j;
1856                                         r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1857                                         if (!r_hlsl_permutation->compiled)
1858                                                 R_HLSL_CompilePermutation(perm, mode, permutation);
1859                                         if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1860                                                 break;
1861                                 }
1862                                 if (i >= SHADERPERMUTATION_COUNT)
1863                                 {
1864                                         //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1865                                         r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1866                                         return; // no bit left to clear, entire mode is broken
1867                                 }
1868                         }
1869                 }
1870                 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1871                 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1872         }
1873         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1874         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1875         hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1876 }
1877 #endif
1878
1879 static void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1880 {
1881         DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1882         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1883         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1884         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1885 }
1886
1887 void R_GLSL_Restart_f(void)
1888 {
1889         unsigned int i, limit;
1890         if (glslshaderstring)
1891                 Mem_Free(glslshaderstring);
1892         glslshaderstring = NULL;
1893         if (hlslshaderstring)
1894                 Mem_Free(hlslshaderstring);
1895         hlslshaderstring = NULL;
1896         switch(vid.renderpath)
1897         {
1898         case RENDERPATH_D3D9:
1899 #ifdef SUPPORTD3D
1900                 {
1901                         r_hlsl_permutation_t *p;
1902                         r_hlsl_permutation = NULL;
1903                         limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1904                         for (i = 0;i < limit;i++)
1905                         {
1906                                 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1907                                 {
1908                                         if (p->vertexshader)
1909                                                 IDirect3DVertexShader9_Release(p->vertexshader);
1910                                         if (p->pixelshader)
1911                                                 IDirect3DPixelShader9_Release(p->pixelshader);
1912                                         Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1913                                 }
1914                         }
1915                         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1916                 }
1917 #endif
1918                 break;
1919         case RENDERPATH_D3D10:
1920                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1921                 break;
1922         case RENDERPATH_D3D11:
1923                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1924                 break;
1925         case RENDERPATH_GL20:
1926         case RENDERPATH_GLES2:
1927                 {
1928                         r_glsl_permutation_t *p;
1929                         r_glsl_permutation = NULL;
1930                         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1931                         for (i = 0;i < limit;i++)
1932                         {
1933                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1934                                 {
1935                                         GL_Backend_FreeProgram(p->program);
1936                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1937                                 }
1938                         }
1939                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1940                 }
1941                 break;
1942         case RENDERPATH_GL11:
1943         case RENDERPATH_GL13:
1944         case RENDERPATH_GLES1:
1945                 break;
1946         case RENDERPATH_SOFT:
1947                 break;
1948         }
1949 }
1950
1951 static void R_GLSL_DumpShader_f(void)
1952 {
1953         int i, language, mode, dupe;
1954         char *text;
1955         shadermodeinfo_t *modeinfo;
1956         qfile_t *file;
1957
1958         for (language = 0;language < 2;language++)
1959         {
1960                 modeinfo = (language == 0 ? glslshadermodeinfo : hlslshadermodeinfo);
1961                 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1962                 {
1963                         // don't dump the same file multiple times (most or all shaders come from the same file)
1964                         for (dupe = mode - 1;dupe >= 0;dupe--)
1965                                 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1966                                         break;
1967                         if (dupe >= 0)
1968                                 continue;
1969                         text = R_GetShaderText(modeinfo[mode].filename, false, true);
1970                         if (!text)
1971                                 continue;
1972                         file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
1973                         if (file)
1974                         {
1975                                 FS_Print(file, "/* The engine may define the following macros:\n");
1976                                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1977                                 for (i = 0;i < SHADERMODE_COUNT;i++)
1978                                         FS_Print(file, modeinfo[i].pretext);
1979                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1980                                         FS_Print(file, shaderpermutationinfo[i].pretext);
1981                                 FS_Print(file, "*/\n");
1982                                 FS_Print(file, text);
1983                                 FS_Close(file);
1984                                 Con_Printf("%s written\n", modeinfo[mode].filename);
1985                         }
1986                         else
1987                                 Con_Printf("failed to write to %s\n", modeinfo[mode].filename);
1988                         Mem_Free(text);
1989                 }
1990         }
1991 }
1992
1993 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1994 {
1995         unsigned int permutation = 0;
1996         if (r_trippy.integer && !notrippy)
1997                 permutation |= SHADERPERMUTATION_TRIPPY;
1998         permutation |= SHADERPERMUTATION_VIEWTINT;
1999         if (first)
2000                 permutation |= SHADERPERMUTATION_DIFFUSE;
2001         if (second)
2002                 permutation |= SHADERPERMUTATION_SPECULAR;
2003         if (texturemode == GL_MODULATE)
2004                 permutation |= SHADERPERMUTATION_COLORMAPPING;
2005         else if (texturemode == GL_ADD)
2006                 permutation |= SHADERPERMUTATION_GLOW;
2007         else if (texturemode == GL_DECAL)
2008                 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2009         if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
2010                 permutation |= SHADERPERMUTATION_GAMMARAMPS;
2011         if (suppresstexalpha)
2012                 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2013         if (!second)
2014                 texturemode = GL_MODULATE;
2015         if (vid.allowalphatocoverage)
2016                 GL_AlphaToCoverage(false);
2017         switch (vid.renderpath)
2018         {
2019         case RENDERPATH_D3D9:
2020 #ifdef SUPPORTD3D
2021                 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
2022                 R_Mesh_TexBind(GL20TU_FIRST , first );
2023                 R_Mesh_TexBind(GL20TU_SECOND, second);
2024                 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
2025                         R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
2026 #endif
2027                 break;
2028         case RENDERPATH_D3D10:
2029                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2030                 break;
2031         case RENDERPATH_D3D11:
2032                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2033                 break;
2034         case RENDERPATH_GL20:
2035         case RENDERPATH_GLES2:
2036                 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
2037                 if (r_glsl_permutation->tex_Texture_First >= 0)
2038                         R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
2039                 if (r_glsl_permutation->tex_Texture_Second >= 0)
2040                         R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
2041                 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
2042                         R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
2043                 break;
2044         case RENDERPATH_GL13:
2045         case RENDERPATH_GLES1:
2046                 R_Mesh_TexBind(0, first );
2047                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2048                 R_Mesh_TexMatrix(0, NULL);
2049                 R_Mesh_TexBind(1, second);
2050                 if (second)
2051                 {
2052                         R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
2053                         R_Mesh_TexMatrix(1, NULL);
2054                 }
2055                 break;
2056         case RENDERPATH_GL11:
2057                 R_Mesh_TexBind(0, first );
2058                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2059                 R_Mesh_TexMatrix(0, NULL);
2060                 break;
2061         case RENDERPATH_SOFT:
2062                 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
2063                 R_Mesh_TexBind(GL20TU_FIRST , first );
2064                 R_Mesh_TexBind(GL20TU_SECOND, second);
2065                 break;
2066         }
2067 }
2068
2069 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
2070 {
2071         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
2072 }
2073
2074 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
2075 {
2076         unsigned int permutation = 0;
2077         if (r_trippy.integer && !notrippy)
2078                 permutation |= SHADERPERMUTATION_TRIPPY;
2079         if (depthrgb)
2080                 permutation |= SHADERPERMUTATION_DEPTHRGB;
2081         if (skeletal)
2082                 permutation |= SHADERPERMUTATION_SKELETAL;
2083
2084         if (vid.allowalphatocoverage)
2085                 GL_AlphaToCoverage(false);
2086         switch (vid.renderpath)
2087         {
2088         case RENDERPATH_D3D9:
2089 #ifdef SUPPORTD3D
2090                 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2091 #endif
2092                 break;
2093         case RENDERPATH_D3D10:
2094                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2095                 break;
2096         case RENDERPATH_D3D11:
2097                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2098                 break;
2099         case RENDERPATH_GL20:
2100         case RENDERPATH_GLES2:
2101                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2102 #ifndef USE_GLES2 /* FIXME: GLES3 only */
2103                 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
2104 #endif
2105                 break;
2106         case RENDERPATH_GL13:
2107         case RENDERPATH_GLES1:
2108                 R_Mesh_TexBind(0, 0);
2109                 R_Mesh_TexBind(1, 0);
2110                 break;
2111         case RENDERPATH_GL11:
2112                 R_Mesh_TexBind(0, 0);
2113                 break;
2114         case RENDERPATH_SOFT:
2115                 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2116                 break;
2117         }
2118 }
2119
2120 extern qboolean r_shadow_usingdeferredprepass;
2121 extern rtexture_t *r_shadow_attenuationgradienttexture;
2122 extern rtexture_t *r_shadow_attenuation2dtexture;
2123 extern rtexture_t *r_shadow_attenuation3dtexture;
2124 extern qboolean r_shadow_usingshadowmap2d;
2125 extern qboolean r_shadow_usingshadowmaportho;
2126 extern float r_shadow_shadowmap_texturescale[2];
2127 extern float r_shadow_shadowmap_parameters[4];
2128 extern qboolean r_shadow_shadowmapvsdct;
2129 extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
2130 extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
2131 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2132 extern matrix4x4_t r_shadow_shadowmapmatrix;
2133 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2134 extern int r_shadow_prepass_width;
2135 extern int r_shadow_prepass_height;
2136 extern rtexture_t *r_shadow_prepassgeometrydepthbuffer;
2137 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2138 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2139 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2140
2141 #define BLENDFUNC_ALLOWS_COLORMOD      1
2142 #define BLENDFUNC_ALLOWS_FOG           2
2143 #define BLENDFUNC_ALLOWS_FOG_HACK0     4
2144 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2145 #define BLENDFUNC_ALLOWS_ANYFOG        (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2146 static int R_BlendFuncFlags(int src, int dst)
2147 {
2148         int r = 0;
2149
2150         // a blendfunc allows colormod if:
2151         // a) it can never keep the destination pixel invariant, or
2152         // b) it can keep the destination pixel invariant, and still can do so if colormodded
2153         // this is to prevent unintended side effects from colormod
2154
2155         // a blendfunc allows fog if:
2156         // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2157         // this is to prevent unintended side effects from fog
2158
2159         // these checks are the output of fogeval.pl
2160
2161         r |= BLENDFUNC_ALLOWS_COLORMOD;
2162         if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2163         if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2164         if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2165         if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2166         if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2167         if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2168         if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2169         if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2170         if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2171         if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2172         if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2173         if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2174         if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2175         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2176         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2177         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2178         if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2179         if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2180         if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2181         if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2182         if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2183
2184         return r;
2185 }
2186
2187 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
2188 {
2189         // select a permutation of the lighting shader appropriate to this
2190         // combination of texture, entity, light source, and fogging, only use the
2191         // minimum features necessary to avoid wasting rendering time in the
2192         // fragment shader on features that are not being used
2193         unsigned int permutation = 0;
2194         unsigned int mode = 0;
2195         int blendfuncflags;
2196         static float dummy_colormod[3] = {1, 1, 1};
2197         float *colormod = rsurface.colormod;
2198         float m16f[16];
2199         matrix4x4_t tempmatrix;
2200         r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2201         if (r_trippy.integer && !notrippy)
2202                 permutation |= SHADERPERMUTATION_TRIPPY;
2203         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2204                 permutation |= SHADERPERMUTATION_ALPHAKILL;
2205         if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2206                 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2207         if (rsurfacepass == RSURFPASS_BACKGROUND)
2208         {
2209                 // distorted background
2210                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2211                 {
2212                         mode = SHADERMODE_WATER;
2213                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2214                                 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2215                         if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2216                         {
2217                                 // this is the right thing to do for wateralpha
2218                                 GL_BlendFunc(GL_ONE, GL_ZERO);
2219                                 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2220                         }
2221                         else
2222                         {
2223                                 // this is the right thing to do for entity alpha
2224                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2225                                 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2226                         }
2227                 }
2228                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2229                 {
2230                         mode = SHADERMODE_REFRACTION;
2231                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2232                                 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2233                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2234                         blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2235                 }
2236                 else
2237                 {
2238                         mode = SHADERMODE_GENERIC;
2239                         permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
2240                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2241                         blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2242                 }
2243                 if (vid.allowalphatocoverage)
2244                         GL_AlphaToCoverage(false);
2245         }
2246         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2247         {
2248                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2249                 {
2250                         switch(rsurface.texture->offsetmapping)
2251                         {
2252                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2253                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2254                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2255                         case OFFSETMAPPING_OFF: break;
2256                         }
2257                 }
2258                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2259                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2260                 // normalmap (deferred prepass), may use alpha test on diffuse
2261                 mode = SHADERMODE_DEFERREDGEOMETRY;
2262                 GL_BlendFunc(GL_ONE, GL_ZERO);
2263                 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2264                 if (vid.allowalphatocoverage)
2265                         GL_AlphaToCoverage(false);
2266         }
2267         else if (rsurfacepass == RSURFPASS_RTLIGHT)
2268         {
2269                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2270                 {
2271                         switch(rsurface.texture->offsetmapping)
2272                         {
2273                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2274                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2275                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2276                         case OFFSETMAPPING_OFF: break;
2277                         }
2278                 }
2279                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2280                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2281                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2282                         permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2283                 // light source
2284                 mode = SHADERMODE_LIGHTSOURCE;
2285                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2286                         permutation |= SHADERPERMUTATION_CUBEFILTER;
2287                 if (diffusescale > 0)
2288                         permutation |= SHADERPERMUTATION_DIFFUSE;
2289                 if (specularscale > 0)
2290                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2291                 if (r_refdef.fogenabled)
2292                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2293                 if (rsurface.texture->colormapping)
2294                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2295                 if (r_shadow_usingshadowmap2d)
2296                 {
2297                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2298                         if(r_shadow_shadowmapvsdct)
2299                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2300
2301                         if (r_shadow_shadowmap2ddepthbuffer)
2302                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
2303                 }
2304                 if (rsurface.texture->reflectmasktexture)
2305                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2306                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2307                 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2308                 if (vid.allowalphatocoverage)
2309                         GL_AlphaToCoverage(false);
2310         }
2311         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2312         {
2313                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2314                 {
2315                         switch(rsurface.texture->offsetmapping)
2316                         {
2317                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2318                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2319                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2320                         case OFFSETMAPPING_OFF: break;
2321                         }
2322                 }
2323                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2324                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2325                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2326                         permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2327                 // unshaded geometry (fullbright or ambient model lighting)
2328                 mode = SHADERMODE_FLATCOLOR;
2329                 ambientscale = diffusescale = specularscale = 0;
2330                 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2331                         permutation |= SHADERPERMUTATION_GLOW;
2332                 if (r_refdef.fogenabled)
2333                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2334                 if (rsurface.texture->colormapping)
2335                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2336                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2337                 {
2338                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2339                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2340
2341                         if (r_shadow_shadowmap2ddepthbuffer)
2342                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
2343                 }
2344                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2345                         permutation |= SHADERPERMUTATION_REFLECTION;
2346                 if (rsurface.texture->reflectmasktexture)
2347                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2348                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2349                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2350                 // when using alphatocoverage, we don't need alphakill
2351                 if (vid.allowalphatocoverage)
2352                 {
2353                         if (r_transparent_alphatocoverage.integer)
2354                         {
2355                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2356                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2357                         }
2358                         else
2359                                 GL_AlphaToCoverage(false);
2360                 }
2361         }
2362         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2363         {
2364                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2365                 {
2366                         switch(rsurface.texture->offsetmapping)
2367                         {
2368                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2369                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2370                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2371                         case OFFSETMAPPING_OFF: break;
2372                         }
2373                 }
2374                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2375                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2376                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2377                         permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2378                 // directional model lighting
2379                 mode = SHADERMODE_LIGHTDIRECTION;
2380                 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2381                         permutation |= SHADERPERMUTATION_GLOW;
2382                 permutation |= SHADERPERMUTATION_DIFFUSE;
2383                 if (specularscale > 0)
2384                         permutation |= SHADERPERMUTATION_SPECULAR;
2385                 if (r_refdef.fogenabled)
2386                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2387                 if (rsurface.texture->colormapping)
2388                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2389                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2390                 {
2391                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2392                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2393
2394                         if (r_shadow_shadowmap2ddepthbuffer)
2395                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
2396                 }
2397                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2398                         permutation |= SHADERPERMUTATION_REFLECTION;
2399                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2400                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2401                 if (rsurface.texture->reflectmasktexture)
2402                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2403                 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2404                 {
2405                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
2406                         if (r_shadow_bouncegriddirectional)
2407                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2408                 }
2409                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2410                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2411                 // when using alphatocoverage, we don't need alphakill
2412                 if (vid.allowalphatocoverage)
2413                 {
2414                         if (r_transparent_alphatocoverage.integer)
2415                         {
2416                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2417                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2418                         }
2419                         else
2420                                 GL_AlphaToCoverage(false);
2421                 }
2422         }
2423         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2424         {
2425                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2426                 {
2427                         switch(rsurface.texture->offsetmapping)
2428                         {
2429                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2430                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2431                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2432                         case OFFSETMAPPING_OFF: break;
2433                         }
2434                 }
2435                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2436                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2437                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2438                         permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2439                 // ambient model lighting
2440                 mode = SHADERMODE_LIGHTDIRECTION;
2441                 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2442                         permutation |= SHADERPERMUTATION_GLOW;
2443                 if (r_refdef.fogenabled)
2444                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2445                 if (rsurface.texture->colormapping)
2446                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2447                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2448                 {
2449                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2450                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2451
2452                         if (r_shadow_shadowmap2ddepthbuffer)
2453                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
2454                 }
2455                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2456                         permutation |= SHADERPERMUTATION_REFLECTION;
2457                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2458                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2459                 if (rsurface.texture->reflectmasktexture)
2460                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2461                 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2462                 {
2463                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
2464                         if (r_shadow_bouncegriddirectional)
2465                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2466                 }
2467                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2468                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2469                 // when using alphatocoverage, we don't need alphakill
2470                 if (vid.allowalphatocoverage)
2471                 {
2472                         if (r_transparent_alphatocoverage.integer)
2473                         {
2474                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2475                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2476                         }
2477                         else
2478                                 GL_AlphaToCoverage(false);
2479                 }
2480         }
2481         else
2482         {
2483                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2484                 {
2485                         switch(rsurface.texture->offsetmapping)
2486                         {
2487                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2488                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2489                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2490                         case OFFSETMAPPING_OFF: break;
2491                         }
2492                 }
2493                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2494                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2495                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2496                         permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2497                 // lightmapped wall
2498                 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2499                         permutation |= SHADERPERMUTATION_GLOW;
2500                 if (r_refdef.fogenabled)
2501                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2502                 if (rsurface.texture->colormapping)
2503                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2504                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2505                 {
2506                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2507                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2508
2509                         if (r_shadow_shadowmap2ddepthbuffer)
2510                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
2511                 }
2512                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2513                         permutation |= SHADERPERMUTATION_REFLECTION;
2514                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2515                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2516                 if (rsurface.texture->reflectmasktexture)
2517                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2518                 if (FAKELIGHT_ENABLED)
2519                 {
2520                         // fake lightmapping (q1bsp, q3bsp, fullbright map)
2521                         mode = SHADERMODE_FAKELIGHT;
2522                         permutation |= SHADERPERMUTATION_DIFFUSE;
2523                         if (specularscale > 0)
2524                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2525                 }
2526                 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2527                 {
2528                         // deluxemapping (light direction texture)
2529                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2530                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2531                         else
2532                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2533                         permutation |= SHADERPERMUTATION_DIFFUSE;
2534                         if (specularscale > 0)
2535                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2536                 }
2537                 else if (r_glsl_deluxemapping.integer >= 2)
2538                 {
2539                         // fake deluxemapping (uniform light direction in tangentspace)
2540                         if (rsurface.uselightmaptexture)
2541                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2542                         else
2543                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2544                         permutation |= SHADERPERMUTATION_DIFFUSE;
2545                         if (specularscale > 0)
2546                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2547                 }
2548                 else if (rsurface.uselightmaptexture)
2549                 {
2550                         // ordinary lightmapping (q1bsp, q3bsp)
2551                         mode = SHADERMODE_LIGHTMAP;
2552                 }
2553                 else
2554                 {
2555                         // ordinary vertex coloring (q3bsp)
2556                         mode = SHADERMODE_VERTEXCOLOR;
2557                 }
2558                 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2559                 {
2560                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
2561                         if (r_shadow_bouncegriddirectional)
2562                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2563                 }
2564                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2565                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2566                 // when using alphatocoverage, we don't need alphakill
2567                 if (vid.allowalphatocoverage)
2568                 {
2569                         if (r_transparent_alphatocoverage.integer)
2570                         {
2571                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2572                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2573                         }
2574                         else
2575                                 GL_AlphaToCoverage(false);
2576                 }
2577         }
2578         if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2579                 colormod = dummy_colormod;
2580         if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2581                 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2582         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2583                 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2584         switch(vid.renderpath)
2585         {
2586         case RENDERPATH_D3D9:
2587 #ifdef SUPPORTD3D
2588                 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2589                 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmesh_vertexbuffer, rsurface.batchvertexmesh_bufferoffset);
2590                 R_SetupShader_SetPermutationHLSL(mode, permutation);
2591                 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2592                 if (mode == SHADERMODE_LIGHTSOURCE)
2593                 {
2594                         Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2595                         hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2596                 }
2597                 else
2598                 {
2599                         if (mode == SHADERMODE_LIGHTDIRECTION)
2600                         {
2601                                 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2602                         }
2603                 }
2604                 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2605                 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2606                 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2607                 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2608                 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2609
2610                 if (mode == SHADERMODE_LIGHTSOURCE)
2611                 {
2612                         hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2613                         hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2614                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2615                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2616                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2617
2618                         // additive passes are only darkened by fog, not tinted
2619                         hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2620                         hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2621                 }
2622                 else
2623                 {
2624                         if (mode == SHADERMODE_FLATCOLOR)
2625                         {
2626                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2627                         }
2628                         else if (mode == SHADERMODE_LIGHTDIRECTION)
2629                         {
2630                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
2631                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2632                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2633                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2634                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2635                                 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2636                                 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2637                         }
2638                         else
2639                         {
2640                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2641                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2642                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2643                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2644                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2645                         }
2646                         // additive passes are only darkened by fog, not tinted
2647                         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2648                                 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2649                         else
2650                                 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2651                         hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2652                         hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2653                         hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2654                         hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2655                         hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2656                         hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2657                         hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2658                         hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2659                         if (mode == SHADERMODE_WATER)
2660                                 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2661                 }
2662                 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2663                 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2664                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2665                 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2666                 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2667                 if (rsurface.texture->pantstexture)
2668                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2669                 else
2670                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2671                 if (rsurface.texture->shirttexture)
2672                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2673                 else
2674                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2675                 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2676                 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2677                 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2678                 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2679                 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2680                                 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2681                                 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2682                                 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2683                                 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2684                         );
2685                 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2686                 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2687                 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2688                 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2689
2690                 R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
2691                 R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
2692                 R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
2693                 R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
2694                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
2695                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
2696                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
2697                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
2698                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
2699                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
2700                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
2701                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2702                 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
2703                 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
2704                 R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2705                 R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2706                 if (rsurface.rtlight                                  ) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
2707                 if (rsurfacepass == RSURFPASS_BACKGROUND)
2708                 {
2709                         R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2710                         if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2711                         R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2712                 }
2713                 else
2714                 {
2715                         if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2716                 }
2717 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
2718                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
2719                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
2720                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2721                 {
2722                         R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2723                         if (rsurface.rtlight)
2724                         {
2725                                 if (permutation & SHADERPERMUTATION_CUBEFILTER        ) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
2726                                 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT    ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
2727                         }
2728                 }
2729 #endif
2730                 break;
2731         case RENDERPATH_D3D10:
2732                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2733                 break;
2734         case RENDERPATH_D3D11:
2735                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2736                 break;
2737         case RENDERPATH_GL20:
2738         case RENDERPATH_GLES2:
2739                 if (!vid.useinterleavedarrays)
2740                 {
2741                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2742                         R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2743                         R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2744                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2745                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2746                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2747                         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2748                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2749                         R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2750                         R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
2751                         R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
2752                 }
2753                 else
2754                 {
2755                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0) | (rsurface.entityskeletaltransform3x4 ? BATCHNEED_VERTEXMESH_SKELETAL : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2756                         R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmesh_vertexbuffer, rsurface.batchvertexmesh_bufferoffset);
2757                 }
2758                 // this has to be after RSurf_PrepareVerticesForBatch
2759                 if (rsurface.batchskeletaltransform3x4buffer)
2760                         permutation |= SHADERPERMUTATION_SKELETAL;
2761                 R_SetupShader_SetPermutationGLSL(mode, permutation);
2762 #ifndef USE_GLES2 /* FIXME: GLES3 only */
2763                 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
2764 #endif
2765                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2766                 if (mode == SHADERMODE_LIGHTSOURCE)
2767                 {
2768                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2769                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2770                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2771                         if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2772                         if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2773                         if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2774         
2775                         // additive passes are only darkened by fog, not tinted
2776                         if (r_glsl_permutation->loc_FogColor >= 0)
2777                                 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2778                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2779                 }
2780                 else
2781                 {
2782                         if (mode == SHADERMODE_FLATCOLOR)
2783                         {
2784                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2785                         }
2786                         else if (mode == SHADERMODE_LIGHTDIRECTION)
2787                         {
2788                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2789                                 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2790                                 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2791                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2792                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2793                                 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2794                                 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2795                         }
2796                         else
2797                         {
2798                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2799                                 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2800                                 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2801                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2802                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2803                         }
2804                         // additive passes are only darkened by fog, not tinted
2805                         if (r_glsl_permutation->loc_FogColor >= 0)
2806                         {
2807                                 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2808                                         qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2809                                 else
2810                                         qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2811                         }
2812                         if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2813                         if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2814                         if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2815                         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2816                         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2817                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2818                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2819                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2820                         if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2821                 }
2822                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2823                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2824                 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2825                 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2826                 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2827
2828                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2829                 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2830                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2831                 if (r_glsl_permutation->loc_Color_Pants >= 0)
2832                 {
2833                         if (rsurface.texture->pantstexture)
2834                                 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2835                         else
2836                                 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2837                 }
2838                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2839                 {
2840                         if (rsurface.texture->shirttexture)
2841                                 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2842                         else
2843                                 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2844                 }
2845                 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4f(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2846                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2847                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2848                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2849                 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2850                                 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2851                                 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2852                                 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2853                                 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2854                         );
2855                 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2856                 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2857                 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2858                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2859                 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegridmatrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2860                 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2861
2862                 if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First            , r_texture_white                                     );
2863                 if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second           , r_texture_white                                     );
2864                 if (r_glsl_permutation->tex_Texture_GammaRamps      >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps       , r_texture_gammaramps                                );
2865                 if (r_glsl_permutation->tex_Texture_Normal          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal           , rsurface.texture->nmaptexture                       );
2866                 if (r_glsl_permutation->tex_Texture_Color           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color            , rsurface.texture->basetexture                       );
2867                 if (r_glsl_permutation->tex_Texture_Gloss           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss            , rsurface.texture->glosstexture                      );
2868                 if (r_glsl_permutation->tex_Texture_Glow            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow             , rsurface.texture->glowtexture                       );
2869                 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal  , rsurface.texture->backgroundnmaptexture             );
2870                 if (r_glsl_permutation->tex_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor   , rsurface.texture->backgroundbasetexture             );
2871                 if (r_glsl_permutation->tex_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss   , rsurface.texture->backgroundglosstexture            );
2872                 if (r_glsl_permutation->tex_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow    , rsurface.texture->backgroundglowtexture             );
2873                 if (r_glsl_permutation->tex_Texture_Pants           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants            , rsurface.texture->pantstexture                      );
2874                 if (r_glsl_permutation->tex_Texture_Shirt           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt            , rsurface.texture->shirttexture                      );
2875                 if (r_glsl_permutation->tex_Texture_ReflectMask     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask      , rsurface.texture->reflectmasktexture                );
2876                 if (r_glsl_permutation->tex_Texture_ReflectCube     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube      , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2877                 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture                          );
2878                 if (r_glsl_permutation->tex_Texture_FogMask         >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask          , r_texture_fogattenuation                            );
2879                 if (r_glsl_permutation->tex_Texture_Lightmap        >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap         , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2880                 if (r_glsl_permutation->tex_Texture_Deluxemap       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap        , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2881                 if (r_glsl_permutation->tex_Texture_Attenuation     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation      , r_shadow_attenuationgradienttexture                 );
2882                 if (rsurfacepass == RSURFPASS_BACKGROUND)
2883                 {
2884                         if (r_glsl_permutation->tex_Texture_Refraction  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2885                         if (r_glsl_permutation->tex_Texture_First       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2886                         if (r_glsl_permutation->tex_Texture_Reflection  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2887                 }
2888                 else
2889                 {
2890                         if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2891                 }
2892                 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap   , r_shadow_prepassgeometrynormalmaptexture            );
2893                 if (r_glsl_permutation->tex_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse     , r_shadow_prepasslightingdiffusetexture              );
2894                 if (r_glsl_permutation->tex_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular    , r_shadow_prepasslightingspeculartexture             );
2895                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2896                 {
2897                         if (r_glsl_permutation->tex_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture                           );
2898                         if (rsurface.rtlight)
2899                         {
2900                                 if (r_glsl_permutation->tex_Texture_Cube            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube              , rsurface.rtlight->currentcubemap                    );
2901                                 if (r_glsl_permutation->tex_Texture_CubeProjection  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection    , r_shadow_shadowmapvsdcttexture                      );
2902                         }
2903                 }
2904                 if (r_glsl_permutation->tex_Texture_BounceGrid  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2905                 CHECKGLERROR
2906                 break;
2907         case RENDERPATH_GL11:
2908         case RENDERPATH_GL13:
2909         case RENDERPATH_GLES1:
2910                 break;
2911         case RENDERPATH_SOFT:
2912                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2913                 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2914                 R_SetupShader_SetPermutationSoft(mode, permutation);
2915                 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2916                 if (mode == SHADERMODE_LIGHTSOURCE)
2917                 {
2918                         {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2919                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2920                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2921                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2922                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2923                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2924         
2925                         // additive passes are only darkened by fog, not tinted
2926                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2927                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2928                 }
2929                 else
2930                 {
2931                         if (mode == SHADERMODE_FLATCOLOR)
2932                         {
2933                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2934                         }
2935                         else if (mode == SHADERMODE_LIGHTDIRECTION)
2936                         {
2937                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2938                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2939                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2940                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2941                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2942                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2943                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2944                         }
2945                         else
2946                         {
2947                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2948                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2949                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2950                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2951                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2952                         }
2953                         // additive passes are only darkened by fog, not tinted
2954                         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2955                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2956                         else
2957                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2958                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2959                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2960                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2961                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2962                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2963                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2964                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2965                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2966                         DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2967                 }
2968                 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2969                 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2970                 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2971                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2972                 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2973
2974                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2975                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2976                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2977                 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2978                 {
2979                         if (rsurface.texture->pantstexture)
2980                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2981                         else
2982                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2983                 }
2984                 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2985                 {
2986                         if (rsurface.texture->shirttexture)
2987                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2988                         else
2989                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2990                 }
2991                 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2992                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2993                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2994                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2995                 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2996                                 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2997                                 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2998                                 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2999                                 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
3000                         );
3001                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
3002                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
3003                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3004                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3005
3006                 R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
3007                 R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
3008                 R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
3009                 R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
3010                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
3011                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
3012                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
3013                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
3014                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
3015                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
3016                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
3017                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
3018                 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
3019                 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
3020                 R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
3021                 R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
3022                 if (rsurface.rtlight                                  ) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
3023                 if (rsurfacepass == RSURFPASS_BACKGROUND)
3024                 {
3025                         R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
3026                         if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
3027                         R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
3028                 }
3029                 else
3030                 {
3031                         if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
3032                 }
3033 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
3034                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
3035                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
3036                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
3037                 {
3038                         R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
3039                         if (rsurface.rtlight)
3040                         {
3041                                 if (permutation & SHADERPERMUTATION_CUBEFILTER        ) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
3042                                 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT    ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
3043                         }
3044                 }
3045                 break;
3046         }
3047 }
3048
3049 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
3050 {
3051         // select a permutation of the lighting shader appropriate to this
3052         // combination of texture, entity, light source, and fogging, only use the
3053         // minimum features necessary to avoid wasting rendering time in the
3054         // fragment shader on features that are not being used
3055         unsigned int permutation = 0;
3056         unsigned int mode = 0;
3057         const float *lightcolorbase = rtlight->currentcolor;
3058         float ambientscale = rtlight->ambientscale;
3059         float diffusescale = rtlight->diffusescale;
3060         float specularscale = rtlight->specularscale;
3061         // this is the location of the light in view space
3062         vec3_t viewlightorigin;
3063         // this transforms from view space (camera) to light space (cubemap)
3064         matrix4x4_t viewtolight;
3065         matrix4x4_t lighttoview;
3066         float viewtolight16f[16];
3067         // light source
3068         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
3069         if (rtlight->currentcubemap != r_texture_whitecube)
3070                 permutation |= SHADERPERMUTATION_CUBEFILTER;
3071         if (diffusescale > 0)
3072                 permutation |= SHADERPERMUTATION_DIFFUSE;
3073         if (specularscale > 0 && r_shadow_gloss.integer > 0)
3074                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
3075         if (r_shadow_usingshadowmap2d)
3076         {
3077                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3078                 if (r_shadow_shadowmapvsdct)
3079                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3080
3081                 if (r_shadow_shadowmap2ddepthbuffer)
3082                         permutation |= SHADERPERMUTATION_DEPTHRGB;
3083         }
3084         if (vid.allowalphatocoverage)
3085                 GL_AlphaToCoverage(false);
3086         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3087         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3088         Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3089         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3090         switch(vid.renderpath)
3091         {
3092         case RENDERPATH_D3D9:
3093 #ifdef SUPPORTD3D
3094                 R_SetupShader_SetPermutationHLSL(mode, permutation);
3095                 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3096                 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3097                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3098                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3099                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3100                 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3101                 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3102                 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3103                 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3104                 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3105
3106                 R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
3107                 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
3108                 R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
3109                 R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2ddepthtexture                    );
3110                 R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
3111 #endif
3112                 break;
3113         case RENDERPATH_D3D10:
3114                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3115                 break;
3116         case RENDERPATH_D3D11:
3117                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3118                 break;
3119         case RENDERPATH_GL20:
3120         case RENDERPATH_GLES2:
3121                 R_SetupShader_SetPermutationGLSL(mode, permutation);
3122                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3f(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3123                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
3124                 if (r_glsl_permutation->loc_DeferredColor_Ambient     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3125                 if (r_glsl_permutation->loc_DeferredColor_Diffuse     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3126                 if (r_glsl_permutation->loc_DeferredColor_Specular    >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Specular   , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3127                 if (r_glsl_permutation->loc_ShadowMap_TextureScale    >= 0) qglUniform2f(       r_glsl_permutation->loc_ShadowMap_TextureScale   , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3128                 if (r_glsl_permutation->loc_ShadowMap_Parameters      >= 0) qglUniform4f(       r_glsl_permutation->loc_ShadowMap_Parameters     , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3129                 if (r_glsl_permutation->loc_SpecularPower             >= 0) qglUniform1f(       r_glsl_permutation->loc_SpecularPower            , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3130                 if (r_glsl_permutation->loc_ScreenToDepth             >= 0) qglUniform2f(       r_glsl_permutation->loc_ScreenToDepth            , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3131                 if (r_glsl_permutation->loc_PixelToScreenTexCoord     >= 0) qglUniform2f(       r_glsl_permutation->loc_PixelToScreenTexCoord    , 1.0f/vid.width, 1.0f/vid.height);
3132
3133                 if (r_glsl_permutation->tex_Texture_Attenuation       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation        , r_shadow_attenuationgradienttexture                 );
3134                 if (r_glsl_permutation->tex_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap    , r_shadow_prepassgeometrynormalmaptexture            );
3135                 if (r_glsl_permutation->tex_Texture_Cube              >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube               , rsurface.rtlight->currentcubemap                    );
3136                 if (r_glsl_permutation->tex_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D        , r_shadow_shadowmap2ddepthtexture                    );
3137                 if (r_glsl_permutation->tex_Texture_CubeProjection    >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection     , r_shadow_shadowmapvsdcttexture                      );
3138                 break;
3139         case RENDERPATH_GL11:
3140         case RENDERPATH_GL13:
3141         case RENDERPATH_GLES1:
3142                 break;
3143         case RENDERPATH_SOFT:
3144                 R_SetupShader_SetPermutationGLSL(mode, permutation);
3145                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3146                 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1            , 1, false, viewtolight16f);
3147                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3148                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3149                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Specular   , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3150                 DPSOFTRAST_Uniform2f(       DPSOFTRAST_UNIFORM_ShadowMap_TextureScale   , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3151                 DPSOFTRAST_Uniform4f(       DPSOFTRAST_UNIFORM_ShadowMap_Parameters     , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3152                 DPSOFTRAST_Uniform1f(       DPSOFTRAST_UNIFORM_SpecularPower            , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3153                 DPSOFTRAST_Uniform2f(       DPSOFTRAST_UNIFORM_ScreenToDepth            , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3154                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3155
3156                 R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
3157                 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
3158                 R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
3159                 R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2ddepthtexture                    );
3160                 R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
3161                 break;
3162         }
3163 }
3164
3165 #define SKINFRAME_HASH 1024
3166
3167 typedef struct
3168 {
3169         int loadsequence; // incremented each level change
3170         memexpandablearray_t array;
3171         skinframe_t *hash[SKINFRAME_HASH];
3172 }
3173 r_skinframe_t;
3174 r_skinframe_t r_skinframe;
3175
3176 void R_SkinFrame_PrepareForPurge(void)
3177 {
3178         r_skinframe.loadsequence++;
3179         // wrap it without hitting zero
3180         if (r_skinframe.loadsequence >= 200)
3181                 r_skinframe.loadsequence = 1;
3182 }
3183
3184 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3185 {
3186         if (!skinframe)
3187                 return;
3188         // mark the skinframe as used for the purging code
3189         skinframe->loadsequence = r_skinframe.loadsequence;
3190 }
3191
3192 void R_SkinFrame_Purge(void)
3193 {
3194         int i;
3195         skinframe_t *s;
3196         for (i = 0;i < SKINFRAME_HASH;i++)
3197         {
3198                 for (s = r_skinframe.hash[i];s;s = s->next)
3199                 {
3200                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3201                         {
3202                                 if (s->merged == s->base)
3203                                         s->merged = NULL;
3204                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3205                                 R_PurgeTexture(s->stain );s->stain  = NULL;
3206                                 R_PurgeTexture(s->merged);s->merged = NULL;
3207                                 R_PurgeTexture(s->base  );s->base   = NULL;
3208                                 R_PurgeTexture(s->pants );s->pants  = NULL;
3209                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
3210                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
3211                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
3212                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
3213                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
3214                                 R_PurgeTexture(s->reflect);s->reflect = NULL;
3215                                 s->loadsequence = 0;
3216                         }
3217                 }
3218         }
3219 }
3220
3221 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3222         skinframe_t *item;
3223         char basename[MAX_QPATH];
3224
3225         Image_StripImageExtension(name, basename, sizeof(basename));
3226
3227         if( last == NULL ) {
3228                 int hashindex;
3229                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3230                 item = r_skinframe.hash[hashindex];
3231         } else {
3232                 item = last->next;
3233         }
3234
3235         // linearly search through the hash bucket
3236         for( ; item ; item = item->next ) {
3237                 if( !strcmp( item->basename, basename ) ) {
3238                         return item;
3239                 }
3240         }
3241         return NULL;
3242 }
3243
3244 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3245 {
3246         skinframe_t *item;
3247         int hashindex;
3248         char basename[MAX_QPATH];
3249
3250         Image_StripImageExtension(name, basename, sizeof(basename));
3251
3252         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3253         for (item = r_skinframe.hash[hashindex];item;item = item->next)
3254                 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3255                         break;
3256
3257         if (!item) {
3258                 rtexture_t *dyntexture;
3259                 // check whether its a dynamic texture
3260                 dyntexture = CL_GetDynTexture( basename );
3261                 if (!add && !dyntexture)
3262                         return NULL;
3263                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3264                 memset(item, 0, sizeof(*item));
3265                 strlcpy(item->basename, basename, sizeof(item->basename));
3266                 item->base = dyntexture; // either NULL or dyntexture handle
3267                 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3268                 item->comparewidth = comparewidth;
3269                 item->compareheight = compareheight;
3270                 item->comparecrc = comparecrc;
3271                 item->next = r_skinframe.hash[hashindex];
3272                 r_skinframe.hash[hashindex] = item;
3273         }
3274         else if (textureflags & TEXF_FORCE_RELOAD)
3275         {
3276                 rtexture_t *dyntexture;
3277                 // check whether its a dynamic texture
3278                 dyntexture = CL_GetDynTexture( basename );
3279                 if (!add && !dyntexture)
3280                         return NULL;
3281                 if (item->merged == item->base)
3282                         item->merged = NULL;
3283                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3284                 R_PurgeTexture(item->stain );item->stain  = NULL;
3285                 R_PurgeTexture(item->merged);item->merged = NULL;
3286                 R_PurgeTexture(item->base  );item->base   = NULL;
3287                 R_PurgeTexture(item->pants );item->pants  = NULL;
3288                 R_PurgeTexture(item->shirt );item->shirt  = NULL;
3289                 R_PurgeTexture(item->nmap  );item->nmap   = NULL;
3290                 R_PurgeTexture(item->gloss );item->gloss  = NULL;
3291                 R_PurgeTexture(item->glow  );item->glow   = NULL;
3292                 R_PurgeTexture(item->fog   );item->fog    = NULL;
3293         R_PurgeTexture(item->reflect);item->reflect = NULL;
3294                 item->loadsequence = 0;
3295         }
3296         else if( item->base == NULL )
3297         {
3298                 rtexture_t *dyntexture;
3299                 // check whether its a dynamic texture
3300                 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
3301                 dyntexture = CL_GetDynTexture( basename );
3302                 item->base = dyntexture; // either NULL or dyntexture handle
3303         }
3304
3305         R_SkinFrame_MarkUsed(item);
3306         return item;
3307 }
3308
3309 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3310         { \
3311                 unsigned long long avgcolor[5], wsum; \
3312                 int pix, comp, w; \
3313                 avgcolor[0] = 0; \
3314                 avgcolor[1] = 0; \
3315                 avgcolor[2] = 0; \
3316                 avgcolor[3] = 0; \
3317                 avgcolor[4] = 0; \
3318                 wsum = 0; \
3319                 for(pix = 0; pix < cnt; ++pix) \
3320                 { \
3321                         w = 0; \
3322                         for(comp = 0; comp < 3; ++comp) \
3323                                 w += getpixel; \
3324                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3325                         { \
3326                                 ++wsum; \
3327                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3328                                 w = getpixel; \
3329                                 for(comp = 0; comp < 3; ++comp) \
3330                                         avgcolor[comp] += getpixel * w; \
3331                                 avgcolor[3] += w; \
3332                         } \
3333                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3334                         avgcolor[4] += getpixel; \
3335                 } \
3336                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3337                         avgcolor[3] = 1; \
3338                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3339                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3340                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3341                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3342         }
3343
3344 extern cvar_t gl_picmip;
3345 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3346 {
3347         int j;
3348         unsigned char *pixels;
3349         unsigned char *bumppixels;
3350         unsigned char *basepixels = NULL;
3351         int basepixels_width = 0;
3352         int basepixels_height = 0;
3353         skinframe_t *skinframe;
3354         rtexture_t *ddsbase = NULL;
3355         qboolean ddshasalpha = false;
3356         float ddsavgcolor[4];
3357         char basename[MAX_QPATH];
3358         int miplevel = R_PicmipForFlags(textureflags);
3359         int savemiplevel = miplevel;
3360         int mymiplevel;
3361         char vabuf[1024];
3362
3363         if (cls.state == ca_dedicated)
3364                 return NULL;
3365
3366         // return an existing skinframe if already loaded
3367         // if loading of the first image fails, don't make a new skinframe as it
3368         // would cause all future lookups of this to be missing
3369         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3370         if (skinframe && skinframe->base)
3371                 return skinframe;
3372
3373         Image_StripImageExtension(name, basename, sizeof(basename));
3374
3375         // check for DDS texture file first
3376         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
3377         {
3378                 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3379                 if (basepixels == NULL)
3380                         return NULL;
3381         }
3382
3383         // FIXME handle miplevel
3384
3385         if (developer_loading.integer)
3386                 Con_Printf("loading skin \"%s\"\n", name);
3387
3388         // we've got some pixels to store, so really allocate this new texture now
3389         if (!skinframe)
3390                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3391         textureflags &= ~TEXF_FORCE_RELOAD;
3392         skinframe->stain = NULL;
3393         skinframe->merged = NULL;
3394         skinframe->base = NULL;
3395         skinframe->pants = NULL;
3396         skinframe->shirt = NULL;
3397         skinframe->nmap = NULL;
3398         skinframe->gloss = NULL;
3399         skinframe->glow = NULL;
3400         skinframe->fog = NULL;
3401         skinframe->reflect = NULL;
3402         skinframe->hasalpha = false;
3403
3404         if (ddsbase)
3405         {
3406                 skinframe->base = ddsbase;
3407                 skinframe->hasalpha = ddshasalpha;
3408                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3409                 if (r_loadfog && skinframe->hasalpha)
3410                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel, true);
3411                 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3412         }
3413         else
3414         {
3415                 basepixels_width = image_width;
3416                 basepixels_height = image_height;
3417                 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3418                 if (textureflags & TEXF_ALPHA)
3419                 {
3420                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3421                         {
3422                                 if (basepixels[j] < 255)
3423                                 {
3424                                         skinframe->hasalpha = true;
3425                                         break;
3426                                 }
3427                         }
3428                         if (r_loadfog && skinframe->hasalpha)
3429                         {
3430                                 // has transparent pixels
3431                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3432                                 for (j = 0;j < image_width * image_height * 4;j += 4)
3433                                 {
3434                                         pixels[j+0] = 255;
3435                                         pixels[j+1] = 255;
3436                                         pixels[j+2] = 255;
3437                                         pixels[j+3] = basepixels[j+3];
3438                                 }
3439                                 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3440                                 Mem_Free(pixels);
3441                         }
3442                 }
3443                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3444 #ifndef USE_GLES2
3445                 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3446                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3447                         R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3448                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3449                         R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3450 #endif
3451         }
3452
3453         if (r_loaddds)
3454         {
3455                 mymiplevel = savemiplevel;
3456                 if (r_loadnormalmap)
3457                         skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel, true);
3458                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3459                 if (r_loadgloss)
3460                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3461                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3462                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3463                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3464         }
3465
3466         // _norm is the name used by tenebrae and has been adopted as standard
3467         if (r_loadnormalmap && skinframe->nmap == NULL)
3468         {
3469                 mymiplevel = savemiplevel;
3470                 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3471                 {
3472                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3473                         Mem_Free(pixels);
3474                         pixels = NULL;
3475                 }
3476                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3477                 {
3478                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3479                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3480                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3481                         Mem_Free(pixels);
3482                         Mem_Free(bumppixels);
3483                 }
3484                 else if (r_shadow_bumpscale_basetexture.value > 0)
3485                 {
3486                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3487                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3488                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3489                         Mem_Free(pixels);
3490                 }
3491 #ifndef USE_GLES2
3492                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3493                         R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3494 #endif
3495         }
3496
3497         // _luma is supported only for tenebrae compatibility
3498         // _glow is the preferred name
3499         mymiplevel = savemiplevel;
3500         if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow",  skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
3501         {
3502                 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3503 #ifndef USE_GLES2
3504                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3505                         R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3506 #endif
3507                 Mem_Free(pixels);pixels = NULL;
3508         }
3509
3510         mymiplevel = savemiplevel;
3511         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3512         {
3513                 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3514 #ifndef USE_GLES2
3515                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3516                         R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3517 #endif
3518                 Mem_Free(pixels);
3519                 pixels = NULL;
3520         }
3521
3522         mymiplevel = savemiplevel;
3523         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3524         {
3525                 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3526 #ifndef USE_GLES2
3527                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3528                         R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3529 #endif
3530                 Mem_Free(pixels);
3531                 pixels = NULL;
3532         }
3533
3534         mymiplevel = savemiplevel;
3535         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3536         {
3537                 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3538 #ifndef USE_GLES2
3539                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3540                         R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3541 #endif
3542                 Mem_Free(pixels);
3543                 pixels = NULL;
3544         }
3545
3546         mymiplevel = savemiplevel;
3547         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3548         {
3549                 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3550 #ifndef USE_GLES2
3551                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3552                         R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3553 #endif
3554                 Mem_Free(pixels);
3555                 pixels = NULL;
3556         }
3557
3558         if (basepixels)
3559                 Mem_Free(basepixels);
3560
3561         return skinframe;
3562 }
3563
3564 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3565 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3566 {
3567         int i;
3568         unsigned char *temp1, *temp2;
3569         skinframe_t *skinframe;
3570         char vabuf[1024];
3571
3572         if (cls.state == ca_dedicated)
3573                 return NULL;
3574
3575         // if already loaded just return it, otherwise make a new skinframe
3576         skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3577         if (skinframe->base)
3578                 return skinframe;
3579         textureflags &= ~TEXF_FORCE_RELOAD;
3580
3581         skinframe->stain = NULL;
3582         skinframe->merged = NULL;
3583         skinframe->base = NULL;
3584         skinframe->pants = NULL;
3585         skinframe->shirt = NULL;
3586         skinframe->nmap = NULL;
3587         skinframe->gloss = NULL;
3588         skinframe->glow = NULL;
3589         skinframe->fog = NULL;
3590         skinframe->reflect = NULL;
3591         skinframe->hasalpha = false;
3592
3593         // if no data was provided, then clearly the caller wanted to get a blank skinframe
3594         if (!skindata)
3595                 return NULL;
3596
3597         if (developer_loading.integer)
3598                 Con_Printf("loading 32bit skin \"%s\"\n", name);
3599
3600         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3601         {
3602                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3603                 temp2 = temp1 + width * height * 4;
3604                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3605                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3606                 Mem_Free(temp1);
3607         }
3608         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3609         if (textureflags & TEXF_ALPHA)
3610         {
3611                 for (i = 3;i < width * height * 4;i += 4)
3612                 {
3613                         if (skindata[i] < 255)
3614                         {
3615                                 skinframe->hasalpha = true;
3616                                 break;
3617                         }
3618                 }
3619                 if (r_loadfog && skinframe->hasalpha)
3620                 {
3621                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3622                         memcpy(fogpixels, skindata, width * height * 4);
3623                         for (i = 0;i < width * height * 4;i += 4)
3624                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3625                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3626                         Mem_Free(fogpixels);
3627                 }
3628         }
3629
3630         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3631         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3632
3633         return skinframe;
3634 }
3635
3636 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3637 {
3638         int i;
3639         int featuresmask;
3640         skinframe_t *skinframe;
3641
3642         if (cls.state == ca_dedicated)
3643                 return NULL;
3644
3645         // if already loaded just return it, otherwise make a new skinframe
3646         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3647         if (skinframe->base)
3648                 return skinframe;
3649         //textureflags &= ~TEXF_FORCE_RELOAD;
3650
3651         skinframe->stain = NULL;
3652         skinframe->merged = NULL;
3653         skinframe->base = NULL;
3654         skinframe->pants = NULL;
3655         skinframe->shirt = NULL;
3656         skinframe->nmap = NULL;
3657         skinframe->gloss = NULL;
3658         skinframe->glow = NULL;
3659         skinframe->fog = NULL;
3660         skinframe->reflect = NULL;
3661         skinframe->hasalpha = false;
3662
3663         // if no data was provided, then clearly the caller wanted to get a blank skinframe
3664         if (!skindata)
3665                 return NULL;
3666
3667         if (developer_loading.integer)
3668                 Con_Printf("loading quake skin \"%s\"\n", name);
3669
3670         // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
3671         skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3672         memcpy(skinframe->qpixels, skindata, width*height);
3673         skinframe->qwidth = width;
3674         skinframe->qheight = height;
3675
3676         featuresmask = 0;
3677         for (i = 0;i < width * height;i++)
3678                 featuresmask |= palette_featureflags[skindata[i]];
3679
3680         skinframe->hasalpha = false;
3681         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3682         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3683         skinframe->qgeneratemerged = true;
3684         skinframe->qgeneratebase = skinframe->qhascolormapping;
3685         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3686
3687         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3688         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3689
3690         return skinframe;
3691 }
3692
3693 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3694 {
3695         int width;
3696         int height;
3697         unsigned char *skindata;
3698         char vabuf[1024];
3699
3700         if (!skinframe->qpixels)
3701                 return;
3702
3703         if (!skinframe->qhascolormapping)
3704                 colormapped = false;
3705
3706         if (colormapped)
3707         {
3708                 if (!skinframe->qgeneratebase)
3709                         return;
3710         }
3711         else
3712         {
3713                 if (!skinframe->qgeneratemerged)
3714                         return;
3715         }
3716
3717         width = skinframe->qwidth;
3718         height = skinframe->qheight;
3719         skindata = skinframe->qpixels;
3720
3721         if (skinframe->qgeneratenmap)
3722         {
3723                 unsigned char *temp1, *temp2;
3724                 skinframe->qgeneratenmap = false;
3725                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3726                 temp2 = temp1 + width * height * 4;
3727                 // use either a custom palette or the quake palette
3728                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3729                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3730                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3731                 Mem_Free(temp1);
3732         }
3733
3734         if (skinframe->qgenerateglow)
3735         {
3736                 skinframe->qgenerateglow = false;
3737                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
3738         }
3739
3740         if (colormapped)
3741         {
3742                 skinframe->qgeneratebase = false;
3743                 skinframe->base  = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
3744                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
3745                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
3746         }
3747         else
3748         {
3749                 skinframe->qgeneratemerged = false;
3750                 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
3751         }
3752
3753         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3754         {
3755                 Mem_Free(skinframe->qpixels);
3756                 skinframe->qpixels = NULL;
3757         }
3758 }
3759
3760 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
3761 {
3762         int i;
3763         skinframe_t *skinframe;
3764         char vabuf[1024];
3765
3766         if (cls.state == ca_dedicated)
3767                 return NULL;
3768
3769         // if already loaded just return it, otherwise make a new skinframe
3770         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3771         if (skinframe->base)
3772                 return skinframe;
3773         textureflags &= ~TEXF_FORCE_RELOAD;
3774
3775         skinframe->stain = NULL;
3776         skinframe->merged = NULL;
3777         skinframe->base = NULL;
3778         skinframe->pants = NULL;
3779         skinframe->shirt = NULL;
3780         skinframe->nmap = NULL;
3781         skinframe->gloss = NULL;
3782         skinframe->glow = NULL;
3783         skinframe->fog = NULL;
3784         skinframe->reflect = NULL;
3785         skinframe->hasalpha = false;
3786
3787         // if no data was provided, then clearly the caller wanted to get a blank skinframe
3788         if (!skindata)
3789                 return NULL;
3790
3791         if (developer_loading.integer)
3792                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3793
3794         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3795         if (textureflags & TEXF_ALPHA)
3796         {
3797                 for (i = 0;i < width * height;i++)
3798                 {
3799                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3800                         {
3801                                 skinframe->hasalpha = true;
3802                                 break;
3803                         }
3804                 }
3805                 if (r_loadfog && skinframe->hasalpha)
3806                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3807         }
3808
3809         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3810         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3811
3812         return skinframe;
3813 }
3814
3815 skinframe_t *R_SkinFrame_LoadMissing(void)
3816 {
3817         skinframe_t *skinframe;
3818
3819         if (cls.state == ca_dedicated)
3820                 return NULL;
3821
3822         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3823         skinframe->stain = NULL;
3824         skinframe->merged = NULL;
3825         skinframe->base = NULL;
3826         skinframe->pants = NULL;
3827         skinframe->shirt = NULL;
3828         skinframe->nmap = NULL;
3829         skinframe->gloss = NULL;
3830         skinframe->glow = NULL;
3831         skinframe->fog = NULL;
3832         skinframe->reflect = NULL;
3833         skinframe->hasalpha = false;
3834
3835         skinframe->avgcolor[0] = rand() / RAND_MAX;
3836         skinframe->avgcolor[1] = rand() / RAND_MAX;
3837         skinframe->avgcolor[2] = rand() / RAND_MAX;
3838         skinframe->avgcolor[3] = 1;
3839
3840         return skinframe;
3841 }
3842
3843 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3844 typedef struct suffixinfo_s
3845 {
3846         const char *suffix;
3847         qboolean flipx, flipy, flipdiagonal;
3848 }
3849 suffixinfo_t;
3850 static suffixinfo_t suffix[3][6] =
3851 {
3852         {
3853                 {"px",   false, false, false},
3854                 {"nx",   false, false, false},
3855                 {"py",   false, false, false},
3856                 {"ny",   false, false, false},
3857                 {"pz",   false, false, false},
3858                 {"nz",   false, false, false}
3859         },
3860         {
3861                 {"posx", false, false, false},
3862                 {"negx", false, false, false},
3863                 {"posy", false, false, false},
3864                 {"negy", false, false, false},
3865                 {"posz", false, false, false},
3866                 {"negz", false, false, false}
3867         },
3868         {
3869                 {"rt",    true, false,  true},
3870                 {"lf",   false,  true,  true},
3871                 {"ft",    true,  true, false},
3872                 {"bk",   false, false, false},
3873                 {"up",    true, false,  true},
3874                 {"dn",    true, false,  true}
3875         }
3876 };
3877
3878 static int componentorder[4] = {0, 1, 2, 3};
3879
3880 static rtexture_t *R_LoadCubemap(const char *basename)
3881 {
3882         int i, j, cubemapsize;
3883         unsigned char *cubemappixels, *image_buffer;
3884         rtexture_t *cubemaptexture;
3885         char name[256];
3886         // must start 0 so the first loadimagepixels has no requested width/height
3887         cubemapsize = 0;
3888         cubemappixels = NULL;
3889         cubemaptexture = NULL;
3890         // keep trying different suffix groups (posx, px, rt) until one loads
3891         for (j = 0;j < 3 && !cubemappixels;j++)
3892         {
3893                 // load the 6 images in the suffix group
3894                 for (i = 0;i < 6;i++)
3895                 {
3896                         // generate an image name based on the base and and suffix
3897                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3898                         // load it
3899                         if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3900                         {
3901                                 // an image loaded, make sure width and height are equal
3902                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3903                                 {
3904                                         // if this is the first image to load successfully, allocate the cubemap memory
3905                                         if (!cubemappixels && image_width >= 1)
3906                                         {
3907                                                 cubemapsize = image_width;
3908                                                 // note this clears to black, so unavailable sides are black
3909                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3910                                         }
3911                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3912                                         if (cubemappixels)
3913                                                 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
3914                                 }
3915                                 else
3916                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3917                                 // free the image
3918                                 Mem_Free(image_buffer);
3919                         }
3920                 }
3921         }
3922         // if a cubemap loaded, upload it
3923         if (cubemappixels)
3924         {
3925                 if (developer_loading.integer)
3926                         Con_Printf("loading cubemap \"%s\"\n", basename);
3927
3928                 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
3929                 Mem_Free(cubemappixels);
3930         }
3931         else
3932         {
3933                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3934                 if (developer_loading.integer)
3935                 {
3936                         Con_Printf("(tried tried images ");
3937                         for (j = 0;j < 3;j++)
3938                                 for (i = 0;i < 6;i++)
3939                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3940                         Con_Print(" and was unable to find any of them).\n");
3941                 }
3942         }
3943         return cubemaptexture;
3944 }
3945
3946 rtexture_t *R_GetCubemap(const char *basename)
3947 {
3948         int i;
3949         for (i = 0;i < r_texture_numcubemaps;i++)
3950                 if (r_texture_cubemaps[i] != NULL)
3951                         if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3952                                 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3953         if (i >= MAX_CUBEMAPS || !r_main_mempool)
3954                 return r_texture_whitecube;
3955         r_texture_numcubemaps++;
3956         r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3957         strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3958         r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3959         return r_texture_cubemaps[i]->texture;
3960 }
3961
3962 static void R_Main_FreeViewCache(void)
3963 {
3964         if (r_refdef.viewcache.entityvisible)
3965                 Mem_Free(r_refdef.viewcache.entityvisible);
3966         if (r_refdef.viewcache.world_pvsbits)
3967                 Mem_Free(r_refdef.viewcache.world_pvsbits);
3968         if (r_refdef.viewcache.world_leafvisible)
3969                 Mem_Free(r_refdef.viewcache.world_leafvisible);
3970         if (r_refdef.viewcache.world_surfacevisible)
3971                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3972         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3973 }
3974
3975 static void R_Main_ResizeViewCache(void)
3976 {
3977         int numentities = r_refdef.scene.numentities;
3978         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3979         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3980         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3981         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3982         if (r_refdef.viewcache.maxentities < numentities)
3983         {
3984                 r_refdef.viewcache.maxentities = numentities;
3985                 if (r_refdef.viewcache.entityvisible)
3986                         Mem_Free(r_refdef.viewcache.entityvisible);
3987                 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3988         }
3989         if (r_refdef.viewcache.world_numclusters != numclusters)
3990         {
3991                 r_refdef.viewcache.world_numclusters = numclusters;
3992                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3993                 if (r_refdef.viewcache.world_pvsbits)
3994                         Mem_Free(r_refdef.viewcache.world_pvsbits);
3995                 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3996         }
3997         if (r_refdef.viewcache.world_numleafs != numleafs)
3998         {
3999                 r_refdef.viewcache.world_numleafs = numleafs;
4000                 if (r_refdef.viewcache.world_leafvisible)
4001                         Mem_Free(r_refdef.viewcache.world_leafvisible);
4002                 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
4003         }
4004         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
4005         {
4006                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
4007                 if (r_refdef.viewcache.world_surfacevisible)
4008                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
4009                 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
4010         }
4011 }
4012
4013 extern rtexture_t *loadingscreentexture;
4014 static void gl_main_start(void)
4015 {
4016         loadingscreentexture = NULL;
4017         r_texture_blanknormalmap = NULL;
4018         r_texture_white = NULL;
4019         r_texture_grey128 = NULL;
4020         r_texture_black = NULL;
4021         r_texture_whitecube = NULL;
4022         r_texture_normalizationcube = NULL;
4023         r_texture_fogattenuation = NULL;
4024         r_texture_fogheighttexture = NULL;
4025         r_texture_gammaramps = NULL;
4026         r_texture_numcubemaps = 0;
4027         r_uniformbufferalignment = 32;
4028
4029         r_loaddds = r_texture_dds_load.integer != 0;
4030         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
4031
4032         switch(vid.renderpath)
4033         {
4034         case RENDERPATH_GL20:
4035         case RENDERPATH_D3D9:
4036         case RENDERPATH_D3D10:
4037         case RENDERPATH_D3D11:
4038         case RENDERPATH_SOFT:
4039         case RENDERPATH_GLES2:
4040                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4041                 Cvar_SetValueQuick(&gl_combine, 1);
4042                 Cvar_SetValueQuick(&r_glsl, 1);
4043                 r_loadnormalmap = true;
4044                 r_loadgloss = true;
4045                 r_loadfog = false;
4046 #ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
4047                 if (vid.support.arb_uniform_buffer_object)
4048                         qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
4049 #endif
4050                         break;
4051         case RENDERPATH_GL13:
4052         case RENDERPATH_GLES1:
4053                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4054                 Cvar_SetValueQuick(&gl_combine, 1);
4055                 Cvar_SetValueQuick(&r_glsl, 0);
4056                 r_loadnormalmap = false;
4057                 r_loadgloss = false;
4058                 r_loadfog = true;
4059                 break;
4060         case RENDERPATH_GL11:
4061                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4062                 Cvar_SetValueQuick(&gl_combine, 0);
4063                 Cvar_SetValueQuick(&r_glsl, 0);
4064                 r_loadnormalmap = false;
4065                 r_loadgloss = false;
4066                 r_loadfog = true;
4067                 break;
4068         }
4069
4070         R_AnimCache_Free();
4071         R_FrameData_Reset();
4072         R_BufferData_Reset();
4073
4074         r_numqueries = 0;
4075         r_maxqueries = 0;
4076         memset(r_queries, 0, sizeof(r_queries));
4077
4078         r_qwskincache = NULL;
4079         r_qwskincache_size = 0;
4080
4081         // due to caching of texture_t references, the collision cache must be reset
4082         Collision_Cache_Reset(true);
4083
4084         // set up r_skinframe loading system for textures
4085         memset(&r_skinframe, 0, sizeof(r_skinframe));
4086         r_skinframe.loadsequence = 1;
4087         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4088
4089         r_main_texturepool = R_AllocTexturePool();
4090         R_BuildBlankTextures();
4091         R_BuildNoTexture();
4092         if (vid.support.arb_texture_cube_map)
4093         {
4094                 R_BuildWhiteCube();
4095                 R_BuildNormalizationCube();
4096         }
4097         r_texture_fogattenuation = NULL;
4098         r_texture_fogheighttexture = NULL;
4099         r_texture_gammaramps = NULL;
4100         //r_texture_fogintensity = NULL;
4101         memset(&r_fb, 0, sizeof(r_fb));
4102         r_glsl_permutation = NULL;
4103         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4104         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4105         glslshaderstring = NULL;
4106 #ifdef SUPPORTD3D
4107         r_hlsl_permutation = NULL;
4108         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4109         Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4110 #endif
4111         hlslshaderstring = NULL;
4112         memset(&r_svbsp, 0, sizeof (r_svbsp));
4113
4114         memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4115         r_texture_numcubemaps = 0;
4116
4117         r_refdef.fogmasktable_density = 0;
4118
4119 #ifdef __ANDROID__
4120         // For Steelstorm Android
4121         // FIXME CACHE the program and reload
4122         // FIXME see possible combinations for SS:BR android
4123         Con_DPrintf("Compiling most used shaders for SS:BR android... START\n");
4124         R_SetupShader_SetPermutationGLSL(0, 12);
4125         R_SetupShader_SetPermutationGLSL(0, 13);
4126         R_SetupShader_SetPermutationGLSL(0, 8388621);
4127         R_SetupShader_SetPermutationGLSL(3, 0);
4128         R_SetupShader_SetPermutationGLSL(3, 2048);
4129         R_SetupShader_SetPermutationGLSL(5, 0);
4130         R_SetupShader_SetPermutationGLSL(5, 2);
4131         R_SetupShader_SetPermutationGLSL(5, 2048);
4132         R_SetupShader_SetPermutationGLSL(5, 8388608);
4133         R_SetupShader_SetPermutationGLSL(11, 1);
4134         R_SetupShader_SetPermutationGLSL(11, 2049);
4135         R_SetupShader_SetPermutationGLSL(11, 8193);
4136         R_SetupShader_SetPermutationGLSL(11, 10241);
4137         Con_DPrintf("Compiling most used shaders for SS:BR android... END\n");
4138 #endif
4139 }
4140
4141 static void gl_main_shutdown(void)
4142 {
4143         R_AnimCache_Free();
4144         R_FrameData_Reset();
4145         R_BufferData_Reset();
4146
4147         R_Main_FreeViewCache();
4148
4149         switch(vid.renderpath)
4150         {
4151         case RENDERPATH_GL11:
4152         case RENDERPATH_GL13:
4153         case RENDERPATH_GL20:
4154         case RENDERPATH_GLES1:
4155         case RENDERPATH_GLES2:
4156 #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
4157                 if (r_maxqueries)
4158                         qglDeleteQueriesARB(r_maxqueries, r_queries);
4159 #endif
4160                 break;
4161         case RENDERPATH_D3D9:
4162                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4163                 break;
4164         case RENDERPATH_D3D10:
4165                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4166                 break;
4167         case RENDERPATH_D3D11:
4168                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4169                 break;
4170         case RENDERPATH_SOFT:
4171                 break;
4172         }
4173
4174         r_numqueries = 0;
4175         r_maxqueries = 0;
4176         memset(r_queries, 0, sizeof(r_queries));
4177
4178         r_qwskincache = NULL;
4179         r_qwskincache_size = 0;
4180
4181         // clear out the r_skinframe state
4182         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4183         memset(&r_skinframe, 0, sizeof(r_skinframe));
4184
4185         if (r_svbsp.nodes)
4186                 Mem_Free(r_svbsp.nodes);
4187         memset(&r_svbsp, 0, sizeof (r_svbsp));
4188         R_FreeTexturePool(&r_main_texturepool);
4189         loadingscreentexture = NULL;
4190         r_texture_blanknormalmap = NULL;
4191         r_texture_white = NULL;
4192         r_texture_grey128 = NULL;
4193         r_texture_black = NULL;
4194         r_texture_whitecube = NULL;
4195         r_texture_normalizationcube = NULL;
4196         r_texture_fogattenuation = NULL;
4197         r_texture_fogheighttexture = NULL;
4198         r_texture_gammaramps = NULL;
4199         r_texture_numcubemaps = 0;
4200         //r_texture_fogintensity = NULL;
4201         memset(&r_fb, 0, sizeof(r_fb));
4202         R_GLSL_Restart_f();
4203
4204         r_glsl_permutation = NULL;
4205         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4206         Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4207         glslshaderstring = NULL;
4208 #ifdef SUPPORTD3D
4209         r_hlsl_permutation = NULL;
4210         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4211         Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4212 #endif
4213         hlslshaderstring = NULL;
4214 }
4215
4216 static void gl_main_newmap(void)
4217 {
4218         // FIXME: move this code to client
4219         char *entities, entname[MAX_QPATH];
4220         if (r_qwskincache)
4221                 Mem_Free(r_qwskincache);
4222         r_qwskincache = NULL;
4223         r_qwskincache_size = 0;
4224         if (cl.worldmodel)
4225         {
4226                 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4227                 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4228                 {
4229                         CL_ParseEntityLump(entities);
4230                         Mem_Free(entities);
4231                         return;
4232                 }
4233                 if (cl.worldmodel->brush.entities)
4234                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
4235         }
4236         R_Main_FreeViewCache();
4237
4238         R_FrameData_Reset();
4239         R_BufferData_Reset();
4240 }
4241
4242 void GL_Main_Init(void)
4243 {
4244         int i;
4245         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4246
4247         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4248         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4249         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4250         if (gamemode == GAME_NEHAHRA)
4251         {
4252                 Cvar_RegisterVariable (&gl_fogenable);
4253                 Cvar_RegisterVariable (&gl_fogdensity);
4254                 Cvar_RegisterVariable (&gl_fogred);
4255                 Cvar_RegisterVariable (&gl_foggreen);
4256                 Cvar_RegisterVariable (&gl_fogblue);
4257                 Cvar_RegisterVariable (&gl_fogstart);
4258                 Cvar_RegisterVariable (&gl_fogend);
4259                 Cvar_RegisterVariable (&gl_skyclip);
4260         }
4261         Cvar_RegisterVariable(&r_motionblur);
4262         Cvar_RegisterVariable(&r_damageblur);
4263         Cvar_RegisterVariable(&r_motionblur_averaging);
4264         Cvar_RegisterVariable(&r_motionblur_randomize);
4265         Cvar_RegisterVariable(&r_motionblur_minblur);
4266         Cvar_RegisterVariable(&r_motionblur_maxblur);
4267         Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4268         Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4269         Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4270         Cvar_RegisterVariable(&r_motionblur_mousefactor);
4271         Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4272         Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4273         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4274         Cvar_RegisterVariable(&r_equalize_entities_minambient);
4275         Cvar_RegisterVariable(&r_equalize_entities_by);
4276         Cvar_RegisterVariable(&r_equalize_entities_to);
4277         Cvar_RegisterVariable(&r_depthfirst);
4278         Cvar_RegisterVariable(&r_useinfinitefarclip);
4279         Cvar_RegisterVariable(&r_farclip_base);
4280         Cvar_RegisterVariable(&r_farclip_world);
4281         Cvar_RegisterVariable(&r_nearclip);
4282         Cvar_RegisterVariable(&r_deformvertexes);
4283         Cvar_RegisterVariable(&r_transparent);
4284         Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4285         Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
4286         Cvar_RegisterVariable(&r_transparent_useplanardistance);
4287         Cvar_RegisterVariable(&r_showoverdraw);
4288         Cvar_RegisterVariable(&r_showbboxes);
4289         Cvar_RegisterVariable(&r_showsurfaces);
4290         Cvar_RegisterVariable(&r_showtris);
4291         Cvar_RegisterVariable(&r_shownormals);
4292         Cvar_RegisterVariable(&r_showlighting);
4293         Cvar_RegisterVariable(&r_showshadowvolumes);
4294         Cvar_RegisterVariable(&r_showcollisionbrushes);
4295         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4296         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4297         Cvar_RegisterVariable(&r_showdisabledepthtest);
4298         Cvar_RegisterVariable(&r_drawportals);
4299         Cvar_RegisterVariable(&r_drawentities);
4300         Cvar_RegisterVariable(&r_draw2d);
4301         Cvar_RegisterVariable(&r_drawworld);
4302         Cvar_RegisterVariable(&r_cullentities_trace);
4303         Cvar_RegisterVariable(&r_cullentities_trace_samples);
4304         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4305         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4306         Cvar_RegisterVariable(&r_cullentities_trace_delay);
4307         Cvar_RegisterVariable(&r_sortentities);
4308         Cvar_RegisterVariable(&r_drawviewmodel);
4309         Cvar_RegisterVariable(&r_drawexteriormodel);
4310         Cvar_RegisterVariable(&r_speeds);
4311         Cvar_RegisterVariable(&r_fullbrights);
4312         Cvar_RegisterVariable(&r_wateralpha);
4313         Cvar_RegisterVariable(&r_dynamic);
4314         Cvar_RegisterVariable(&r_fakelight);
4315         Cvar_RegisterVariable(&r_fakelight_intensity);
4316         Cvar_RegisterVariable(&r_fullbright);
4317         Cvar_RegisterVariable(&r_shadows);
4318         Cvar_RegisterVariable(&r_shadows_darken);
4319         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4320         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4321         Cvar_RegisterVariable(&r_shadows_throwdistance);
4322         Cvar_RegisterVariable(&r_shadows_throwdirection);
4323         Cvar_RegisterVariable(&r_shadows_focus);
4324         Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4325         Cvar_RegisterVariable(&r_shadows_shadowmapbias);
4326         Cvar_RegisterVariable(&r_q1bsp_skymasking);
4327         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4328         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4329         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4330         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4331         Cvar_RegisterVariable(&r_fog_exp2);
4332         Cvar_RegisterVariable(&r_fog_clear);
4333         Cvar_RegisterVariable(&r_drawfog);
4334         Cvar_RegisterVariable(&r_transparentdepthmasking);
4335         Cvar_RegisterVariable(&r_transparent_sortmindist);
4336         Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4337         Cvar_RegisterVariable(&r_transparent_sortarraysize);
4338         Cvar_RegisterVariable(&r_texture_dds_load);
4339         Cvar_RegisterVariable(&r_texture_dds_save);
4340         Cvar_RegisterVariable(&r_textureunits);
4341         Cvar_RegisterVariable(&gl_combine);
4342         Cvar_RegisterVariable(&r_usedepthtextures);
4343         Cvar_RegisterVariable(&r_viewfbo);
4344         Cvar_RegisterVariable(&r_viewscale);
4345         Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4346         Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4347         Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4348         Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4349         Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4350         Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4351         Cvar_RegisterVariable(&r_glsl);
4352         Cvar_RegisterVariable(&r_glsl_deluxemapping);
4353         Cvar_RegisterVariable(&r_glsl_offsetmapping);
4354         Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4355         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4356         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4357         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4358         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4359         Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4360         Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4361         Cvar_RegisterVariable(&r_glsl_postprocess);
4362         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4363         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4364         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4365         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4366         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4367         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4368         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4369         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4370         Cvar_RegisterVariable(&r_celshading);
4371         Cvar_RegisterVariable(&r_celoutlines);
4372
4373         Cvar_RegisterVariable(&r_water);
4374         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4375         Cvar_RegisterVariable(&r_water_clippingplanebias);
4376         Cvar_RegisterVariable(&r_water_refractdistort);
4377         Cvar_RegisterVariable(&r_water_reflectdistort);
4378         Cvar_RegisterVariable(&r_water_scissormode);
4379         Cvar_RegisterVariable(&r_water_lowquality);
4380         Cvar_RegisterVariable(&r_water_hideplayer);
4381         Cvar_RegisterVariable(&r_water_fbo);
4382
4383         Cvar_RegisterVariable(&r_lerpsprites);
4384         Cvar_RegisterVariable(&r_lerpmodels);
4385         Cvar_RegisterVariable(&r_lerplightstyles);
4386         Cvar_RegisterVariable(&r_waterscroll);
4387         Cvar_RegisterVariable(&r_bloom);
4388         Cvar_RegisterVariable(&r_bloom_colorscale);
4389         Cvar_RegisterVariable(&r_bloom_brighten);
4390         Cvar_RegisterVariable(&r_bloom_blur);
4391         Cvar_RegisterVariable(&r_bloom_resolution);
4392         Cvar_RegisterVariable(&r_bloom_colorexponent);
4393         Cvar_RegisterVariable(&r_bloom_colorsubtract);
4394         Cvar_RegisterVariable(&r_bloom_scenebrightness);
4395         Cvar_RegisterVariable(&r_hdr_scenebrightness);
4396         Cvar_RegisterVariable(&r_hdr_glowintensity);
4397         Cvar_RegisterVariable(&r_hdr_irisadaptation);
4398         Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4399         Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4400         Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4401         Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4402         Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4403         Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4404         Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
4405         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4406         Cvar_RegisterVariable(&developer_texturelogging);
4407         Cvar_RegisterVariable(&gl_lightmaps);
4408         Cvar_RegisterVariable(&r_test);
4409         Cvar_RegisterVariable(&r_batch_multidraw);
4410         Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
4411         Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
4412         Cvar_RegisterVariable(&r_glsl_skeletal);
4413         Cvar_RegisterVariable(&r_glsl_saturation);
4414         Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4415         Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4416         Cvar_RegisterVariable(&r_framedatasize);
4417         for (i = 0;i < R_BUFFERDATA_COUNT;i++)
4418                 Cvar_RegisterVariable(&r_buffermegs[i]);
4419         Cvar_RegisterVariable(&r_batch_dynamicbuffer);
4420         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4421                 Cvar_SetValue("r_fullbrights", 0);
4422 #ifdef DP_MOBILETOUCH
4423         // GLES devices have terrible depth precision in general, so...
4424         Cvar_SetValueQuick(&r_nearclip, 4);
4425         Cvar_SetValueQuick(&r_farclip_base, 4096);
4426         Cvar_SetValueQuick(&r_farclip_world, 0);
4427         Cvar_SetValueQuick(&r_useinfinitefarclip, 0);
4428 #endif
4429         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4430 }
4431
4432 void Render_Init(void)
4433 {
4434         gl_backend_init();
4435         R_Textures_Init();
4436         GL_Main_Init();
4437         Font_Init();
4438         GL_Draw_Init();
4439         R_Shadow_Init();
4440         R_Sky_Init();
4441         GL_Surf_Init();
4442         Sbar_Init();
4443         R_Particles_Init();
4444         R_Explosion_Init();
4445         R_LightningBeams_Init();
4446         Mod_RenderInit();
4447 }
4448
4449 /*
4450 ===============
4451 GL_Init
4452 ===============
4453 */
4454 #ifndef USE_GLES2
4455 extern char *ENGINE_EXTENSIONS;
4456 void GL_Init (void)
4457 {
4458         gl_renderer = (const char *)qglGetString(GL_RENDERER);
4459         gl_vendor = (const char *)qglGetString(GL_VENDOR);
4460         gl_version = (const char *)qglGetString(GL_VERSION);
4461         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4462
4463         if (!gl_extensions)
4464                 gl_extensions = "";
4465         if (!gl_platformextensions)
4466                 gl_platformextensions = "";
4467
4468         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4469         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4470         Con_Printf("GL_VERSION: %s\n", gl_version);
4471         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4472         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4473
4474         VID_CheckExtensions();
4475
4476         // LordHavoc: report supported extensions
4477 #ifdef CONFIG_MENU
4478         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4479 #else
4480         Con_DPrintf("\nQuakeC extensions for server and client: %s\n", vm_sv_extensions );
4481 #endif
4482
4483         // clear to black (loading plaque will be seen over this)
4484         GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4485 }
4486 #endif
4487
4488 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4489 {
4490         int i;
4491         mplane_t *p;
4492         if (r_trippy.integer)
4493                 return false;
4494         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4495         {
4496                 p = r_refdef.view.frustum + i;
4497                 switch(p->signbits)
4498                 {
4499                 default:
4500                 case 0:
4501                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4502                                 return true;
4503                         break;
4504                 case 1:
4505                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4506                                 return true;
4507                         break;
4508                 case 2:
4509                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4510                                 return true;
4511                         break;
4512                 case 3:
4513                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4514                                 return true;
4515                         break;
4516                 case 4:
4517                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4518                                 return true;
4519                         break;
4520                 case 5:
4521                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4522                                 return true;
4523                         break;
4524                 case 6:
4525                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4526                                 return true;
4527                         break;
4528                 case 7:
4529                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4530                                 return true;
4531                         break;
4532                 }
4533         }
4534         return false;
4535 }
4536
4537 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4538 {
4539         int i;
4540         const mplane_t *p;
4541         if (r_trippy.integer)
4542                 return false;
4543         for (i = 0;i < numplanes;i++)
4544         {
4545                 p = planes + i;
4546                 switch(p->signbits)
4547                 {
4548                 default:
4549                 case 0:
4550                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4551                                 return true;
4552                         break;
4553                 case 1:
4554                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4555                                 return true;
4556                         break;
4557                 case 2:
4558                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4559                                 return true;
4560                         break;
4561                 case 3:
4562                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4563                                 return true;
4564                         break;
4565                 case 4:
4566                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4567                                 return true;
4568                         break;
4569                 case 5:
4570                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4571                                 return true;
4572                         break;
4573                 case 6:
4574                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4575                                 return true;
4576                         break;
4577                 case 7:
4578                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4579                                 return true;
4580                         break;
4581                 }
4582         }
4583         return false;
4584 }
4585
4586 //==================================================================================
4587
4588 // LordHavoc: this stores temporary data used within the same frame
4589
4590 typedef struct r_framedata_mem_s
4591 {
4592         struct r_framedata_mem_s *purge; // older mem block to free on next frame
4593         size_t size; // how much usable space
4594         size_t current; // how much space in use
4595         size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4596         size_t wantedsize; // how much space was allocated
4597         unsigned char *data; // start of real data (16byte aligned)
4598 }
4599 r_framedata_mem_t;
4600
4601 static r_framedata_mem_t *r_framedata_mem;
4602
4603 void R_FrameData_Reset(void)
4604 {
4605         while (r_framedata_mem)
4606         {
4607                 r_framedata_mem_t *next = r_framedata_mem->purge;
4608                 Mem_Free(r_framedata_mem);
4609                 r_framedata_mem = next;
4610         }
4611 }
4612
4613 static void R_FrameData_Resize(qboolean mustgrow)
4614 {
4615         size_t wantedsize;
4616         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4617         wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4618         if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
4619         {
4620                 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4621                 newmem->wantedsize = wantedsize;
4622                 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4623                 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4624                 newmem->current = 0;
4625                 newmem->mark = 0;
4626                 newmem->purge = r_framedata_mem;
4627                 r_framedata_mem = newmem;
4628         }
4629 }
4630
4631 void R_FrameData_NewFrame(void)
4632 {
4633         R_FrameData_Resize(false);
4634         if (!r_framedata_mem)
4635                 return;
4636         // if we ran out of space on the last frame, free the old memory now
4637         while (r_framedata_mem->purge)
4638         {
4639                 // repeatedly remove the second item in the list, leaving only head
4640                 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4641                 Mem_Free(r_framedata_mem->purge);
4642                 r_framedata_mem->purge = next;
4643         }
4644         // reset the current mem pointer
4645         r_framedata_mem->current = 0;
4646         r_framedata_mem->mark = 0;
4647 }
4648
4649 void *R_FrameData_Alloc(size_t size)
4650 {
4651         void *data;
4652         float newvalue;
4653
4654         // align to 16 byte boundary - the data pointer is already aligned, so we
4655         // only need to ensure the size of every allocation is also aligned
4656         size = (size + 15) & ~15;
4657
4658         while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4659         {
4660                 // emergency - we ran out of space, allocate more memory
4661                 newvalue = bound(0.25f, r_framedatasize.value * 2.0f, 256.0f);
4662                 // this might not be a growing it, but we'll allocate another buffer every time
4663                 Cvar_SetValueQuick(&r_framedatasize, newvalue);
4664                 R_FrameData_Resize(true);
4665         }
4666
4667         data = r_framedata_mem->data + r_framedata_mem->current;
4668         r_framedata_mem->current += size;
4669
4670         // count the usage for stats
4671         r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
4672         r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
4673
4674         return (void *)data;
4675 }
4676
4677 void *R_FrameData_Store(size_t size, void *data)
4678 {
4679         void *d = R_FrameData_Alloc(size);
4680         if (d && data)
4681                 memcpy(d, data, size);
4682         return d;
4683 }
4684
4685 void R_FrameData_SetMark(void)
4686 {
4687         if (!r_framedata_mem)
4688                 return;
4689         r_framedata_mem->mark = r_framedata_mem->current;
4690 }
4691
4692 void R_FrameData_ReturnToMark(void)
4693 {
4694         if (!r_framedata_mem)
4695                 return;
4696         r_framedata_mem->current = r_framedata_mem->mark;
4697 }
4698
4699 //==================================================================================
4700
4701 // avoid reusing the same buffer objects on consecutive frames
4702 #define R_BUFFERDATA_CYCLE 3
4703
4704 typedef struct r_bufferdata_buffer_s
4705 {
4706         struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
4707         size_t size; // how much usable space
4708         size_t current; // how much space in use
4709         r_meshbuffer_t *buffer; // the buffer itself
4710 }
4711 r_bufferdata_buffer_t;
4712
4713 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
4714 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
4715
4716 /// frees all dynamic buffers
4717 void R_BufferData_Reset(void)
4718 {
4719         int cycle, type;
4720         r_bufferdata_buffer_t **p, *mem;
4721         for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
4722         {
4723                 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
4724                 {
4725                         // free all buffers
4726                         p = &r_bufferdata_buffer[cycle][type];
4727                         while (*p)
4728                         {
4729                                 mem = *p;
4730                                 *p = (*p)->purge;
4731                                 if (mem->buffer)
4732                                         R_Mesh_DestroyMeshBuffer(mem->buffer);
4733                                 Mem_Free(mem);
4734                         }
4735                 }
4736         }
4737 }
4738
4739 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
4740 static void R_BufferData_Resize(r_bufferdata_type_t type, qboolean mustgrow, size_t minsize)
4741 {
4742         r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
4743         size_t size;
4744         float newvalue = r_buffermegs[type].value;
4745
4746         // increase the cvar if we have to (but only if we already have a mem)
4747         if (mustgrow && mem)
4748                 newvalue *= 2.0f;
4749         newvalue = bound(0.25f, newvalue, 256.0f);
4750         while (newvalue * 1024*1024 < minsize)
4751                 newvalue *= 2.0f;
4752
4753         // clamp the cvar to valid range
4754         newvalue = bound(0.25f, newvalue, 256.0f);
4755         if (r_buffermegs[type].value != newvalue)
4756                 Cvar_SetValueQuick(&r_buffermegs[type], newvalue);
4757
4758         // calculate size in bytes
4759         size = (size_t)(newvalue * 1024*1024);
4760         size = bound(131072, size, 256*1024*1024);
4761
4762         // allocate a new buffer if the size is different (purge old one later)
4763         // or if we were told we must grow the buffer
4764         if (!mem || mem->size != size || mustgrow)
4765         {
4766                 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
4767                 mem->size = size;
4768                 mem->current = 0;
4769                 if (type == R_BUFFERDATA_VERTEX)
4770                         mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
4771                 else if (type == R_BUFFERDATA_INDEX16)
4772                         mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
4773                 else if (type == R_BUFFERDATA_INDEX32)
4774                         mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
4775                 else if (type == R_BUFFERDATA_UNIFORM)
4776                         mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
4777                 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
4778                 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
4779         }
4780 }
4781
4782 void R_BufferData_NewFrame(void)
4783 {
4784         int type;
4785         r_bufferdata_buffer_t **p, *mem;
4786         // cycle to the next frame's buffers
4787         r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
4788         // if we ran out of space on the last time we used these buffers, free the old memory now
4789         for (type = 0;type < R_BUFFERDATA_COUNT;type++)
4790         {
4791                 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
4792                 {
4793                         R_BufferData_Resize((r_bufferdata_type_t)type, false, 131072);
4794                         // free all but the head buffer, this is how we recycle obsolete
4795                         // buffers after they are no longer in use
4796                         p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
4797                         while (*p)
4798                         {
4799                                 mem = *p;
4800                                 *p = (*p)->purge;
4801                                 if (mem->buffer)
4802                                         R_Mesh_DestroyMeshBuffer(mem->buffer);
4803                                 Mem_Free(mem);
4804                         }
4805                         // reset the current offset
4806                         r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
4807                 }
4808         }
4809 }
4810
4811 r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
4812 {
4813         r_bufferdata_buffer_t *mem;
4814         int offset = 0;
4815         int padsize;
4816
4817         *returnbufferoffset = 0;
4818
4819         // align size to a byte boundary appropriate for the buffer type, this
4820         // makes all allocations have aligned start offsets
4821         if (type == R_BUFFERDATA_UNIFORM)
4822                 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
4823         else
4824                 padsize = (datasize + 15) & ~15;
4825
4826         // if we ran out of space in this buffer we must allocate a new one
4827         if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
4828                 R_BufferData_Resize(type, true, padsize);
4829
4830         // if the resize did not give us enough memory, fail
4831         if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
4832                 Sys_Error("R_BufferData_Store: failed to create a new buffer of sufficient size\n");
4833
4834         mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
4835         offset = mem->current;
4836         mem->current += padsize;
4837
4838         // upload the data to the buffer at the chosen offset
4839         if (offset == 0)
4840                 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
4841         R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
4842
4843         // count the usage for stats
4844         r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
4845         r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
4846
4847         // return the buffer offset
4848         *returnbufferoffset = offset;
4849
4850         return mem->buffer;
4851 }
4852
4853 //==================================================================================
4854
4855 // LordHavoc: animcache originally written by Echon, rewritten since then
4856
4857 /**
4858  * Animation cache prevents re-generating mesh data for an animated model
4859  * multiple times in one frame for lighting, shadowing, reflections, etc.
4860  */
4861
4862 void R_AnimCache_Free(void)
4863 {
4864 }
4865
4866 void R_AnimCache_ClearCache(void)
4867 {
4868         int i;
4869         entity_render_t *ent;
4870
4871         for (i = 0;i < r_refdef.scene.numentities;i++)
4872         {
4873                 ent = r_refdef.scene.entities[i];
4874                 ent->animcache_vertex3f = NULL;
4875                 ent->animcache_vertex3f_vertexbuffer = NULL;
4876                 ent->animcache_vertex3f_bufferoffset = 0;
4877                 ent->animcache_normal3f = NULL;
4878                 ent->animcache_normal3f_vertexbuffer = NULL;
4879                 ent->animcache_normal3f_bufferoffset = 0;
4880                 ent->animcache_svector3f = NULL;
4881                 ent->animcache_svector3f_vertexbuffer = NULL;
4882                 ent->animcache_svector3f_bufferoffset = 0;
4883                 ent->animcache_tvector3f = NULL;
4884                 ent->animcache_tvector3f_vertexbuffer = NULL;
4885                 ent->animcache_tvector3f_bufferoffset = 0;
4886                 ent->animcache_vertexmesh = NULL;
4887                 ent->animcache_vertexmesh_vertexbuffer = NULL;
4888                 ent->animcache_vertexmesh_bufferoffset = 0;
4889                 ent->animcache_skeletaltransform3x4 = NULL;
4890                 ent->animcache_skeletaltransform3x4buffer = NULL;
4891                 ent->animcache_skeletaltransform3x4offset = 0;
4892                 ent->animcache_skeletaltransform3x4size = 0;
4893         }
4894 }
4895
4896 static void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4897 {
4898         int i;
4899
4900         // check if we need the meshbuffers
4901         if (!vid.useinterleavedarrays)
4902                 return;
4903
4904         if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4905                 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4906         // TODO: upload vertexbuffer?
4907         if (ent->animcache_vertexmesh)
4908         {
4909                 r_refdef.stats[r_stat_animcache_vertexmesh_count] += 1;
4910                 r_refdef.stats[r_stat_animcache_vertexmesh_vertices] += numvertices;
4911                 r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices] = max(r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices], numvertices);
4912                 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.data_vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4913                 for (i = 0;i < numvertices;i++)
4914                         memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4915                 if (ent->animcache_svector3f)
4916                         for (i = 0;i < numvertices;i++)
4917                                 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4918                 if (ent->animcache_tvector3f)
4919                         for (i = 0;i < numvertices;i++)
4920                                 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4921                 if (ent->animcache_normal3f)
4922                         for (i = 0;i < numvertices;i++)
4923                                 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4924         }
4925 }
4926
4927 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4928 {
4929         dp_model_t *model = ent->model;
4930         int numvertices;
4931
4932         // see if this ent is worth caching
4933         if (!model || !model->Draw || !model->AnimateVertices)
4934                 return false;
4935         // nothing to cache if it contains no animations and has no skeleton
4936         if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
4937                 return false;
4938         // see if it is already cached for gpuskeletal
4939         if (ent->animcache_skeletaltransform3x4)
4940                 return false;
4941         // see if it is already cached as a mesh
4942         if (ent->animcache_vertex3f)
4943         {
4944                 // check if we need to add normals or tangents
4945                 if (ent->animcache_normal3f)
4946                         wantnormals = false;
4947                 if (ent->animcache_svector3f)
4948                         wanttangents = false;
4949                 if (!wantnormals && !wanttangents)
4950                         return false;
4951         }
4952
4953         // check which kind of cache we need to generate
4954         if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
4955         {
4956                 // cache the skeleton so the vertex shader can use it
4957                 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
4958                 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
4959                 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
4960                 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
4961                 Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4); 
4962                 // note: this can fail if the buffer is at the grow limit
4963                 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
4964                 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset);
4965         }
4966         else if (ent->animcache_vertex3f)
4967         {
4968                 // mesh was already cached but we may need to add normals/tangents
4969                 // (this only happens with multiple views, reflections, cameras, etc)
4970                 if (wantnormals || wanttangents)
4971                 {
4972                         numvertices = model->surfmesh.num_vertices;
4973                         if (wantnormals)
4974                                 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4975                         if (wanttangents)
4976                         {
4977                                 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4978                                 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4979                         }
4980                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4981                         R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4982                         r_refdef.stats[r_stat_animcache_shade_count] += 1;
4983                         r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
4984                         r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
4985                 }
4986         }
4987         else
4988         {
4989                 // generate mesh cache
4990                 numvertices = model->surfmesh.num_vertices;
4991                 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4992                 if (wantnormals)
4993                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4994                 if (wanttangents)
4995                 {
4996                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4997                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4998                 }
4999                 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
5000                 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
5001                 if (wantnormals || wanttangents)
5002                 {
5003                         r_refdef.stats[r_stat_animcache_shade_count] += 1;
5004                         r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
5005                         r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
5006                 }
5007                 r_refdef.stats[r_stat_animcache_shape_count] += 1;
5008                 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
5009                 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
5010         }
5011         return true;
5012 }
5013
5014 void R_AnimCache_CacheVisibleEntities(void)
5015 {
5016         int i;
5017         qboolean wantnormals = true;
5018         qboolean wanttangents = !r_showsurfaces.integer;
5019
5020         switch(vid.renderpath)
5021         {
5022         case RENDERPATH_GL20:
5023         case RENDERPATH_D3D9:
5024         case RENDERPATH_D3D10:
5025         case RENDERPATH_D3D11:
5026         case RENDERPATH_GLES2:
5027                 break;
5028         case RENDERPATH_GL11:
5029         case RENDERPATH_GL13:
5030         case RENDERPATH_GLES1:
5031                 wanttangents = false;
5032                 break;
5033         case RENDERPATH_SOFT:
5034                 break;
5035         }
5036
5037         if (r_shownormals.integer)
5038                 wanttangents = wantnormals = true;
5039
5040         // TODO: thread this
5041         // NOTE: R_PrepareRTLights() also caches entities
5042
5043         for (i = 0;i < r_refdef.scene.numentities;i++)
5044                 if (r_refdef.viewcache.entityvisible[i])
5045                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
5046 }
5047
5048 //==================================================================================
5049
5050 extern cvar_t r_overheadsprites_pushback;
5051
5052 static void R_View_UpdateEntityLighting (void)
5053 {
5054         int i;
5055         entity_render_t *ent;
5056         vec3_t tempdiffusenormal, avg;
5057         vec_t f, fa, fd, fdd;
5058         qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
5059
5060         for (i = 0;i < r_refdef.scene.numentities;i++)
5061         {
5062                 ent = r_refdef.scene.entities[i];
5063
5064                 // skip unseen models
5065                 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen))
5066                         continue;
5067
5068                 // skip bsp models
5069                 if (ent->model && ent->model == cl.worldmodel)
5070                 {
5071                         // TODO: use modellight for r_ambient settings on world?
5072                         VectorSet(ent->modellight_ambient, 0, 0, 0);
5073                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
5074                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
5075                         continue;
5076                 }
5077                 
5078                 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
5079                 {
5080                         // aleady updated by CSQC
5081                         // TODO: force modellight on BSP models in this case?
5082                         VectorCopy(ent->modellight_lightdir, tempdiffusenormal); 
5083                 }
5084                 else
5085                 {
5086                         // fetch the lighting from the worldmodel data
5087                         VectorClear(ent->modellight_ambient);
5088                         VectorClear(ent->modellight_diffuse);
5089                         VectorClear(tempdiffusenormal);
5090                         if (ent->flags & RENDER_LIGHT)
5091                         {
5092                                 vec3_t org;
5093                                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5094
5095                                 // complete lightning for lit sprites
5096                                 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
5097                                 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
5098                                 {
5099                                         if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
5100                                                 org[2] = org[2] + r_overheadsprites_pushback.value;
5101                                         R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5102                                 }
5103                                 else
5104                                         R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
5105
5106                                 if(ent->flags & RENDER_EQUALIZE)
5107                                 {
5108                                         // first fix up ambient lighting...
5109                                         if(r_equalize_entities_minambient.value > 0)
5110                                         {
5111                                                 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
5112                                                 if(fd > 0)
5113                                                 {
5114                                                         fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
5115                                                         if(fa < r_equalize_entities_minambient.value * fd)
5116                                                         {
5117                                                                 // solve:
5118                                                                 //   fa'/fd' = minambient
5119                                                                 //   fa'+0.25*fd' = fa+0.25*fd
5120                                                                 //   ...
5121                                                                 //   fa' = fd' * minambient
5122                                                                 //   fd'*(0.25+minambient) = fa+0.25*fd
5123                                                                 //   ...
5124                                                                 //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
5125                                                                 //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
5126                                                                 //   ...
5127                                                                 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
5128                                                                 f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
5129                                                                 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
5130                                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
5131                                                         }
5132                                                 }
5133                                         }
5134
5135                                         if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
5136                                         {
5137                                                 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
5138                                                 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
5139                                                 f = fa + 0.25 * fd;
5140                                                 if(f > 0)
5141                                                 {
5142                                                         // adjust brightness and saturation to target
5143                                                         avg[0] = avg[1] = avg[2] = fa / f;
5144                                                         VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
5145                                                         avg[0] = avg[1] = avg[2] = fd / f;
5146                                                         VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
5147                                                 }
5148                                         }
5149                                 }
5150                         }
5151                         else // highly rare
5152                                 VectorSet(ent->modellight_ambient, 1, 1, 1);
5153                 }
5154
5155                 // move the light direction into modelspace coordinates for lighting code
5156                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
5157                 if(VectorLength2(ent->modellight_lightdir) == 0)
5158                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
5159                 VectorNormalize(ent->modellight_lightdir);
5160         }
5161 }
5162
5163 #define MAX_LINEOFSIGHTTRACES 64
5164
5165 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
5166 {
5167         int i;
5168         vec3_t boxmins, boxmaxs;
5169         vec3_t start;
5170         vec3_t end;
5171         dp_model_t *model = r_refdef.scene.worldmodel;
5172
5173         if (!model || !model->brush.TraceLineOfSight)
5174                 return true;
5175
5176         // expand the box a little
5177         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
5178         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
5179         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
5180         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
5181         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
5182         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
5183
5184         // return true if eye is inside enlarged box
5185         if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
5186                 return true;
5187
5188         // try center
5189         VectorCopy(eye, start);
5190         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
5191         if (model->brush.TraceLineOfSight(model, start, end))
5192                 return true;
5193
5194         // try various random positions
5195         for (i = 0;i < numsamples;i++)
5196         {
5197                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
5198                 if (model->brush.TraceLineOfSight(model, start, end))
5199                         return true;
5200         }
5201
5202         return false;
5203 }
5204
5205
5206 static void R_View_UpdateEntityVisible (void)
5207 {
5208         int i;
5209         int renderimask;
5210         int samples;
5211         entity_render_t *ent;
5212
5213         renderimask = r_refdef.envmap                                    ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
5214                 : r_fb.water.hideplayer                                      ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
5215                 : (chase_active.integer || r_fb.water.renderingscene)  ? RENDER_VIEWMODEL
5216                 :                                                          RENDER_EXTERIORMODEL;
5217         if (!r_drawviewmodel.integer)
5218                 renderimask |= RENDER_VIEWMODEL;
5219         if (!r_drawexteriormodel.integer)
5220                 renderimask |= RENDER_EXTERIORMODEL;
5221         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
5222         {
5223                 // worldmodel can check visibility
5224                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
5225                 for (i = 0;i < r_refdef.scene.numentities;i++)
5226                 {
5227                         ent = r_refdef.scene.entities[i];
5228                         if (!(ent->flags & renderimask))
5229                         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)))
5230                         if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_WORLDOBJECT | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
5231                                 r_refdef.viewcache.entityvisible[i] = true;
5232                 }
5233         }
5234         else
5235         {
5236                 // no worldmodel or it can't check visibility
5237                 for (i = 0;i < r_refdef.scene.numentities;i++)
5238                 {
5239                         ent = r_refdef.scene.entities[i];
5240                         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));
5241                 }
5242         }
5243         if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
5244                 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
5245         {
5246                 for (i = 0;i < r_refdef.scene.numentities;i++)
5247                 {
5248                         if (!r_refdef.viewcache.entityvisible[i])
5249                                 continue;
5250                         ent = r_refdef.scene.entities[i];
5251                         if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
5252                         {
5253                                 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
5254                                 if (samples < 0)
5255                                         continue; // temp entities do pvs only
5256                                 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
5257                                         ent->last_trace_visibility = realtime;
5258                                 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
5259                                         r_refdef.viewcache.entityvisible[i] = 0;
5260                         }
5261                 }
5262         }
5263 }
5264
5265 /// only used if skyrendermasked, and normally returns false
5266 static int R_DrawBrushModelsSky (void)
5267 {
5268         int i, sky;
5269         entity_render_t *ent;
5270
5271         sky = false;
5272         for (i = 0;i < r_refdef.scene.numentities;i++)
5273         {
5274                 if (!r_refdef.viewcache.entityvisible[i])
5275                         continue;
5276                 ent = r_refdef.scene.entities[i];
5277                 if (!ent->model || !ent->model->DrawSky)
5278                         continue;
5279                 ent->model->DrawSky(ent);
5280                 sky = true;
5281         }
5282         return sky;
5283 }
5284
5285 static void R_DrawNoModel(entity_render_t *ent);
5286 static void R_DrawModels(void)
5287 {
5288         int i;
5289         entity_render_t *ent;
5290
5291         for (i = 0;i < r_refdef.scene.numentities;i++)
5292         {
5293                 if (!r_refdef.viewcache.entityvisible[i])
5294                         continue;
5295                 ent = r_refdef.scene.entities[i];
5296                 r_refdef.stats[r_stat_entities]++;
5297                 /*
5298                 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
5299                 {
5300                         vec3_t f, l, u, o;
5301                         Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
5302                         Con_Printf("R_DrawModels\n");
5303                         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]);
5304                         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);
5305                         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);
5306                 }
5307                 */
5308                 if (ent->model && ent->model->Draw != NULL)
5309                         ent->model->Draw(ent);
5310                 else
5311                         R_DrawNoModel(ent);
5312         }
5313 }
5314
5315 static void R_DrawModelsDepth(void)
5316 {
5317         int i;
5318         entity_render_t *ent;
5319
5320         for (i = 0;i < r_refdef.scene.numentities;i++)
5321         {
5322                 if (!r_refdef.viewcache.entityvisible[i])
5323                         continue;
5324                 ent = r_refdef.scene.entities[i];
5325                 if (ent->model && ent->model->DrawDepth != NULL)
5326                         ent->model->DrawDepth(ent);
5327         }
5328 }
5329
5330 static void R_DrawModelsDebug(void)
5331 {
5332         int i;
5333         entity_render_t *ent;
5334
5335         for (i = 0;i < r_refdef.scene.numentities;i++)
5336         {
5337                 if (!r_refdef.viewcache.entityvisible[i])
5338                         continue;
5339                 ent = r_refdef.scene.entities[i];
5340                 if (ent->model && ent->model->DrawDebug != NULL)
5341                         ent->model->DrawDebug(ent);
5342         }
5343 }
5344
5345 static void R_DrawModelsAddWaterPlanes(void)
5346 {
5347         int i;
5348         entity_render_t *ent;
5349
5350         for (i = 0;i < r_refdef.scene.numentities;i++)
5351         {
5352                 if (!r_refdef.viewcache.entityvisible[i])
5353                         continue;
5354                 ent = r_refdef.scene.entities[i];
5355                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5356                         ent->model->DrawAddWaterPlanes(ent);
5357         }
5358 }
5359
5360 static float irisvecs[7][3] = {{0, 0, 0}, {-1, 0, 0}, {1, 0, 0}, {0, -1, 0}, {0, 1, 0}, {0, 0, -1}, {0, 0, 1}};
5361
5362 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5363 {
5364         if (r_hdr_irisadaptation.integer)
5365         {
5366                 vec3_t p;
5367                 vec3_t ambient;
5368                 vec3_t diffuse;
5369                 vec3_t diffusenormal;
5370                 vec3_t forward;
5371                 vec_t brightness = 0.0f;
5372                 vec_t goal;
5373                 vec_t current;
5374                 vec_t d;
5375                 int c;
5376                 VectorCopy(r_refdef.view.forward, forward);
5377                 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
5378                 {
5379                         p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
5380                         p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
5381                         p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
5382                         R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5383                         d = DotProduct(forward, diffusenormal);
5384                         brightness += VectorLength(ambient);
5385                         if (d > 0)
5386                                 brightness += d * VectorLength(diffuse);
5387                 }
5388                 brightness *= 1.0f / c;
5389                 brightness += 0.00001f; // make sure it's never zero
5390                 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5391                 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5392                 current = r_hdr_irisadaptation_value.value;
5393                 if (current < goal)
5394                         current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5395                 else if (current > goal)
5396                         current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5397                 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5398                         Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5399         }
5400         else if (r_hdr_irisadaptation_value.value != 1.0f)
5401                 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5402 }
5403
5404 static void R_View_SetFrustum(const int *scissor)
5405 {
5406         int i;
5407         double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5408         vec3_t forward, left, up, origin, v;
5409
5410         if(scissor)
5411         {
5412                 // flipped x coordinates (because x points left here)
5413                 fpx =  1.0 - 2.0 * (scissor[0]              - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5414                 fnx =  1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5415
5416                 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5417                 switch(vid.renderpath)
5418                 {
5419                         case RENDERPATH_D3D9:
5420                         case RENDERPATH_D3D10:
5421                         case RENDERPATH_D3D11:
5422                                 // non-flipped y coordinates
5423                                 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5424                                 fpy = -1.0 + 2.0 * (vid.height - scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5425                                 break;
5426                         case RENDERPATH_SOFT:
5427                         case RENDERPATH_GL11:
5428                         case RENDERPATH_GL13:
5429                         case RENDERPATH_GL20:
5430                         case RENDERPATH_GLES1:
5431                         case RENDERPATH_GLES2:
5432                                 // non-flipped y coordinates
5433                                 fny = -1.0 + 2.0 * (scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5434                                 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5435                                 break;
5436                 }
5437         }
5438
5439         // we can't trust r_refdef.view.forward and friends in reflected scenes
5440         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5441
5442 #if 0
5443         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5444         r_refdef.view.frustum[0].normal[1] = 0 - 0;
5445         r_refdef.view.frustum[0].normal[2] = -1 - 0;
5446         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5447         r_refdef.view.frustum[1].normal[1] = 0 + 0;
5448         r_refdef.view.frustum[1].normal[2] = -1 + 0;
5449         r_refdef.view.frustum[2].normal[0] = 0 - 0;
5450         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5451         r_refdef.view.frustum[2].normal[2] = -1 - 0;
5452         r_refdef.view.frustum[3].normal[0] = 0 + 0;
5453         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5454         r_refdef.view.frustum[3].normal[2] = -1 + 0;
5455 #endif
5456
5457 #if 0
5458         zNear = r_refdef.nearclip;
5459         nudge = 1.0 - 1.0 / (1<<23);
5460         r_refdef.view.frustum[4].normal[0] = 0 - 0;
5461         r_refdef.view.frustum[4].normal[1] = 0 - 0;
5462         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5463         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5464         r_refdef.view.frustum[5].normal[0] = 0 + 0;
5465         r_refdef.view.frustum[5].normal[1] = 0 + 0;
5466         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5467         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5468 #endif
5469
5470
5471
5472 #if 0
5473         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5474         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5475         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5476         r_refdef.view.frustum[0].dist = m[15] - m[12];
5477
5478         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5479         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5480         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5481         r_refdef.view.frustum[1].dist = m[15] + m[12];
5482
5483         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5484         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5485         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5486         r_refdef.view.frustum[2].dist = m[15] - m[13];
5487
5488         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5489         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5490         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5491         r_refdef.view.frustum[3].dist = m[15] + m[13];
5492
5493         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5494         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5495         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5496         r_refdef.view.frustum[4].dist = m[15] - m[14];
5497
5498         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5499         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5500         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5501         r_refdef.view.frustum[5].dist = m[15] + m[14];
5502 #endif
5503
5504         if (r_refdef.view.useperspective)
5505         {
5506                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5507                 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]);
5508                 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]);
5509                 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]);
5510                 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]);
5511
5512                 // then the normals from the corners relative to origin
5513                 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5514                 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5515                 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5516                 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5517
5518                 // in a NORMAL view, forward cross left == up
5519                 // in a REFLECTED view, forward cross left == down
5520                 // so our cross products above need to be adjusted for a left handed coordinate system
5521                 CrossProduct(forward, left, v);
5522                 if(DotProduct(v, up) < 0)
5523                 {
5524                         VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5525                         VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5526                         VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5527                         VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5528                 }
5529
5530                 // Leaving those out was a mistake, those were in the old code, and they
5531                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5532                 // I couldn't reproduce it after adding those normalizations. --blub
5533                 VectorNormalize(r_refdef.view.frustum[0].normal);
5534                 VectorNormalize(r_refdef.view.frustum[1].normal);
5535                 VectorNormalize(r_refdef.view.frustum[2].normal);
5536                 VectorNormalize(r_refdef.view.frustum[3].normal);
5537
5538                 // make the corners absolute
5539                 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5540                 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5541                 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5542                 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5543
5544                 // one more normal
5545                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5546
5547                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5548                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5549                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5550                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5551                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5552         }
5553         else
5554         {
5555                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5556                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5557                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5558                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5559                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5560                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5561                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5562                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5563                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5564                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5565         }
5566         r_refdef.view.numfrustumplanes = 5;
5567
5568         if (r_refdef.view.useclipplane)
5569         {
5570                 r_refdef.view.numfrustumplanes = 6;
5571                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5572         }
5573
5574         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5575                 PlaneClassify(r_refdef.view.frustum + i);
5576
5577         // LordHavoc: note to all quake engine coders, Quake had a special case
5578         // for 90 degrees which assumed a square view (wrong), so I removed it,
5579         // Quake2 has it disabled as well.
5580
5581         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5582         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5583         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5584         //PlaneClassify(&frustum[0]);
5585
5586         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5587         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5588         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5589         //PlaneClassify(&frustum[1]);
5590
5591         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5592         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5593         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5594         //PlaneClassify(&frustum[2]);
5595
5596         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5597         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5598         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5599         //PlaneClassify(&frustum[3]);
5600
5601         // nearclip plane
5602         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5603         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5604         //PlaneClassify(&frustum[4]);
5605 }
5606
5607 static void R_View_UpdateWithScissor(const int *myscissor)
5608 {
5609         R_Main_ResizeViewCache();
5610         R_View_SetFrustum(myscissor);
5611         R_View_WorldVisibility(r_refdef.view.useclipplane);
5612         R_View_UpdateEntityVisible();
5613         R_View_UpdateEntityLighting();
5614 }
5615
5616 static void R_View_Update(void)
5617 {
5618         R_Main_ResizeViewCache();
5619         R_View_SetFrustum(NULL);
5620         R_View_WorldVisibility(r_refdef.view.useclipplane);
5621         R_View_UpdateEntityVisible();
5622         R_View_UpdateEntityLighting();
5623 }
5624
5625 float viewscalefpsadjusted = 1.0f;
5626
5627 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5628 {
5629         float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5630         scale = bound(0.03125f, scale, 1.0f);
5631         *outwidth = (int)ceil(width * scale);
5632         *outheight = (int)ceil(height * scale);
5633 }
5634
5635 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5636 {
5637         const float *customclipplane = NULL;
5638         float plane[4];
5639         int /*rtwidth,*/ rtheight, scaledwidth, scaledheight;
5640         if (r_refdef.view.useclipplane && allowwaterclippingplane)
5641         {
5642                 // LordHavoc: couldn't figure out how to make this approach the
5643                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5644                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5645                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5646                         dist = r_refdef.view.clipplane.dist;
5647                 plane[0] = r_refdef.view.clipplane.normal[0];
5648                 plane[1] = r_refdef.view.clipplane.normal[1];
5649                 plane[2] = r_refdef.view.clipplane.normal[2];
5650                 plane[3] = -dist;
5651                 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5652         }
5653
5654         //rtwidth = fbo ? R_TextureWidth(depthtexture ? depthtexture : colortexture) : vid.width;
5655         rtheight = fbo ? R_TextureHeight(depthtexture ? depthtexture : colortexture) : vid.height;
5656
5657         R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5658         if (!r_refdef.view.useperspective)
5659                 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
5660         else if (vid.stencil && r_useinfinitefarclip.integer)
5661                 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
5662         else
5663                 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
5664         R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5665         R_SetViewport(&r_refdef.view.viewport);
5666         if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5667         {
5668                 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5669                 float screenplane[4];
5670                 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5671                 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5672                 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5673                 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5674                 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5675         }
5676 }
5677
5678 void R_EntityMatrix(const matrix4x4_t *matrix)
5679 {
5680         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5681         {
5682                 gl_modelmatrixchanged = false;
5683                 gl_modelmatrix = *matrix;
5684                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5685                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5686                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5687                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5688                 CHECKGLERROR
5689                 switch(vid.renderpath)
5690                 {
5691                 case RENDERPATH_D3D9:
5692 #ifdef SUPPORTD3D
5693                         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5694                         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5695 #endif
5696                         break;
5697                 case RENDERPATH_D3D10:
5698                         Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5699                         break;
5700                 case RENDERPATH_D3D11:
5701                         Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5702                         break;
5703                 case RENDERPATH_GL11:
5704                 case RENDERPATH_GL13:
5705                 case RENDERPATH_GLES1:
5706 #ifndef USE_GLES2
5707                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5708 #endif
5709                         break;
5710                 case RENDERPATH_SOFT:
5711                         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5712                         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5713                         break;
5714                 case RENDERPATH_GL20:
5715                 case RENDERPATH_GLES2:
5716                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5717                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5718                         break;
5719                 }
5720         }
5721 }
5722
5723 void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, float x2, float y2)
5724 {
5725         r_viewport_t viewport;
5726
5727         CHECKGLERROR
5728
5729         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5730         R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, x2, y2, -10, 100, NULL);
5731         R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5732         R_SetViewport(&viewport);
5733         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5734         GL_Color(1, 1, 1, 1);
5735         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5736         GL_BlendFunc(GL_ONE, GL_ZERO);
5737         GL_ScissorTest(false);
5738         GL_DepthMask(false);
5739         GL_DepthRange(0, 1);
5740         GL_DepthTest(false);
5741         GL_DepthFunc(GL_LEQUAL);
5742         R_EntityMatrix(&identitymatrix);
5743         R_Mesh_ResetTextureState();
5744         GL_PolygonOffset(0, 0);
5745         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5746         switch(vid.renderpath)
5747         {
5748         case RENDERPATH_GL11:
5749         case RENDERPATH_GL13:
5750         case RENDERPATH_GL20:
5751         case RENDERPATH_GLES1:
5752         case RENDERPATH_GLES2:
5753                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5754                 break;
5755         case RENDERPATH_D3D9:
5756         case RENDERPATH_D3D10:
5757         case RENDERPATH_D3D11:
5758         case RENDERPATH_SOFT:
5759                 break;
5760         }
5761         GL_CullFace(GL_NONE);
5762
5763         CHECKGLERROR
5764 }
5765
5766 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5767 {
5768         DrawQ_Finish();
5769
5770         R_ResetViewRendering2D_Common(fbo, depthtexture, colortexture, 1, 1);
5771 }
5772
5773 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5774 {
5775         DrawQ_Finish();
5776
5777         R_SetupView(true, fbo, depthtexture, colortexture);
5778         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5779         GL_Color(1, 1, 1, 1);
5780         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5781         GL_BlendFunc(GL_ONE, GL_ZERO);
5782         GL_ScissorTest(true);
5783         GL_DepthMask(true);
5784         GL_DepthRange(0, 1);
5785         GL_DepthTest(true);
5786         GL_DepthFunc(GL_LEQUAL);
5787         R_EntityMatrix(&identitymatrix);
5788         R_Mesh_ResetTextureState();
5789         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5790         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5791         switch(vid.renderpath)
5792         {
5793         case RENDERPATH_GL11:
5794         case RENDERPATH_GL13:
5795         case RENDERPATH_GL20:
5796         case RENDERPATH_GLES1:
5797         case RENDERPATH_GLES2:
5798                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5799                 break;
5800         case RENDERPATH_D3D9:
5801         case RENDERPATH_D3D10:
5802         case RENDERPATH_D3D11:
5803         case RENDERPATH_SOFT:
5804                 break;
5805         }
5806         GL_CullFace(r_refdef.view.cullface_back);
5807 }
5808
5809 /*
5810 ================
5811 R_RenderView_UpdateViewVectors
5812 ================
5813 */
5814 void R_RenderView_UpdateViewVectors(void)
5815 {
5816         // break apart the view matrix into vectors for various purposes
5817         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5818         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5819         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5820         VectorNegate(r_refdef.view.left, r_refdef.view.right);
5821         // make an inverted copy of the view matrix for tracking sprites
5822         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5823 }
5824
5825 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5826 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5827
5828 static void R_Water_StartFrame(void)
5829 {
5830         int i;
5831         int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5832         r_waterstate_waterplane_t *p;
5833         qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
5834
5835         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5836                 return;
5837
5838         switch(vid.renderpath)
5839         {
5840         case RENDERPATH_GL20:
5841         case RENDERPATH_D3D9:
5842         case RENDERPATH_D3D10:
5843         case RENDERPATH_D3D11:
5844         case RENDERPATH_SOFT:
5845         case RENDERPATH_GLES2:
5846                 break;
5847         case RENDERPATH_GL11:
5848         case RENDERPATH_GL13:
5849         case RENDERPATH_GLES1:
5850                 return;
5851         }
5852
5853         // set waterwidth and waterheight to the water resolution that will be
5854         // used (often less than the screen resolution for faster rendering)
5855         R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5856
5857         // calculate desired texture sizes
5858         // can't use water if the card does not support the texture size
5859         if (!r_water.integer || r_showsurfaces.integer)
5860                 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5861         else if (vid.support.arb_texture_non_power_of_two)
5862         {
5863                 texturewidth = waterwidth;
5864                 textureheight = waterheight;
5865                 camerawidth = waterwidth;
5866                 cameraheight = waterheight;
5867         }
5868         else
5869         {
5870                 for (texturewidth   = 1;texturewidth     <  waterwidth ;texturewidth   *= 2);
5871                 for (textureheight  = 1;textureheight    <  waterheight;textureheight  *= 2);
5872                 for (camerawidth    = 1;camerawidth  * 2 <= waterwidth ;camerawidth    *= 2);
5873                 for (cameraheight   = 1;cameraheight * 2 <= waterheight;cameraheight   *= 2);
5874         }
5875
5876         // allocate textures as needed
5877         if (r_fb.water.texturewidth != texturewidth || r_fb.water.textureheight != textureheight || r_fb.water.camerawidth != camerawidth || r_fb.water.cameraheight != cameraheight || (r_fb.depthtexture && !usewaterfbo))
5878         {
5879                 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5880                 for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++)
5881                 {
5882                         if (p->texture_refraction)
5883                                 R_FreeTexture(p->texture_refraction);
5884                         p->texture_refraction = NULL;
5885                         if (p->fbo_refraction)
5886                                 R_Mesh_DestroyFramebufferObject(p->fbo_refraction);
5887                         p->fbo_refraction = 0;
5888                         if (p->texture_reflection)
5889                                 R_FreeTexture(p->texture_reflection);
5890                         p->texture_reflection = NULL;
5891                         if (p->fbo_reflection)
5892                                 R_Mesh_DestroyFramebufferObject(p->fbo_reflection);
5893                         p->fbo_reflection = 0;
5894                         if (p->texture_camera)
5895                                 R_FreeTexture(p->texture_camera);
5896                         p->texture_camera = NULL;
5897                         if (p->fbo_camera)
5898                                 R_Mesh_DestroyFramebufferObject(p->fbo_camera);
5899                         p->fbo_camera = 0;
5900                 }
5901                 memset(&r_fb.water, 0, sizeof(r_fb.water));
5902                 r_fb.water.texturewidth = texturewidth;
5903                 r_fb.water.textureheight = textureheight;
5904                 r_fb.water.camerawidth = camerawidth;
5905                 r_fb.water.cameraheight = cameraheight;
5906         }
5907
5908         if (r_fb.water.texturewidth)
5909         {
5910                 int scaledwidth, scaledheight;
5911
5912                 r_fb.water.enabled = true;
5913
5914                 // water resolution is usually reduced
5915                 r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5916                 r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5917                 R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight);
5918
5919                 // set up variables that will be used in shader setup
5920                 r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5921                 r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5922                 r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5923                 r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5924         }
5925
5926         r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5927         r_fb.water.numwaterplanes = 0;
5928 }
5929
5930 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5931 {
5932         int planeindex, bestplaneindex, vertexindex;
5933         vec3_t mins, maxs, normal, center, v, n;
5934         vec_t planescore, bestplanescore;
5935         mplane_t plane;
5936         r_waterstate_waterplane_t *p;
5937         texture_t *t = R_GetCurrentTexture(surface->texture);
5938
5939         rsurface.texture = t;
5940         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5941         // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
5942         if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
5943                 return;
5944         // average the vertex normals, find the surface bounds (after deformvertexes)
5945         Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
5946         Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
5947         VectorCopy(n, normal);
5948         VectorCopy(v, mins);
5949         VectorCopy(v, maxs);
5950         for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
5951         {
5952                 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5953                 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5954                 VectorAdd(normal, n, normal);
5955                 mins[0] = min(mins[0], v[0]);
5956                 mins[1] = min(mins[1], v[1]);
5957                 mins[2] = min(mins[2], v[2]);
5958                 maxs[0] = max(maxs[0], v[0]);
5959                 maxs[1] = max(maxs[1], v[1]);
5960                 maxs[2] = max(maxs[2], v[2]);
5961         }
5962         VectorNormalize(normal);
5963         VectorMAM(0.5f, mins, 0.5f, maxs, center);
5964
5965         VectorCopy(normal, plane.normal);
5966         VectorNormalize(plane.normal);
5967         plane.dist = DotProduct(center, plane.normal);
5968         PlaneClassify(&plane);
5969         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5970         {
5971                 // skip backfaces (except if nocullface is set)
5972 //              if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5973 //                      return;
5974                 VectorNegate(plane.normal, plane.normal);
5975                 plane.dist *= -1;
5976                 PlaneClassify(&plane);
5977         }
5978
5979
5980         // find a matching plane if there is one
5981         bestplaneindex = -1;
5982         bestplanescore = 1048576.0f;
5983         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5984         {
5985                 if(p->camera_entity == t->camera_entity)
5986                 {
5987                         planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
5988                         if (bestplaneindex < 0 || bestplanescore > planescore)
5989                         {
5990                                 bestplaneindex = planeindex;
5991                                 bestplanescore = planescore;
5992                         }
5993                 }
5994         }
5995         planeindex = bestplaneindex;
5996         p = r_fb.water.waterplanes + planeindex;
5997
5998         // if this surface does not fit any known plane rendered this frame, add one
5999         if ((planeindex < 0 || bestplanescore > 0.001f) && r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
6000         {
6001                 // store the new plane
6002                 planeindex = r_fb.water.numwaterplanes++;
6003                 p = r_fb.water.waterplanes + planeindex;
6004                 p->plane = plane;
6005                 // clear materialflags and pvs
6006                 p->materialflags = 0;
6007                 p->pvsvalid = false;
6008                 p->camera_entity = t->camera_entity;
6009                 VectorCopy(mins, p->mins);
6010                 VectorCopy(maxs, p->maxs);
6011         }
6012         else
6013         {
6014                 // merge mins/maxs when we're adding this surface to the plane
6015                 p->mins[0] = min(p->mins[0], mins[0]);
6016                 p->mins[1] = min(p->mins[1], mins[1]);
6017                 p->mins[2] = min(p->mins[2], mins[2]);
6018                 p->maxs[0] = max(p->maxs[0], maxs[0]);
6019                 p->maxs[1] = max(p->maxs[1], maxs[1]);
6020                 p->maxs[2] = max(p->maxs[2], maxs[2]);
6021         }
6022         // merge this surface's materialflags into the waterplane
6023         p->materialflags |= t->currentmaterialflags;
6024         if(!(p->materialflags & MATERIALFLAG_CAMERA))
6025         {
6026                 // merge this surface's PVS into the waterplane
6027                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
6028                  && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
6029                 {
6030                         r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
6031                         p->pvsvalid = true;
6032                 }
6033         }
6034 }
6035
6036 extern cvar_t r_drawparticles;
6037 extern cvar_t r_drawdecals;
6038
6039 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6040 {
6041         int myscissor[4];
6042         r_refdef_view_t originalview;
6043         r_refdef_view_t myview;
6044         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;
6045         r_waterstate_waterplane_t *p;
6046         vec3_t visorigin;
6047         qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
6048         char vabuf[1024];
6049
6050         originalview = r_refdef.view;
6051
6052         // lowquality hack, temporarily shut down some cvars and restore afterwards
6053         qualityreduction = r_water_lowquality.integer;
6054         if (qualityreduction > 0)
6055         {
6056                 if (qualityreduction >= 1)
6057                 {
6058                         old_r_shadows = r_shadows.integer;
6059                         old_r_worldrtlight = r_shadow_realtime_world.integer;
6060                         old_r_dlight = r_shadow_realtime_dlight.integer;
6061                         Cvar_SetValueQuick(&r_shadows, 0);
6062                         Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
6063                         Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
6064                 }
6065                 if (qualityreduction >= 2)
6066                 {
6067                         old_r_dynamic = r_dynamic.integer;
6068                         old_r_particles = r_drawparticles.integer;
6069                         old_r_decals = r_drawdecals.integer;
6070                         Cvar_SetValueQuick(&r_dynamic, 0);
6071                         Cvar_SetValueQuick(&r_drawparticles, 0);
6072                         Cvar_SetValueQuick(&r_drawdecals, 0);
6073                 }
6074         }
6075
6076         // make sure enough textures are allocated
6077         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
6078         {
6079                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6080                 {
6081                         if (!p->texture_refraction)
6082                                 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_refraction", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6083                         if (!p->texture_refraction)
6084                                 goto error;
6085                         if (usewaterfbo)
6086                         {
6087                                 if (r_fb.water.depthtexture == NULL)
6088                                         r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6089                                 if (p->fbo_refraction == 0)
6090                                         p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
6091                         }
6092                 }
6093                 else if (p->materialflags & MATERIALFLAG_CAMERA)
6094                 {
6095                         if (!p->texture_camera)
6096                                 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_camera", planeindex), r_fb.water.camerawidth, r_fb.water.cameraheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
6097                         if (!p->texture_camera)
6098                                 goto error;
6099                         if (usewaterfbo)
6100                         {
6101                                 if (r_fb.water.depthtexture == NULL)
6102                                         r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6103                                 if (p->fbo_camera == 0)
6104                                         p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
6105                         }
6106                 }
6107
6108                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
6109                 {
6110                         if (!p->texture_reflection)
6111                                 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_reflection", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6112                         if (!p->texture_reflection)
6113                                 goto error;
6114                         if (usewaterfbo)
6115                         {
6116                                 if (r_fb.water.depthtexture == NULL)
6117                                         r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6118                                 if (p->fbo_reflection == 0)
6119                                         p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
6120                         }
6121                 }
6122         }
6123
6124         // render views
6125         r_refdef.view = originalview;
6126         r_refdef.view.showdebug = false;
6127         r_refdef.view.width = r_fb.water.waterwidth;
6128         r_refdef.view.height = r_fb.water.waterheight;
6129         r_refdef.view.useclipplane = true;
6130         myview = r_refdef.view;
6131         r_fb.water.renderingscene = true;
6132         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
6133         {
6134                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
6135                 {
6136                         r_refdef.view = myview;
6137                         if(r_water_scissormode.integer)
6138                         {
6139                                 R_SetupView(true, p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
6140                                 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
6141                                         continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
6142                         }
6143
6144                         // render reflected scene and copy into texture
6145                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
6146                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
6147                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
6148                         r_refdef.view.clipplane = p->plane;
6149                         // reverse the cullface settings for this render
6150                         r_refdef.view.cullface_front = GL_FRONT;
6151                         r_refdef.view.cullface_back = GL_BACK;
6152                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
6153                         {
6154                                 r_refdef.view.usecustompvs = true;
6155                                 if (p->pvsvalid)
6156                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
6157                                 else
6158                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
6159                         }
6160
6161                         r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer);
6162                         R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
6163                         R_ClearScreen(r_refdef.fogenabled);
6164                         if(r_water_scissormode.integer & 2)
6165                                 R_View_UpdateWithScissor(myscissor);
6166                         else
6167                                 R_View_Update();
6168                         R_AnimCache_CacheVisibleEntities();
6169                         if(r_water_scissormode.integer & 1)
6170                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
6171                         R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
6172
6173                         if (!p->fbo_reflection)
6174                                 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);
6175                         r_fb.water.hideplayer = false;
6176                 }
6177
6178                 // render the normal view scene and copy into texture
6179                 // (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)
6180                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6181                 {
6182                         r_refdef.view = myview;
6183                         if(r_water_scissormode.integer)
6184                         {
6185                                 R_SetupView(true, p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6186                                 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
6187                                         continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
6188                         }
6189
6190                         r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
6191
6192                         r_refdef.view.clipplane = p->plane;
6193                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
6194                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
6195
6196                         if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
6197                         {
6198                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
6199                                 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
6200                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
6201                                 R_RenderView_UpdateViewVectors();
6202                                 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
6203                                 {
6204                                         r_refdef.view.usecustompvs = true;
6205                                         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);
6206                                 }
6207                         }
6208
6209                         PlaneClassify(&r_refdef.view.clipplane);
6210
6211                         R_ResetViewRendering3D(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6212                         R_ClearScreen(r_refdef.fogenabled);
6213                         if(r_water_scissormode.integer & 2)
6214                                 R_View_UpdateWithScissor(myscissor);
6215                         else
6216                                 R_View_Update();
6217                         R_AnimCache_CacheVisibleEntities();
6218                         if(r_water_scissormode.integer & 1)
6219                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
6220                         R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6221
6222                         if (!p->fbo_refraction)
6223                                 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);
6224                         r_fb.water.hideplayer = false;
6225                 }
6226                 else if (p->materialflags & MATERIALFLAG_CAMERA)
6227                 {
6228                         r_refdef.view = myview;
6229
6230                         r_refdef.view.clipplane = p->plane;
6231                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
6232                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
6233
6234                         r_refdef.view.width = r_fb.water.camerawidth;
6235                         r_refdef.view.height = r_fb.water.cameraheight;
6236                         r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
6237                         r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
6238                         r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
6239                         r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
6240
6241                         if(p->camera_entity)
6242                         {
6243                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
6244                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
6245                         }
6246
6247                         // note: all of the view is used for displaying... so
6248                         // there is no use in scissoring
6249
6250                         // reverse the cullface settings for this render
6251                         r_refdef.view.cullface_front = GL_FRONT;
6252                         r_refdef.view.cullface_back = GL_BACK;
6253                         // also reverse the view matrix
6254                         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
6255                         R_RenderView_UpdateViewVectors();
6256                         if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
6257                         {
6258                                 r_refdef.view.usecustompvs = true;
6259                                 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);
6260                         }
6261                         
6262                         // camera needs no clipplane
6263                         r_refdef.view.useclipplane = false;
6264
6265                         PlaneClassify(&r_refdef.view.clipplane);
6266
6267                         r_fb.water.hideplayer = false;
6268
6269                         R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
6270                         R_ClearScreen(r_refdef.fogenabled);
6271                         R_View_Update();
6272                         R_AnimCache_CacheVisibleEntities();
6273                         R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
6274
6275                         if (!p->fbo_camera)
6276                                 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);
6277                         r_fb.water.hideplayer = false;
6278                 }
6279
6280         }
6281         if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
6282         r_fb.water.renderingscene = false;
6283         r_refdef.view = originalview;
6284         R_ResetViewRendering3D(fbo, depthtexture, colortexture);
6285         if (!r_fb.water.depthtexture)
6286                 R_ClearScreen(r_refdef.fogenabled);
6287         R_View_Update();
6288         R_AnimCache_CacheVisibleEntities();
6289         goto finish;
6290 error:
6291         r_refdef.view = originalview;
6292         r_fb.water.renderingscene = false;
6293         Cvar_SetValueQuick(&r_water, 0);
6294         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
6295 finish:
6296         // lowquality hack, restore cvars
6297         if (qualityreduction > 0)
6298         {
6299                 if (qualityreduction >= 1)
6300                 {
6301                         Cvar_SetValueQuick(&r_shadows, old_r_shadows);
6302                         Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
6303                         Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
6304                 }
6305                 if (qualityreduction >= 2)
6306                 {
6307                         Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
6308                         Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
6309                         Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
6310                 }
6311         }
6312 }
6313
6314 static void R_Bloom_StartFrame(void)
6315 {
6316         int i;
6317         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
6318         int viewwidth, viewheight;
6319         qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
6320         textype_t textype = TEXTYPE_COLORBUFFER;
6321
6322         switch (vid.renderpath)
6323         {
6324         case RENDERPATH_GL20:
6325                 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
6326                 if (vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two)
6327                 {
6328                         if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
6329                         if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
6330                 }
6331                 break;
6332         case RENDERPATH_GL11:
6333         case RENDERPATH_GL13:
6334         case RENDERPATH_GLES1:
6335         case RENDERPATH_GLES2:
6336         case RENDERPATH_D3D9:
6337         case RENDERPATH_D3D10:
6338         case RENDERPATH_D3D11:
6339                 r_fb.usedepthtextures = false;
6340                 break;
6341         case RENDERPATH_SOFT:
6342                 r_fb.usedepthtextures = true;
6343                 break;
6344         }
6345
6346         if (r_viewscale_fpsscaling.integer)
6347         {
6348                 double actualframetime;
6349                 double targetframetime;
6350                 double adjust;
6351                 actualframetime = r_refdef.lastdrawscreentime;
6352                 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
6353                 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
6354                 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
6355                 if (r_viewscale_fpsscaling_stepsize.value > 0)
6356                         adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
6357                 viewscalefpsadjusted += adjust;
6358                 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
6359         }
6360         else
6361                 viewscalefpsadjusted = 1.0f;
6362
6363         R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
6364
6365         switch(vid.renderpath)
6366         {
6367         case RENDERPATH_GL20:
6368         case RENDERPATH_D3D9:
6369         case RENDERPATH_D3D10:
6370         case RENDERPATH_D3D11:
6371         case RENDERPATH_SOFT:
6372         case RENDERPATH_GLES2:
6373                 break;
6374         case RENDERPATH_GL11:
6375         case RENDERPATH_GL13:
6376         case RENDERPATH_GLES1:
6377                 return;
6378         }
6379
6380         // set bloomwidth and bloomheight to the bloom resolution that will be
6381         // used (often less than the screen resolution for faster rendering)
6382         r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width);
6383         r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
6384         r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
6385         r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
6386         r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
6387
6388         // calculate desired texture sizes
6389         if (vid.support.arb_texture_non_power_of_two)
6390         {
6391                 screentexturewidth = vid.width;
6392                 screentextureheight = vid.height;
6393                 bloomtexturewidth = r_fb.bloomwidth;
6394                 bloomtextureheight = r_fb.bloomheight;
6395         }
6396         else
6397         {
6398                 for (screentexturewidth  = 1;screentexturewidth  < vid.width       ;screentexturewidth  *= 2);
6399                 for (screentextureheight = 1;screentextureheight < vid.height      ;screentextureheight *= 2);
6400                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_fb.bloomwidth ;bloomtexturewidth   *= 2);
6401                 for (bloomtextureheight  = 1;bloomtextureheight  < r_fb.bloomheight;bloomtextureheight  *= 2);
6402         }
6403
6404         if ((r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
6405         {
6406                 Cvar_SetValueQuick(&r_bloom, 0);
6407                 Cvar_SetValueQuick(&r_motionblur, 0);
6408                 Cvar_SetValueQuick(&r_damageblur, 0);
6409         }
6410
6411         if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))
6412          && !r_bloom.integer
6413          && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0))
6414          && !useviewfbo
6415          && r_viewscale.value == 1.0f
6416          && !r_viewscale_fpsscaling.integer)
6417                 screentexturewidth = screentextureheight = 0;
6418         if (!r_bloom.integer)
6419                 bloomtexturewidth = bloomtextureheight = 0;
6420
6421         // allocate textures as needed
6422         if (r_fb.screentexturewidth != screentexturewidth
6423          || r_fb.screentextureheight != screentextureheight
6424          || r_fb.bloomtexturewidth != bloomtexturewidth
6425          || r_fb.bloomtextureheight != bloomtextureheight
6426          || r_fb.textype != textype
6427          || useviewfbo != (r_fb.fbo != 0))
6428         {
6429                 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6430                 {
6431                         if (r_fb.bloomtexture[i])
6432                                 R_FreeTexture(r_fb.bloomtexture[i]);
6433                         r_fb.bloomtexture[i] = NULL;
6434
6435                         if (r_fb.bloomfbo[i])
6436                                 R_Mesh_DestroyFramebufferObject(r_fb.bloomfbo[i]);
6437                         r_fb.bloomfbo[i] = 0;
6438                 }
6439
6440                 if (r_fb.fbo)
6441                         R_Mesh_DestroyFramebufferObject(r_fb.fbo);
6442                 r_fb.fbo = 0;
6443
6444                 if (r_fb.colortexture)
6445                         R_FreeTexture(r_fb.colortexture);
6446                 r_fb.colortexture = NULL;
6447
6448                 if (r_fb.depthtexture)
6449                         R_FreeTexture(r_fb.depthtexture);
6450                 r_fb.depthtexture = NULL;
6451
6452                 if (r_fb.ghosttexture)
6453                         R_FreeTexture(r_fb.ghosttexture);
6454                 r_fb.ghosttexture = NULL;
6455
6456                 r_fb.screentexturewidth = screentexturewidth;
6457                 r_fb.screentextureheight = screentextureheight;
6458                 r_fb.bloomtexturewidth = bloomtexturewidth;
6459                 r_fb.bloomtextureheight = bloomtextureheight;
6460                 r_fb.textype = textype;
6461
6462                 if (r_fb.screentexturewidth && r_fb.screentextureheight)
6463                 {
6464                         if (r_motionblur.value > 0 || r_damageblur.value > 0)
6465                                 r_fb.ghosttexture = R_LoadTexture2D(r_main_texturepool, "framebuffermotionblur", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6466                         r_fb.ghosttexture_valid = false;
6467                         r_fb.colortexture = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6468                         if (useviewfbo)
6469                         {
6470                                 r_fb.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6471                                 r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6472                                 R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6473                         }
6474                 }
6475
6476                 if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight)
6477                 {
6478                         for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6479                         {
6480                                 r_fb.bloomtexture[i] = R_LoadTexture2D(r_main_texturepool, "framebufferbloom", r_fb.bloomtexturewidth, r_fb.bloomtextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6481                                 if (useviewfbo)
6482                                         r_fb.bloomfbo[i] = R_Mesh_CreateFramebufferObject(NULL, r_fb.bloomtexture[i], NULL, NULL, NULL);
6483                         }
6484                 }
6485         }
6486
6487         // bloom texture is a different resolution
6488         r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
6489         r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6490         r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
6491         r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
6492         r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight);
6493
6494         // set up a texcoord array for the full resolution screen image
6495         // (we have to keep this around to copy back during final render)
6496         r_fb.screentexcoord2f[0] = 0;
6497         r_fb.screentexcoord2f[1] = (float)viewheight    / (float)r_fb.screentextureheight;
6498         r_fb.screentexcoord2f[2] = (float)viewwidth     / (float)r_fb.screentexturewidth;
6499         r_fb.screentexcoord2f[3] = (float)viewheight    / (float)r_fb.screentextureheight;
6500         r_fb.screentexcoord2f[4] = (float)viewwidth     / (float)r_fb.screentexturewidth;
6501         r_fb.screentexcoord2f[5] = 0;
6502         r_fb.screentexcoord2f[6] = 0;
6503         r_fb.screentexcoord2f[7] = 0;
6504
6505         if(r_fb.fbo) 
6506         {
6507                 for (i = 1;i < 8;i += 2)
6508                 {
6509                         r_fb.screentexcoord2f[i] += 1 - (float)(viewheight + r_refdef.view.y) / (float)r_fb.screentextureheight;
6510                 }
6511         }
6512
6513         // set up a texcoord array for the reduced resolution bloom image
6514         // (which will be additive blended over the screen image)
6515         r_fb.bloomtexcoord2f[0] = 0;
6516         r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6517         r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth  / (float)r_fb.bloomtexturewidth;
6518         r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6519         r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth  / (float)r_fb.bloomtexturewidth;
6520         r_fb.bloomtexcoord2f[5] = 0;
6521         r_fb.bloomtexcoord2f[6] = 0;
6522         r_fb.bloomtexcoord2f[7] = 0;
6523
6524         switch(vid.renderpath)
6525         {
6526         case RENDERPATH_GL11:
6527         case RENDERPATH_GL13:
6528         case RENDERPATH_GL20:
6529         case RENDERPATH_SOFT:
6530         case RENDERPATH_GLES1:
6531         case RENDERPATH_GLES2:
6532                 break;
6533         case RENDERPATH_D3D9:
6534         case RENDERPATH_D3D10:
6535         case RENDERPATH_D3D11:
6536                 for (i = 0;i < 4;i++)
6537                 {
6538                         r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
6539                         r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
6540                         r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
6541                         r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
6542                 }
6543                 break;
6544         }
6545
6546         R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6547
6548         if (r_fb.fbo)
6549                 r_refdef.view.clear = true;
6550 }
6551
6552 static void R_Bloom_MakeTexture(void)
6553 {
6554         int x, range, dir;
6555         float xoffset, yoffset, r, brighten;
6556         rtexture_t *intex;
6557         float colorscale = r_bloom_colorscale.value;
6558
6559         r_refdef.stats[r_stat_bloom]++;
6560     
6561 #if 0
6562     // this copy is unnecessary since it happens in R_BlendView already
6563         if (!r_fb.fbo)
6564         {
6565                 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6566                 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6567         }
6568 #endif
6569
6570         // scale down screen texture to the bloom texture size
6571         CHECKGLERROR
6572         r_fb.bloomindex = 0;
6573         R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6574         R_SetViewport(&r_fb.bloomviewport);
6575         GL_DepthTest(false);
6576         GL_BlendFunc(GL_ONE, GL_ZERO);
6577         GL_Color(colorscale, colorscale, colorscale, 1);
6578         // 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...
6579         switch(vid.renderpath)
6580         {
6581         case RENDERPATH_GL11:
6582         case RENDERPATH_GL13:
6583         case RENDERPATH_GL20:
6584         case RENDERPATH_GLES1:
6585         case RENDERPATH_GLES2:
6586         case RENDERPATH_SOFT:
6587                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6588                 break;
6589         case RENDERPATH_D3D9:
6590         case RENDERPATH_D3D10:
6591         case RENDERPATH_D3D11:
6592                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6593                 break;
6594         }
6595         // TODO: do boxfilter scale-down in shader?
6596         R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true, true);
6597         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6598         r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6599
6600         // we now have a properly scaled bloom image
6601         if (!r_fb.bloomfbo[r_fb.bloomindex])
6602         {
6603                 // copy it into the bloom texture
6604                 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6605                 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6606         }
6607
6608         // multiply bloom image by itself as many times as desired
6609         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6610         {
6611                 intex = r_fb.bloomtexture[r_fb.bloomindex];
6612                 r_fb.bloomindex ^= 1;
6613                 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6614                 x *= 2;
6615                 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
6616                 if (!r_fb.bloomfbo[r_fb.bloomindex])
6617                 {
6618                         GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); // square it and multiply by two
6619                         GL_Color(r,r,r,1); // apply fix factor
6620                 }
6621                 else
6622                 {
6623                         if(x <= 2)
6624                                 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
6625                         GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
6626                         GL_Color(1,1,1,1); // no fix factor supported here
6627                 }
6628                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
6629                 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6630                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6631                 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6632
6633                 if (!r_fb.bloomfbo[r_fb.bloomindex])
6634                 {
6635                         // copy the darkened image to a texture
6636                         R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6637                         r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6638                 }
6639         }
6640
6641         range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
6642         brighten = r_bloom_brighten.value;
6643         brighten = sqrt(brighten);
6644         if(range >= 1)
6645                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6646
6647         for (dir = 0;dir < 2;dir++)
6648         {
6649                 intex = r_fb.bloomtexture[r_fb.bloomindex];
6650                 r_fb.bloomindex ^= 1;
6651                 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6652                 // blend on at multiple vertical offsets to achieve a vertical blur
6653                 // TODO: do offset blends using GLSL
6654                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6655                 GL_BlendFunc(GL_ONE, GL_ZERO);
6656                 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6657                 for (x = -range;x <= range;x++)
6658                 {
6659                         if (!dir){xoffset = 0;yoffset = x;}
6660                         else {xoffset = x;yoffset = 0;}
6661                         xoffset /= (float)r_fb.bloomtexturewidth;
6662                         yoffset /= (float)r_fb.bloomtextureheight;
6663                         // compute a texcoord array with the specified x and y offset
6664                         r_fb.offsettexcoord2f[0] = xoffset+r_fb.bloomtexcoord2f[0];
6665                         r_fb.offsettexcoord2f[1] = yoffset+r_fb.bloomtexcoord2f[1];
6666                         r_fb.offsettexcoord2f[2] = xoffset+r_fb.bloomtexcoord2f[2];
6667                         r_fb.offsettexcoord2f[3] = yoffset+r_fb.bloomtexcoord2f[3];
6668                         r_fb.offsettexcoord2f[4] = xoffset+r_fb.bloomtexcoord2f[4];
6669                         r_fb.offsettexcoord2f[5] = yoffset+r_fb.bloomtexcoord2f[5];
6670                         r_fb.offsettexcoord2f[6] = xoffset+r_fb.bloomtexcoord2f[6];
6671                         r_fb.offsettexcoord2f[7] = yoffset+r_fb.bloomtexcoord2f[7];
6672                         // this r value looks like a 'dot' particle, fading sharply to
6673                         // black at the edges
6674                         // (probably not realistic but looks good enough)
6675                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6676                         //r = brighten/(range*2+1);
6677                         r = brighten / (range * 2 + 1);
6678                         if(range >= 1)
6679                                 r *= (1 - x*x/(float)(range*range));
6680                         GL_Color(r, r, r, 1);
6681                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
6682                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6683                         r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6684                         GL_BlendFunc(GL_ONE, GL_ONE);
6685                 }
6686
6687                 if (!r_fb.bloomfbo[r_fb.bloomindex])
6688                 {
6689                         // copy the vertically or horizontally blurred bloom view to a texture
6690                         R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6691                         r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6692                 }
6693         }
6694 }
6695
6696 static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6697 {
6698         unsigned int permutation;
6699         float uservecs[4][4];
6700
6701         R_EntityMatrix(&identitymatrix);
6702
6703         switch (vid.renderpath)
6704         {
6705         case RENDERPATH_GL20:
6706         case RENDERPATH_D3D9:
6707         case RENDERPATH_D3D10:
6708         case RENDERPATH_D3D11:
6709         case RENDERPATH_SOFT:
6710         case RENDERPATH_GLES2:
6711                 permutation =
6712                           (r_fb.bloomtexture[r_fb.bloomindex] ? SHADERPERMUTATION_BLOOM : 0)
6713                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6714                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6715                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6716                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6717
6718                 if (r_fb.colortexture)
6719                 {
6720                         if (!r_fb.fbo)
6721                         {
6722                                 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6723                                 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6724                         }
6725
6726                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
6727                         {
6728                                 // declare variables
6729                                 float blur_factor, blur_mouseaccel, blur_velocity;
6730                                 static float blur_average; 
6731                                 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6732
6733                                 // set a goal for the factoring
6734                                 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value) 
6735                                         / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6736                                 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value) 
6737                                         / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6738                                 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value) 
6739                                         + (blur_mouseaccel * r_motionblur_mousefactor.value));
6740
6741                                 // from the goal, pick an averaged value between goal and last value
6742                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6743                                 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6744
6745                                 // enforce minimum amount of blur 
6746                                 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6747
6748                                 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6749
6750                                 // calculate values into a standard alpha
6751                                 cl.motionbluralpha = 1 - exp(-
6752                                                 (
6753                                                  (r_motionblur.value * blur_factor / 80)
6754                                                  +
6755                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6756                                                 )
6757                                                 /
6758                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
6759                                           );
6760
6761                                 // randomization for the blur value to combat persistent ghosting
6762                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6763                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6764
6765                                 // apply the blur
6766                                 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
6767                                 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
6768                                 {
6769                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6770                                         GL_Color(1, 1, 1, cl.motionbluralpha);
6771                                         switch(vid.renderpath)
6772                                         {
6773                                         case RENDERPATH_GL11:
6774                                         case RENDERPATH_GL13:
6775                                         case RENDERPATH_GL20:
6776                                         case RENDERPATH_GLES1:
6777                                         case RENDERPATH_GLES2:
6778                                         case RENDERPATH_SOFT:
6779                                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6780                                                 break;
6781                                         case RENDERPATH_D3D9:
6782                                         case RENDERPATH_D3D10:
6783                                         case RENDERPATH_D3D11:
6784                                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6785                                                 break;
6786                                         }
6787                                         R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
6788                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6789                                         r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6790                                 }
6791
6792                                 // updates old view angles for next pass
6793                                 VectorCopy(cl.viewangles, blur_oldangles);
6794
6795                                 // copy view into the ghost texture
6796                                 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6797                                 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6798                                 r_fb.ghosttexture_valid = true;
6799                         }
6800                 }
6801                 else
6802                 {
6803                         // no r_fb.colortexture means we're rendering to the real fb
6804                         // we may still have to do view tint...
6805                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6806                         {
6807                                 // apply a color tint to the whole view
6808                                 R_ResetViewRendering2D(0, NULL, NULL);
6809                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6810                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6811                                 R_SetupShader_Generic_NoTexture(false, true);
6812                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6813                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6814                         }
6815                         break; // no screen processing, no bloom, skip it
6816                 }
6817
6818                 if (r_fb.bloomtexture[0])
6819                 {
6820                         // make the bloom texture
6821                         R_Bloom_MakeTexture();
6822                 }
6823
6824 #if _MSC_VER >= 1400
6825 #define sscanf sscanf_s
6826 #endif
6827                 memset(uservecs, 0, sizeof(uservecs));
6828                 if (r_glsl_postprocess_uservec1_enable.integer)
6829                         sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6830                 if (r_glsl_postprocess_uservec2_enable.integer)
6831                         sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6832                 if (r_glsl_postprocess_uservec3_enable.integer)
6833                         sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6834                 if (r_glsl_postprocess_uservec4_enable.integer)
6835                         sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6836
6837                 R_ResetViewRendering2D(0, NULL, NULL); // here we render to the real framebuffer!
6838                 GL_Color(1, 1, 1, 1);
6839                 GL_BlendFunc(GL_ONE, GL_ZERO);
6840
6841                 switch(vid.renderpath)
6842                 {
6843                 case RENDERPATH_GL20:
6844                 case RENDERPATH_GLES2:
6845                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6846                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6847                         if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First     , r_fb.colortexture);
6848                         if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second    , r_fb.bloomtexture[r_fb.bloomindex]);
6849                         if (r_glsl_permutation->tex_Texture_GammaRamps      >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps       );
6850                         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]);
6851                         if (r_glsl_permutation->loc_PixelSize               >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize         , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6852                         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]);
6853                         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]);
6854                         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]);
6855                         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]);
6856                         if (r_glsl_permutation->loc_Saturation              >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
6857                         if (r_glsl_permutation->loc_PixelToScreenTexCoord   >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6858                         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);
6859                         break;
6860                 case RENDERPATH_D3D9:
6861 #ifdef SUPPORTD3D
6862                         // 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...
6863                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6864                         R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6865                         R_Mesh_TexBind(GL20TU_FIRST     , r_fb.colortexture);
6866                         R_Mesh_TexBind(GL20TU_SECOND    , r_fb.bloomtexture[r_fb.bloomindex]);
6867                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
6868                         hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor        , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6869                         hlslPSSetParameter2f(D3DPSREGISTER_PixelSize            , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6870                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec1             , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6871                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec2             , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6872                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec3             , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6873                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec4             , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6874                         hlslPSSetParameter1f(D3DPSREGISTER_Saturation           , r_glsl_saturation.value);
6875                         hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6876                         hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6877 #endif
6878                         break;
6879                 case RENDERPATH_D3D10:
6880                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6881                         break;
6882                 case RENDERPATH_D3D11:
6883                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6884                         break;
6885                 case RENDERPATH_SOFT:
6886                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6887                         R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6888                         R_Mesh_TexBind(GL20TU_FIRST     , r_fb.colortexture);
6889                         R_Mesh_TexBind(GL20TU_SECOND    , r_fb.bloomtexture[r_fb.bloomindex]);
6890                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
6891                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor     , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6892                         DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize         , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6893                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1          , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6894                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2          , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6895                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3          , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6896                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4          , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6897                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation        , r_glsl_saturation.value);
6898                         DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6899                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6900                         break;
6901                 default:
6902                         break;
6903                 }
6904                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6905                 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
6906                 break;
6907         case RENDERPATH_GL11:
6908         case RENDERPATH_GL13:
6909         case RENDERPATH_GLES1:
6910                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6911                 {
6912                         // apply a color tint to the whole view
6913                         R_ResetViewRendering2D(0, NULL, NULL);
6914                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6915                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6916                         R_SetupShader_Generic_NoTexture(false, true);
6917                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6918                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6919                 }
6920                 break;
6921         }
6922 }
6923
6924 matrix4x4_t r_waterscrollmatrix;
6925
6926 void R_UpdateFog(void)
6927 {
6928         // Nehahra fog
6929         if (gamemode == GAME_NEHAHRA)
6930         {
6931                 if (gl_fogenable.integer)
6932                 {
6933                         r_refdef.oldgl_fogenable = true;
6934                         r_refdef.fog_density = gl_fogdensity.value;
6935                         r_refdef.fog_red = gl_fogred.value;
6936                         r_refdef.fog_green = gl_foggreen.value;
6937                         r_refdef.fog_blue = gl_fogblue.value;
6938                         r_refdef.fog_alpha = 1;
6939                         r_refdef.fog_start = 0;
6940                         r_refdef.fog_end = gl_skyclip.value;
6941                         r_refdef.fog_height = 1<<30;
6942                         r_refdef.fog_fadedepth = 128;
6943                 }
6944                 else if (r_refdef.oldgl_fogenable)
6945                 {
6946                         r_refdef.oldgl_fogenable = false;
6947                         r_refdef.fog_density = 0;
6948                         r_refdef.fog_red = 0;
6949                         r_refdef.fog_green = 0;
6950                         r_refdef.fog_blue = 0;
6951                         r_refdef.fog_alpha = 0;
6952                         r_refdef.fog_start = 0;
6953                         r_refdef.fog_end = 0;
6954                         r_refdef.fog_height = 1<<30;
6955                         r_refdef.fog_fadedepth = 128;
6956                 }
6957         }
6958
6959         // fog parms
6960         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6961         r_refdef.fog_start = max(0, r_refdef.fog_start);
6962         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6963
6964         if (r_refdef.fog_density && r_drawfog.integer)
6965         {
6966                 r_refdef.fogenabled = true;
6967                 // this is the point where the fog reaches 0.9986 alpha, which we
6968                 // consider a good enough cutoff point for the texture
6969                 // (0.9986 * 256 == 255.6)
6970                 if (r_fog_exp2.integer)
6971                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6972                 else
6973                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6974                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6975                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6976                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6977                 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6978                         R_BuildFogHeightTexture();
6979                 // fog color was already set
6980                 // update the fog texture
6981                 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)
6982                         R_BuildFogTexture();
6983                 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6984                 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6985         }
6986         else
6987                 r_refdef.fogenabled = false;
6988
6989         // fog color
6990         if (r_refdef.fog_density)
6991         {
6992                 r_refdef.fogcolor[0] = r_refdef.fog_red;
6993                 r_refdef.fogcolor[1] = r_refdef.fog_green;
6994                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6995
6996                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6997                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6998                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6999                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
7000
7001                 {
7002                         vec3_t fogvec;
7003                         VectorCopy(r_refdef.fogcolor, fogvec);
7004                         //   color.rgb *= ContrastBoost * SceneBrightness;
7005                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
7006                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
7007                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
7008                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
7009                 }
7010         }
7011 }
7012
7013 void R_UpdateVariables(void)
7014 {
7015         R_Textures_Frame();
7016
7017         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
7018
7019         r_refdef.farclip = r_farclip_base.value;
7020         if (r_refdef.scene.worldmodel)
7021                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
7022         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
7023
7024         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
7025                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
7026         r_refdef.polygonfactor = 0;
7027         r_refdef.polygonoffset = 0;
7028         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7029         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7030
7031         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
7032         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
7033         r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
7034         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
7035         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
7036         if (FAKELIGHT_ENABLED)
7037         {
7038                 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
7039         }
7040         else if (r_refdef.scene.worldmodel)
7041         {
7042                 r_refdef.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
7043         }
7044         if (r_showsurfaces.integer)
7045         {
7046                 r_refdef.scene.rtworld = false;
7047                 r_refdef.scene.rtworldshadows = false;
7048                 r_refdef.scene.rtdlight = false;
7049                 r_refdef.scene.rtdlightshadows = false;
7050                 r_refdef.lightmapintensity = 0;
7051         }
7052
7053         r_gpuskeletal = false;
7054         switch(vid.renderpath)
7055         {
7056         case RENDERPATH_GL20:
7057                 r_gpuskeletal = vid.support.arb_uniform_buffer_object && r_glsl_skeletal.integer && !r_showsurfaces.integer; // FIXME add r_showsurfaces support to GLSL skeletal!
7058         case RENDERPATH_D3D9:
7059         case RENDERPATH_D3D10:
7060         case RENDERPATH_D3D11:
7061         case RENDERPATH_SOFT:
7062         case RENDERPATH_GLES2:
7063                 if(v_glslgamma.integer && !vid_gammatables_trivial)
7064                 {
7065                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
7066                         {
7067                                 // build GLSL gamma texture
7068 #define RAMPWIDTH 256
7069                                 unsigned short ramp[RAMPWIDTH * 3];
7070                                 unsigned char rampbgr[RAMPWIDTH][4];
7071                                 int i;
7072
7073                                 r_texture_gammaramps_serial = vid_gammatables_serial;
7074
7075                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
7076                                 for(i = 0; i < RAMPWIDTH; ++i)
7077                                 {
7078                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7079                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7080                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
7081                                         rampbgr[i][3] = 0;
7082                                 }
7083                                 if (r_texture_gammaramps)
7084                                 {
7085                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
7086                                 }
7087                                 else
7088                                 {
7089                                         r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
7090                                 }
7091                         }
7092                 }
7093                 else
7094                 {
7095                         // remove GLSL gamma texture
7096                 }
7097                 break;
7098         case RENDERPATH_GL11:
7099         case RENDERPATH_GL13:
7100         case RENDERPATH_GLES1:
7101                 break;
7102         }
7103 }
7104
7105 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
7106 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
7107 /*
7108 ================
7109 R_SelectScene
7110 ================
7111 */
7112 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
7113         if( scenetype != r_currentscenetype ) {
7114                 // store the old scenetype
7115                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
7116                 r_currentscenetype = scenetype;
7117                 // move in the new scene
7118                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
7119         }
7120 }
7121
7122 /*
7123 ================
7124 R_GetScenePointer
7125 ================
7126 */
7127 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
7128 {
7129         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
7130         if( scenetype == r_currentscenetype ) {
7131                 return &r_refdef.scene;
7132         } else {
7133                 return &r_scenes_store[ scenetype ];
7134         }
7135 }
7136
7137 static int R_SortEntities_Compare(const void *ap, const void *bp)
7138 {
7139         const entity_render_t *a = *(const entity_render_t **)ap;
7140         const entity_render_t *b = *(const entity_render_t **)bp;
7141
7142         // 1. compare model
7143         if(a->model < b->model)
7144                 return -1;
7145         if(a->model > b->model)
7146                 return +1;
7147
7148         // 2. compare skin
7149         // TODO possibly calculate the REAL skinnum here first using
7150         // skinscenes?
7151         if(a->skinnum < b->skinnum)
7152                 return -1;
7153         if(a->skinnum > b->skinnum)
7154                 return +1;
7155
7156         // everything we compared is equal
7157         return 0;
7158 }
7159 static void R_SortEntities(void)
7160 {
7161         // below or equal 2 ents, sorting never gains anything
7162         if(r_refdef.scene.numentities <= 2)
7163                 return;
7164         // sort
7165         qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
7166 }
7167
7168 /*
7169 ================
7170 R_RenderView
7171 ================
7172 */
7173 int dpsoftrast_test;
7174 extern cvar_t r_shadow_bouncegrid;
7175 void R_RenderView(void)
7176 {
7177         matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
7178         int fbo;
7179         rtexture_t *depthtexture;
7180         rtexture_t *colortexture;
7181
7182         dpsoftrast_test = r_test.integer;
7183
7184         if (r_timereport_active)
7185                 R_TimeReport("start");
7186         r_textureframe++; // used only by R_GetCurrentTexture
7187         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7188
7189         if(R_CompileShader_CheckStaticParms())
7190                 R_GLSL_Restart_f();
7191
7192         if (!r_drawentities.integer)
7193                 r_refdef.scene.numentities = 0;
7194         else if (r_sortentities.integer)
7195                 R_SortEntities();
7196
7197         R_AnimCache_ClearCache();
7198
7199         /* adjust for stereo display */
7200         if(R_Stereo_Active())
7201         {
7202                 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);
7203                 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
7204         }
7205
7206         if (r_refdef.view.isoverlay)
7207         {
7208                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
7209                 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
7210                 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
7211                 R_TimeReport("depthclear");
7212
7213                 r_refdef.view.showdebug = false;
7214
7215                 r_fb.water.enabled = false;
7216                 r_fb.water.numwaterplanes = 0;
7217
7218                 R_RenderScene(0, NULL, NULL);
7219
7220                 r_refdef.view.matrix = originalmatrix;
7221
7222                 CHECKGLERROR
7223                 return;
7224         }
7225
7226         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
7227         {
7228                 r_refdef.view.matrix = originalmatrix;
7229                 return;
7230         }
7231
7232         r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
7233
7234         if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
7235                 // in sRGB fallback, behave similar to true sRGB: convert this
7236                 // value from linear to sRGB
7237                 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
7238
7239         R_RenderView_UpdateViewVectors();
7240
7241         R_Shadow_UpdateWorldLightSelection();
7242
7243         R_Bloom_StartFrame();
7244
7245         // apply bloom brightness offset
7246         if(r_fb.bloomtexture[0])
7247                 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
7248
7249         R_Water_StartFrame();
7250
7251         // now we probably have an fbo to render into
7252         fbo = r_fb.fbo;
7253         depthtexture = r_fb.depthtexture;
7254         colortexture = r_fb.colortexture;
7255
7256         CHECKGLERROR
7257         if (r_timereport_active)
7258                 R_TimeReport("viewsetup");
7259
7260         R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7261
7262         if (r_refdef.view.clear || r_refdef.fogenabled || fbo)
7263         {
7264                 R_ClearScreen(r_refdef.fogenabled);
7265                 if (r_timereport_active)
7266                         R_TimeReport("viewclear");
7267         }
7268         r_refdef.view.clear = true;
7269
7270         r_refdef.view.showdebug = true;
7271
7272         R_View_Update();
7273         if (r_timereport_active)
7274                 R_TimeReport("visibility");
7275
7276         R_AnimCache_CacheVisibleEntities();
7277         if (r_timereport_active)
7278                 R_TimeReport("animcache");
7279
7280         R_Shadow_UpdateBounceGridTexture();
7281         if (r_timereport_active && r_shadow_bouncegrid.integer)
7282                 R_TimeReport("bouncegrid");
7283
7284         r_fb.water.numwaterplanes = 0;
7285         if (r_fb.water.enabled)
7286                 R_RenderWaterPlanes(fbo, depthtexture, colortexture);
7287
7288         R_RenderScene(fbo, depthtexture, colortexture);
7289         r_fb.water.numwaterplanes = 0;
7290
7291         R_BlendView(fbo, depthtexture, colortexture);
7292         if (r_timereport_active)
7293                 R_TimeReport("blendview");
7294
7295         GL_Scissor(0, 0, vid.width, vid.height);
7296         GL_ScissorTest(false);
7297
7298         r_refdef.view.matrix = originalmatrix;
7299
7300         CHECKGLERROR
7301 }
7302
7303 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7304 {
7305         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
7306         {
7307                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
7308                 if (r_timereport_active)
7309                         R_TimeReport("waterworld");
7310         }
7311
7312         // don't let sound skip if going slow
7313         if (r_refdef.scene.extraupdate)
7314                 S_ExtraUpdate ();
7315
7316         R_DrawModelsAddWaterPlanes();
7317         if (r_timereport_active)
7318                 R_TimeReport("watermodels");
7319
7320         if (r_fb.water.numwaterplanes)
7321         {
7322                 R_Water_ProcessPlanes(fbo, depthtexture, colortexture);
7323                 if (r_timereport_active)
7324                         R_TimeReport("waterscenes");
7325         }
7326 }
7327
7328 extern cvar_t cl_locs_show;
7329 static void R_DrawLocs(void);
7330 static void R_DrawEntityBBoxes(void);
7331 static void R_DrawModelDecals(void);
7332 extern cvar_t cl_decals_newsystem;
7333 extern qboolean r_shadow_usingdeferredprepass;
7334 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7335 {
7336         qboolean shadowmapping = false;
7337
7338         if (r_timereport_active)
7339                 R_TimeReport("beginscene");
7340
7341         r_refdef.stats[r_stat_renders]++;
7342
7343         R_UpdateFog();
7344
7345         // don't let sound skip if going slow
7346         if (r_refdef.scene.extraupdate)
7347                 S_ExtraUpdate ();
7348
7349         R_MeshQueue_BeginScene();
7350
7351         R_SkyStartFrame();
7352
7353         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);
7354
7355         if (r_timereport_active)
7356                 R_TimeReport("skystartframe");
7357
7358         if (cl.csqc_vidvars.drawworld)
7359         {
7360                 // don't let sound skip if going slow
7361                 if (r_refdef.scene.extraupdate)
7362                         S_ExtraUpdate ();
7363
7364                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7365                 {
7366                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7367                         if (r_timereport_active)
7368                                 R_TimeReport("worldsky");
7369                 }
7370
7371                 if (R_DrawBrushModelsSky() && r_timereport_active)
7372                         R_TimeReport("bmodelsky");
7373
7374                 if (skyrendermasked && skyrenderlater)
7375                 {
7376                         // we have to force off the water clipping plane while rendering sky
7377                         R_SetupView(false, fbo, depthtexture, colortexture);
7378                         R_Sky();
7379                         R_SetupView(true, fbo, depthtexture, colortexture);
7380                         if (r_timereport_active)
7381                                 R_TimeReport("sky");
7382                 }
7383         }
7384
7385         R_Shadow_PrepareLights(fbo, depthtexture, colortexture);
7386         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
7387                 R_Shadow_PrepareModelShadows();
7388         if (r_timereport_active)
7389                 R_TimeReport("preparelights");
7390
7391         if (R_Shadow_ShadowMappingEnabled())
7392                 shadowmapping = true;
7393
7394         if (r_shadow_usingdeferredprepass)
7395                 R_Shadow_DrawPrepass();
7396
7397         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7398         {
7399                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7400                 if (r_timereport_active)
7401                         R_TimeReport("worlddepth");
7402         }
7403         if (r_depthfirst.integer >= 2)
7404         {
7405                 R_DrawModelsDepth();
7406                 if (r_timereport_active)
7407                         R_TimeReport("modeldepth");
7408         }
7409
7410         if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
7411         {
7412                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7413                 R_DrawModelShadowMaps(fbo, depthtexture, colortexture);
7414                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7415                 // don't let sound skip if going slow
7416                 if (r_refdef.scene.extraupdate)
7417                         S_ExtraUpdate ();
7418         }
7419
7420         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7421         {
7422                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7423                 if (r_timereport_active)
7424                         R_TimeReport("world");
7425         }
7426
7427         // don't let sound skip if going slow
7428         if (r_refdef.scene.extraupdate)
7429                 S_ExtraUpdate ();
7430
7431         R_DrawModels();
7432         if (r_timereport_active)
7433                 R_TimeReport("models");
7434
7435         // don't let sound skip if going slow
7436         if (r_refdef.scene.extraupdate)
7437                 S_ExtraUpdate ();
7438
7439         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7440         {
7441                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7442                 R_DrawModelShadows(fbo, depthtexture, colortexture);
7443                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7444                 // don't let sound skip if going slow
7445                 if (r_refdef.scene.extraupdate)
7446                         S_ExtraUpdate ();
7447         }
7448
7449         if (!r_shadow_usingdeferredprepass)
7450         {
7451                 R_Shadow_DrawLights();
7452                 if (r_timereport_active)
7453                         R_TimeReport("rtlights");
7454         }
7455
7456         // don't let sound skip if going slow
7457         if (r_refdef.scene.extraupdate)
7458                 S_ExtraUpdate ();
7459
7460         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7461         {
7462                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7463                 R_DrawModelShadows(fbo, depthtexture, colortexture);
7464                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7465                 // don't let sound skip if going slow
7466                 if (r_refdef.scene.extraupdate)
7467                         S_ExtraUpdate ();
7468         }
7469
7470         if (cl.csqc_vidvars.drawworld)
7471         {
7472                 if (cl_decals_newsystem.integer)
7473                 {
7474                         R_DrawModelDecals();
7475                         if (r_timereport_active)
7476                                 R_TimeReport("modeldecals");
7477                 }
7478                 else
7479                 {
7480                         R_DrawDecals();
7481                         if (r_timereport_active)
7482                                 R_TimeReport("decals");
7483                 }
7484
7485                 R_DrawParticles();
7486                 if (r_timereport_active)
7487                         R_TimeReport("particles");
7488
7489                 R_DrawExplosions();
7490                 if (r_timereport_active)
7491                         R_TimeReport("explosions");
7492
7493                 R_DrawLightningBeams();
7494                 if (r_timereport_active)
7495                         R_TimeReport("lightning");
7496         }
7497
7498         if (cl.csqc_loaded)
7499                 VM_CL_AddPolygonsToMeshQueue(CLVM_prog);
7500
7501         if (r_refdef.view.showdebug)
7502         {
7503                 if (cl_locs_show.integer)
7504                 {
7505                         R_DrawLocs();
7506                         if (r_timereport_active)
7507                                 R_TimeReport("showlocs");
7508                 }
7509
7510                 if (r_drawportals.integer)
7511                 {
7512                         R_DrawPortals();
7513                         if (r_timereport_active)
7514                                 R_TimeReport("portals");
7515                 }
7516
7517                 if (r_showbboxes.value > 0)
7518                 {
7519                         R_DrawEntityBBoxes();
7520                         if (r_timereport_active)
7521                                 R_TimeReport("bboxes");
7522                 }
7523         }
7524
7525         if (r_transparent.integer)
7526         {
7527                 R_MeshQueue_RenderTransparent();
7528                 if (r_timereport_active)
7529                         R_TimeReport("drawtrans");
7530         }
7531
7532         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))
7533         {
7534                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7535                 if (r_timereport_active)
7536                         R_TimeReport("worlddebug");
7537                 R_DrawModelsDebug();
7538                 if (r_timereport_active)
7539                         R_TimeReport("modeldebug");
7540         }
7541
7542         if (cl.csqc_vidvars.drawworld)
7543         {
7544                 R_Shadow_DrawCoronas();
7545                 if (r_timereport_active)
7546                         R_TimeReport("coronas");
7547         }
7548
7549 #if 0
7550         {
7551                 GL_DepthTest(false);
7552                 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7553                 GL_Color(1, 1, 1, 1);
7554                 qglBegin(GL_POLYGON);
7555                 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7556                 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7557                 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7558                 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7559                 qglEnd();
7560                 qglBegin(GL_POLYGON);
7561                 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]);
7562                 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]);
7563                 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]);
7564                 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]);
7565                 qglEnd();
7566                 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7567         }
7568 #endif
7569
7570         // don't let sound skip if going slow
7571         if (r_refdef.scene.extraupdate)
7572                 S_ExtraUpdate ();
7573 }
7574
7575 static const unsigned short bboxelements[36] =
7576 {
7577         5, 1, 3, 5, 3, 7,
7578         6, 2, 0, 6, 0, 4,
7579         7, 3, 2, 7, 2, 6,
7580         4, 0, 1, 4, 1, 5,
7581         4, 5, 7, 4, 7, 6,
7582         1, 0, 2, 1, 2, 3,
7583 };
7584
7585 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7586 {
7587         int i;
7588         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7589
7590         RSurf_ActiveWorldEntity();
7591
7592         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7593         GL_DepthMask(false);
7594         GL_DepthRange(0, 1);
7595         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7596 //      R_Mesh_ResetTextureState();
7597
7598         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7599         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7600         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7601         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7602         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7603         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7604         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7605         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7606         R_FillColors(color4f, 8, cr, cg, cb, ca);
7607         if (r_refdef.fogenabled)
7608         {
7609                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7610                 {
7611                         f1 = RSurf_FogVertex(v);
7612                         f2 = 1 - f1;
7613                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7614                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7615                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7616                 }
7617         }
7618         R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7619         R_Mesh_ResetTextureState();
7620         R_SetupShader_Generic_NoTexture(false, false);
7621         R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7622 }
7623
7624 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7625 {
7626         prvm_prog_t *prog = SVVM_prog;
7627         int i;
7628         float color[4];
7629         prvm_edict_t *edict;
7630
7631         // this function draws bounding boxes of server entities
7632         if (!sv.active)
7633                 return;
7634
7635         GL_CullFace(GL_NONE);
7636         R_SetupShader_Generic_NoTexture(false, false);
7637
7638         for (i = 0;i < numsurfaces;i++)
7639         {
7640                 edict = PRVM_EDICT_NUM(surfacelist[i]);
7641                 switch ((int)PRVM_serveredictfloat(edict, solid))
7642                 {
7643                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
7644                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
7645                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
7646                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7647                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
7648                         case SOLID_CORPSE:   Vector4Set(color, 1, 0.5, 0, 0.05);break;
7649                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
7650                 }
7651                 color[3] *= r_showbboxes.value;
7652                 color[3] = bound(0, color[3], 1);
7653                 GL_DepthTest(!r_showdisabledepthtest.integer);
7654                 GL_CullFace(r_refdef.view.cullface_front);
7655                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7656         }
7657 }
7658
7659 static void R_DrawEntityBBoxes(void)
7660 {
7661         int i;
7662         prvm_edict_t *edict;
7663         vec3_t center;
7664         prvm_prog_t *prog = SVVM_prog;
7665
7666         // this function draws bounding boxes of server entities
7667         if (!sv.active)
7668                 return;
7669
7670         for (i = 0;i < prog->num_edicts;i++)
7671         {
7672                 edict = PRVM_EDICT_NUM(i);
7673                 if (edict->priv.server->free)
7674                         continue;
7675                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7676                 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7677                         continue;
7678                 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7679                         continue;
7680                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7681                 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7682         }
7683 }
7684
7685 static const int nomodelelement3i[24] =
7686 {
7687         5, 2, 0,
7688         5, 1, 2,
7689         5, 0, 3,
7690         5, 3, 1,
7691         0, 2, 4,
7692         2, 1, 4,
7693         3, 0, 4,
7694         1, 3, 4
7695 };
7696
7697 static const unsigned short nomodelelement3s[24] =
7698 {
7699         5, 2, 0,
7700         5, 1, 2,
7701         5, 0, 3,
7702         5, 3, 1,
7703         0, 2, 4,
7704         2, 1, 4,
7705         3, 0, 4,
7706         1, 3, 4
7707 };
7708
7709 static const float nomodelvertex3f[6*3] =
7710 {
7711         -16,   0,   0,
7712          16,   0,   0,
7713           0, -16,   0,
7714           0,  16,   0,
7715           0,   0, -16,
7716           0,   0,  16
7717 };
7718
7719 static const float nomodelcolor4f[6*4] =
7720 {
7721         0.0f, 0.0f, 0.5f, 1.0f,
7722         0.0f, 0.0f, 0.5f, 1.0f,
7723         0.0f, 0.5f, 0.0f, 1.0f,
7724         0.0f, 0.5f, 0.0f, 1.0f,
7725         0.5f, 0.0f, 0.0f, 1.0f,
7726         0.5f, 0.0f, 0.0f, 1.0f
7727 };
7728
7729 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7730 {
7731         int i;
7732         float f1, f2, *c;
7733         float color4f[6*4];
7734
7735         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);
7736
7737         // this is only called once per entity so numsurfaces is always 1, and
7738         // surfacelist is always {0}, so this code does not handle batches
7739
7740         if (rsurface.ent_flags & RENDER_ADDITIVE)
7741         {
7742                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7743                 GL_DepthMask(false);
7744         }
7745         else if (rsurface.colormod[3] < 1)
7746         {
7747                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7748                 GL_DepthMask(false);
7749         }
7750         else
7751         {
7752                 GL_BlendFunc(GL_ONE, GL_ZERO);
7753                 GL_DepthMask(true);
7754         }
7755         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7756         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7757         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7758         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7759         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7760         for (i = 0, c = color4f;i < 6;i++, c += 4)
7761         {
7762                 c[0] *= rsurface.colormod[0];
7763                 c[1] *= rsurface.colormod[1];
7764                 c[2] *= rsurface.colormod[2];
7765                 c[3] *= rsurface.colormod[3];
7766         }
7767         if (r_refdef.fogenabled)
7768         {
7769                 for (i = 0, c = color4f;i < 6;i++, c += 4)
7770                 {
7771                         f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7772                         f2 = 1 - f1;
7773                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7774                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7775                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7776                 }
7777         }
7778 //      R_Mesh_ResetTextureState();
7779         R_SetupShader_Generic_NoTexture(false, false);
7780         R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7781         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7782 }
7783
7784 void R_DrawNoModel(entity_render_t *ent)
7785 {
7786         vec3_t org;
7787         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7788         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7789                 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7790         else
7791                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7792 }
7793
7794 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
7795 {
7796         vec3_t right1, right2, diff, normal;
7797
7798         VectorSubtract (org2, org1, normal);
7799
7800         // calculate 'right' vector for start
7801         VectorSubtract (r_refdef.view.origin, org1, diff);
7802         CrossProduct (normal, diff, right1);
7803         VectorNormalize (right1);
7804
7805         // calculate 'right' vector for end
7806         VectorSubtract (r_refdef.view.origin, org2, diff);
7807         CrossProduct (normal, diff, right2);
7808         VectorNormalize (right2);
7809
7810         vert[ 0] = org1[0] + width * right1[0];
7811         vert[ 1] = org1[1] + width * right1[1];
7812         vert[ 2] = org1[2] + width * right1[2];
7813         vert[ 3] = org1[0] - width * right1[0];
7814         vert[ 4] = org1[1] - width * right1[1];
7815         vert[ 5] = org1[2] - width * right1[2];
7816         vert[ 6] = org2[0] - width * right2[0];
7817         vert[ 7] = org2[1] - width * right2[1];
7818         vert[ 8] = org2[2] - width * right2[2];
7819         vert[ 9] = org2[0] + width * right2[0];
7820         vert[10] = org2[1] + width * right2[1];
7821         vert[11] = org2[2] + width * right2[2];
7822 }
7823
7824 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)
7825 {
7826         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7827         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7828         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7829         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7830         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7831         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7832         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7833         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7834         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7835         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7836         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7837         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7838 }
7839
7840 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7841 {
7842         int i;
7843         float *vertex3f;
7844         float v[3];
7845         VectorSet(v, x, y, z);
7846         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7847                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7848                         break;
7849         if (i == mesh->numvertices)
7850         {
7851                 if (mesh->numvertices < mesh->maxvertices)
7852                 {
7853                         VectorCopy(v, vertex3f);
7854                         mesh->numvertices++;
7855                 }
7856                 return mesh->numvertices;
7857         }
7858         else
7859                 return i;
7860 }
7861
7862 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7863 {
7864         int i;
7865         int *e, element[3];
7866         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7867         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7868         e = mesh->element3i + mesh->numtriangles * 3;
7869         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7870         {
7871                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7872                 if (mesh->numtriangles < mesh->maxtriangles)
7873                 {
7874                         *e++ = element[0];
7875                         *e++ = element[1];
7876                         *e++ = element[2];
7877                         mesh->numtriangles++;
7878                 }
7879                 element[1] = element[2];
7880         }
7881 }
7882
7883 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7884 {
7885         int i;
7886         int *e, element[3];
7887         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7888         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7889         e = mesh->element3i + mesh->numtriangles * 3;
7890         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7891         {
7892                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7893                 if (mesh->numtriangles < mesh->maxtriangles)
7894                 {
7895                         *e++ = element[0];
7896                         *e++ = element[1];
7897                         *e++ = element[2];
7898                         mesh->numtriangles++;
7899                 }
7900                 element[1] = element[2];
7901         }
7902 }
7903
7904 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7905 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7906 {
7907         int planenum, planenum2;
7908         int w;
7909         int tempnumpoints;
7910         mplane_t *plane, *plane2;
7911         double maxdist;
7912         double temppoints[2][256*3];
7913         // figure out how large a bounding box we need to properly compute this brush
7914         maxdist = 0;
7915         for (w = 0;w < numplanes;w++)
7916                 maxdist = max(maxdist, fabs(planes[w].dist));
7917         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7918         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7919         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7920         {
7921                 w = 0;
7922                 tempnumpoints = 4;
7923                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7924                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7925                 {
7926                         if (planenum2 == planenum)
7927                                 continue;
7928                         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);
7929                         w = !w;
7930                 }
7931                 if (tempnumpoints < 3)
7932                         continue;
7933                 // generate elements forming a triangle fan for this polygon
7934                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7935         }
7936 }
7937
7938 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)
7939 {
7940         texturelayer_t *layer;
7941         layer = t->currentlayers + t->currentnumlayers++;
7942         layer->type = type;
7943         layer->depthmask = depthmask;
7944         layer->blendfunc1 = blendfunc1;
7945         layer->blendfunc2 = blendfunc2;
7946         layer->texture = texture;
7947         layer->texmatrix = *matrix;
7948         layer->color[0] = r;
7949         layer->color[1] = g;
7950         layer->color[2] = b;
7951         layer->color[3] = a;
7952 }
7953
7954 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7955 {
7956         if(parms[0] == 0 && parms[1] == 0)
7957                 return false;
7958         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7959                 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7960                         return false;
7961         return true;
7962 }
7963
7964 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7965 {
7966         double index, f;
7967         index = parms[2] + rsurface.shadertime * parms[3];
7968         index -= floor(index);
7969         switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7970         {
7971         default:
7972         case Q3WAVEFUNC_NONE:
7973         case Q3WAVEFUNC_NOISE:
7974         case Q3WAVEFUNC_COUNT:
7975                 f = 0;
7976                 break;
7977         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7978         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7979         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7980         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7981         case Q3WAVEFUNC_TRIANGLE:
7982                 index *= 4;
7983                 f = index - floor(index);
7984                 if (index < 1)
7985                 {
7986                         // f = f;
7987                 }
7988                 else if (index < 2)
7989                         f = 1 - f;
7990                 else if (index < 3)
7991                         f = -f;
7992                 else
7993                         f = -(1 - f);
7994                 break;
7995         }
7996         f = parms[0] + parms[1] * f;
7997         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7998                 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
7999         return (float) f;
8000 }
8001
8002 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
8003 {
8004         int w, h, idx;
8005         float shadertime;
8006         float f;
8007         float offsetd[2];
8008         float tcmat[12];
8009         matrix4x4_t matrix, temp;
8010         // if shadertime exceeds about 9 hours (32768 seconds), just wrap it,
8011         // it's better to have one huge fixup every 9 hours than gradual
8012         // degradation over time which looks consistently bad after many hours.
8013         //
8014         // tcmod scroll in particular suffers from this degradation which can't be
8015         // effectively worked around even with floor() tricks because we don't
8016         // know if tcmod scroll is the last tcmod being applied, and for clampmap
8017         // a workaround involving floor() would be incorrect anyway...
8018         shadertime = rsurface.shadertime;
8019         if (shadertime >= 32768.0f)
8020                 shadertime -= floor(rsurface.shadertime * (1.0f / 32768.0f)) * 32768.0f;
8021         switch(tcmod->tcmod)
8022         {
8023                 case Q3TCMOD_COUNT:
8024                 case Q3TCMOD_NONE:
8025                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8026                                 matrix = r_waterscrollmatrix;
8027                         else
8028                                 matrix = identitymatrix;
8029                         break;
8030                 case Q3TCMOD_ENTITYTRANSLATE:
8031                         // this is used in Q3 to allow the gamecode to control texcoord
8032                         // scrolling on the entity, which is not supported in darkplaces yet.
8033                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
8034                         break;
8035                 case Q3TCMOD_ROTATE:
8036                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
8037                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
8038                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
8039                         break;
8040                 case Q3TCMOD_SCALE:
8041                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
8042                         break;
8043                 case Q3TCMOD_SCROLL:
8044                         // this particular tcmod is a "bug for bug" compatible one with regards to
8045                         // Quake3, the wrapping is unnecessary with our shadetime fix but quake3
8046                         // specifically did the wrapping and so we must mimic that...
8047                         offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
8048                         offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
8049                         Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
8050                         break;
8051                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
8052                         w = (int) tcmod->parms[0];
8053                         h = (int) tcmod->parms[1];
8054                         f = rsurface.shadertime / (tcmod->parms[2] * w * h);
8055                         f = f - floor(f);
8056                         idx = (int) floor(f * w * h);
8057                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
8058                         break;
8059                 case Q3TCMOD_STRETCH:
8060                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
8061                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
8062                         break;
8063                 case Q3TCMOD_TRANSFORM:
8064                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
8065                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
8066                         VectorSet(tcmat +  6, 0                   , 0                , 1);
8067                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
8068                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
8069                         break;
8070                 case Q3TCMOD_TURBULENT:
8071                         // this is handled in the RSurf_PrepareVertices function
8072                         matrix = identitymatrix;
8073                         break;
8074         }
8075         temp = *texmatrix;
8076         Matrix4x4_Concat(texmatrix, &matrix, &temp);
8077 }
8078
8079 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
8080 {
8081         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
8082         char name[MAX_QPATH];
8083         skinframe_t *skinframe;
8084         unsigned char pixels[296*194];
8085         strlcpy(cache->name, skinname, sizeof(cache->name));
8086         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
8087         if (developer_loading.integer)
8088                 Con_Printf("loading %s\n", name);
8089         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
8090         if (!skinframe || !skinframe->base)
8091         {
8092                 unsigned char *f;
8093                 fs_offset_t filesize;
8094                 skinframe = NULL;
8095                 f = FS_LoadFile(name, tempmempool, true, &filesize);
8096                 if (f)
8097                 {
8098                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
8099                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
8100                         Mem_Free(f);
8101                 }
8102         }
8103         cache->skinframe = skinframe;
8104 }
8105
8106 texture_t *R_GetCurrentTexture(texture_t *t)
8107 {
8108         int i;
8109         const entity_render_t *ent = rsurface.entity;
8110         dp_model_t *model = ent->model; // when calling this, ent must not be NULL
8111         q3shaderinfo_layer_tcmod_t *tcmod;
8112
8113         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
8114                 return t->currentframe;
8115         t->update_lastrenderframe = r_textureframe;
8116         t->update_lastrenderentity = (void *)ent;
8117
8118         if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
8119                 t->camera_entity = ent->entitynumber;
8120         else
8121                 t->camera_entity = 0;
8122
8123         // switch to an alternate material if this is a q1bsp animated material
8124         {
8125                 texture_t *texture = t;
8126                 int s = rsurface.ent_skinnum;
8127                 if ((unsigned int)s >= (unsigned int)model->numskins)
8128                         s = 0;
8129                 if (model->skinscenes)
8130                 {
8131                         if (model->skinscenes[s].framecount > 1)
8132                                 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
8133                         else
8134                                 s = model->skinscenes[s].firstframe;
8135                 }
8136                 if (s > 0)
8137                         t = t + s * model->num_surfaces;
8138                 if (t->animated)
8139                 {
8140                         // use an alternate animation if the entity's frame is not 0,
8141                         // and only if the texture has an alternate animation
8142                         if (rsurface.ent_alttextures && t->anim_total[1])
8143                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
8144                         else
8145                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
8146                 }
8147                 texture->currentframe = t;
8148         }
8149
8150         // update currentskinframe to be a qw skin or animation frame
8151         if (rsurface.ent_qwskin >= 0)
8152         {
8153                 i = rsurface.ent_qwskin;
8154                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
8155                 {
8156                         r_qwskincache_size = cl.maxclients;
8157                         if (r_qwskincache)
8158                                 Mem_Free(r_qwskincache);
8159                         r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
8160                 }
8161                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
8162                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
8163                 t->currentskinframe = r_qwskincache[i].skinframe;
8164                 if (t->currentskinframe == NULL)
8165                         t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
8166         }
8167         else if (t->numskinframes >= 2)
8168                 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
8169         if (t->backgroundnumskinframes >= 2)
8170                 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
8171
8172         t->currentmaterialflags = t->basematerialflags;
8173         t->currentalpha = rsurface.colormod[3];
8174         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
8175                 t->currentalpha *= r_wateralpha.value;
8176         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
8177                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
8178         if(!r_fb.water.enabled || r_refdef.view.isoverlay)
8179                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
8180         if (!(rsurface.ent_flags & RENDER_LIGHT))
8181                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
8182         else if (FAKELIGHT_ENABLED)
8183         {
8184                 // no modellight if using fakelight for the map
8185         }
8186         else if ((rsurface.modeltexcoordlightmap2f == NULL || (rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT))) && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
8187         {
8188                 // pick a model lighting mode
8189                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
8190                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
8191                 else
8192                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
8193         }
8194         if (rsurface.ent_flags & RENDER_ADDITIVE)
8195                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8196         else if (t->currentalpha < 1)
8197                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8198         // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
8199         if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8200                 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
8201         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
8202                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
8203         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
8204                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
8205         if (t->backgroundnumskinframes)
8206                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
8207         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
8208         {
8209                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
8210                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
8211         }
8212         else
8213                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
8214         if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
8215         {
8216                 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
8217                 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
8218         }
8219         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
8220                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
8221
8222         // there is no tcmod
8223         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8224         {
8225                 t->currenttexmatrix = r_waterscrollmatrix;
8226                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
8227         }
8228         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
8229         {
8230                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
8231                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
8232         }
8233
8234         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8235                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
8236         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8237                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
8238
8239         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
8240         if (t->currentskinframe->qpixels)
8241                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
8242         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
8243         if (!t->basetexture)
8244                 t->basetexture = r_texture_notexture;
8245         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
8246         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
8247         t->nmaptexture = t->currentskinframe->nmap;
8248         if (!t->nmaptexture)
8249                 t->nmaptexture = r_texture_blanknormalmap;
8250         t->glosstexture = r_texture_black;
8251         t->glowtexture = t->currentskinframe->glow;
8252         t->fogtexture = t->currentskinframe->fog;
8253         t->reflectmasktexture = t->currentskinframe->reflect;
8254         if (t->backgroundnumskinframes)
8255         {
8256                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
8257                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
8258                 t->backgroundglosstexture = r_texture_black;
8259                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
8260                 if (!t->backgroundnmaptexture)
8261                         t->backgroundnmaptexture = r_texture_blanknormalmap;
8262                 // make sure that if glow is going to be used, both textures are not NULL
8263                 if (!t->backgroundglowtexture && t->glowtexture)
8264                         t->backgroundglowtexture = r_texture_black;
8265                 if (!t->glowtexture && t->backgroundglowtexture)
8266                         t->glowtexture = r_texture_black;
8267         }
8268         else
8269         {
8270                 t->backgroundbasetexture = r_texture_white;
8271                 t->backgroundnmaptexture = r_texture_blanknormalmap;
8272                 t->backgroundglosstexture = r_texture_black;
8273                 t->backgroundglowtexture = NULL;
8274         }
8275         t->specularpower = r_shadow_glossexponent.value;
8276         // TODO: store reference values for these in the texture?
8277         t->specularscale = 0;
8278         if (r_shadow_gloss.integer > 0)
8279         {
8280                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
8281                 {
8282                         if (r_shadow_glossintensity.value > 0)
8283                         {
8284                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
8285                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
8286                                 t->specularscale = r_shadow_glossintensity.value;
8287                         }
8288                 }
8289                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
8290                 {
8291                         t->glosstexture = r_texture_white;
8292                         t->backgroundglosstexture = r_texture_white;
8293                         t->specularscale = r_shadow_gloss2intensity.value;
8294                         t->specularpower = r_shadow_gloss2exponent.value;
8295                 }
8296         }
8297         t->specularscale *= t->specularscalemod;
8298         t->specularpower *= t->specularpowermod;
8299         t->rtlightambient = 0;
8300
8301         // lightmaps mode looks bad with dlights using actual texturing, so turn
8302         // off the colormap and glossmap, but leave the normalmap on as it still
8303         // accurately represents the shading involved
8304         if (gl_lightmaps.integer)
8305         {
8306                 t->basetexture = r_texture_grey128;
8307                 t->pantstexture = r_texture_black;
8308                 t->shirttexture = r_texture_black;
8309                 if (gl_lightmaps.integer < 2)
8310                         t->nmaptexture = r_texture_blanknormalmap;
8311                 t->glosstexture = r_texture_black;
8312                 t->glowtexture = NULL;
8313                 t->fogtexture = NULL;
8314                 t->reflectmasktexture = NULL;
8315                 t->backgroundbasetexture = NULL;
8316                 if (gl_lightmaps.integer < 2)
8317                         t->backgroundnmaptexture = r_texture_blanknormalmap;
8318                 t->backgroundglosstexture = r_texture_black;
8319                 t->backgroundglowtexture = NULL;
8320                 t->specularscale = 0;
8321                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
8322         }
8323
8324         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
8325         VectorClear(t->dlightcolor);
8326         t->currentnumlayers = 0;
8327         if (t->currentmaterialflags & MATERIALFLAG_WALL)
8328         {
8329                 int blendfunc1, blendfunc2;
8330                 qboolean depthmask;
8331                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
8332                 {
8333                         blendfunc1 = GL_SRC_ALPHA;
8334                         blendfunc2 = GL_ONE;
8335                 }
8336                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
8337                 {
8338                         blendfunc1 = GL_SRC_ALPHA;
8339                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
8340                 }
8341                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8342                 {
8343                         blendfunc1 = t->customblendfunc[0];
8344                         blendfunc2 = t->customblendfunc[1];
8345                 }
8346                 else
8347                 {
8348                         blendfunc1 = GL_ONE;
8349                         blendfunc2 = GL_ZERO;
8350                 }
8351                 // don't colormod evilblend textures
8352                 if(!(R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD))
8353                         VectorSet(t->lightmapcolor, 1, 1, 1);
8354                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
8355                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
8356                 {
8357                         // fullbright is not affected by r_refdef.lightmapintensity
8358                         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]);
8359                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8360                                 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]);
8361                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8362                                 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]);
8363                 }
8364                 else
8365                 {
8366                         vec3_t ambientcolor;
8367                         float colorscale;
8368                         // set the color tint used for lights affecting this surface
8369                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8370                         colorscale = 2;
8371                         // q3bsp has no lightmap updates, so the lightstylevalue that
8372                         // would normally be baked into the lightmap must be
8373                         // applied to the color
8374                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8375                         if (model->type == mod_brushq3)
8376                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8377                         colorscale *= r_refdef.lightmapintensity;
8378                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8379                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8380                         // basic lit geometry
8381                         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]);
8382                         // add pants/shirt if needed
8383                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8384                                 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]);
8385                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8386                                 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]);
8387                         // now add ambient passes if needed
8388                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8389                         {
8390                                 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]);
8391                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8392                                         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]);
8393                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8394                                         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]);
8395                         }
8396                 }
8397                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8398                         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]);
8399                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8400                 {
8401                         // if this is opaque use alpha blend which will darken the earlier
8402                         // passes cheaply.
8403                         //
8404                         // if this is an alpha blended material, all the earlier passes
8405                         // were darkened by fog already, so we only need to add the fog
8406                         // color ontop through the fog mask texture
8407                         //
8408                         // if this is an additive blended material, all the earlier passes
8409                         // were darkened by fog already, and we should not add fog color
8410                         // (because the background was not darkened, there is no fog color
8411                         // that was lost behind it).
8412                         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]);
8413                 }
8414         }
8415
8416         return t->currentframe;
8417 }
8418
8419 rsurfacestate_t rsurface;
8420
8421 void RSurf_ActiveWorldEntity(void)
8422 {
8423         dp_model_t *model = r_refdef.scene.worldmodel;
8424         //if (rsurface.entity == r_refdef.scene.worldentity)
8425         //      return;
8426         rsurface.entity = r_refdef.scene.worldentity;
8427         rsurface.skeleton = NULL;
8428         memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8429         rsurface.ent_skinnum = 0;
8430         rsurface.ent_qwskin = -1;
8431         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8432         rsurface.shadertime = r_refdef.scene.time;
8433         rsurface.matrix = identitymatrix;
8434         rsurface.inversematrix = identitymatrix;
8435         rsurface.matrixscale = 1;
8436         rsurface.inversematrixscale = 1;
8437         R_EntityMatrix(&identitymatrix);
8438         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8439         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8440         rsurface.fograngerecip = r_refdef.fograngerecip;
8441         rsurface.fogheightfade = r_refdef.fogheightfade;
8442         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8443         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8444         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8445         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8446         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8447         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8448         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8449         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8450         rsurface.colormod[3] = 1;
8451         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);
8452         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8453         rsurface.frameblend[0].lerp = 1;
8454         rsurface.ent_alttextures = false;
8455         rsurface.basepolygonfactor = r_refdef.polygonfactor;
8456         rsurface.basepolygonoffset = r_refdef.polygonoffset;
8457         rsurface.entityskeletaltransform3x4 = NULL;
8458         rsurface.entityskeletaltransform3x4buffer = NULL;
8459         rsurface.entityskeletaltransform3x4offset = 0;
8460         rsurface.entityskeletaltransform3x4size = 0;;
8461         rsurface.entityskeletalnumtransforms = 0;
8462         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
8463         rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8464         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8465         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8466         rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8467         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8468         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8469         rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8470         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8471         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
8472         rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8473         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8474         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
8475         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8476         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8477         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
8478         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8479         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8480         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
8481         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8482         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8483         rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
8484         rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8485         rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
8486         rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
8487         rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8488         rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
8489         rsurface.modelelement3i = model->surfmesh.data_element3i;
8490         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8491         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8492         rsurface.modelelement3s = model->surfmesh.data_element3s;
8493         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8494         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8495         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8496         rsurface.modelnumvertices = model->surfmesh.num_vertices;
8497         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8498         rsurface.modelsurfaces = model->data_surfaces;
8499         rsurface.modelvertexmesh = model->surfmesh.data_vertexmesh;
8500         rsurface.modelvertexmesh_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8501         rsurface.modelvertexmesh_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8502         rsurface.modelgeneratedvertex = false;
8503         rsurface.batchgeneratedvertex = false;
8504         rsurface.batchfirstvertex = 0;
8505         rsurface.batchnumvertices = 0;
8506         rsurface.batchfirsttriangle = 0;
8507         rsurface.batchnumtriangles = 0;
8508         rsurface.batchvertex3f  = NULL;
8509         rsurface.batchvertex3f_vertexbuffer = NULL;
8510         rsurface.batchvertex3f_bufferoffset = 0;
8511         rsurface.batchsvector3f = NULL;
8512         rsurface.batchsvector3f_vertexbuffer = NULL;
8513         rsurface.batchsvector3f_bufferoffset = 0;
8514         rsurface.batchtvector3f = NULL;
8515         rsurface.batchtvector3f_vertexbuffer = NULL;
8516         rsurface.batchtvector3f_bufferoffset = 0;
8517         rsurface.batchnormal3f  = NULL;
8518         rsurface.batchnormal3f_vertexbuffer = NULL;
8519         rsurface.batchnormal3f_bufferoffset = 0;
8520         rsurface.batchlightmapcolor4f = NULL;
8521         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8522         rsurface.batchlightmapcolor4f_bufferoffset = 0;
8523         rsurface.batchtexcoordtexture2f = NULL;
8524         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8525         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8526         rsurface.batchtexcoordlightmap2f = NULL;
8527         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8528         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8529         rsurface.batchskeletalindex4ub = NULL;
8530         rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8531         rsurface.batchskeletalindex4ub_bufferoffset = 0;
8532         rsurface.batchskeletalweight4ub = NULL;
8533         rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8534         rsurface.batchskeletalweight4ub_bufferoffset = 0;
8535         rsurface.batchvertexmesh = NULL;
8536         rsurface.batchvertexmesh_vertexbuffer = NULL;
8537         rsurface.batchvertexmesh_bufferoffset = 0;
8538         rsurface.batchelement3i = NULL;
8539         rsurface.batchelement3i_indexbuffer = NULL;
8540         rsurface.batchelement3i_bufferoffset = 0;
8541         rsurface.batchelement3s = NULL;
8542         rsurface.batchelement3s_indexbuffer = NULL;
8543         rsurface.batchelement3s_bufferoffset = 0;
8544         rsurface.passcolor4f = NULL;
8545         rsurface.passcolor4f_vertexbuffer = NULL;
8546         rsurface.passcolor4f_bufferoffset = 0;
8547         rsurface.forcecurrenttextureupdate = false;
8548 }
8549
8550 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8551 {
8552         dp_model_t *model = ent->model;
8553         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8554         //      return;
8555         rsurface.entity = (entity_render_t *)ent;
8556         rsurface.skeleton = ent->skeleton;
8557         memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8558         rsurface.ent_skinnum = ent->skinnum;
8559         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;
8560         rsurface.ent_flags = ent->flags;
8561         rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8562         rsurface.matrix = ent->matrix;
8563         rsurface.inversematrix = ent->inversematrix;
8564         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8565         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8566         R_EntityMatrix(&rsurface.matrix);
8567         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8568         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8569         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8570         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8571         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8572         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8573         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8574         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8575         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8576         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8577         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8578         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8579         rsurface.colormod[3] = ent->alpha;
8580         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8581         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8582         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8583         rsurface.basepolygonfactor = r_refdef.polygonfactor;
8584         rsurface.basepolygonoffset = r_refdef.polygonoffset;
8585         if (ent->model->brush.submodel && !prepass)
8586         {
8587                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8588                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8589         }
8590         // if the animcache code decided it should use the shader path, skip the deform step
8591         rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
8592         rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
8593         rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
8594         rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
8595         rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
8596         if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
8597         {
8598                 if (ent->animcache_vertex3f)
8599                 {
8600                         r_refdef.stats[r_stat_batch_entitycache_count]++;
8601                         r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
8602                         r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
8603                         r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
8604                         rsurface.modelvertex3f = ent->animcache_vertex3f;
8605                         rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
8606                         rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
8607                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8608                         rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
8609                         rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
8610                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8611                         rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
8612                         rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
8613                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8614                         rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
8615                         rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
8616                         rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8617                         rsurface.modelvertexmesh_vertexbuffer = ent->animcache_vertexmesh_vertexbuffer;
8618                         rsurface.modelvertexmesh_bufferoffset = ent->animcache_vertexmesh_bufferoffset;
8619                 }
8620                 else if (wanttangents)
8621                 {
8622                         r_refdef.stats[r_stat_batch_entityanimate_count]++;
8623                         r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8624                         r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8625                         r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8626                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8627                         rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8628                         rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8629                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8630                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8631                         rsurface.modelvertexmesh = NULL;
8632                         rsurface.modelvertexmesh_vertexbuffer = NULL;
8633                         rsurface.modelvertexmesh_bufferoffset = 0;
8634                         rsurface.modelvertex3f_vertexbuffer = NULL;
8635                         rsurface.modelvertex3f_bufferoffset = 0;
8636                         rsurface.modelvertex3f_vertexbuffer = 0;
8637                         rsurface.modelvertex3f_bufferoffset = 0;
8638                         rsurface.modelsvector3f_vertexbuffer = 0;
8639                         rsurface.modelsvector3f_bufferoffset = 0;
8640                         rsurface.modeltvector3f_vertexbuffer = 0;
8641                         rsurface.modeltvector3f_bufferoffset = 0;
8642                         rsurface.modelnormal3f_vertexbuffer = 0;
8643                         rsurface.modelnormal3f_bufferoffset = 0;
8644                 }
8645                 else if (wantnormals)
8646                 {
8647                         r_refdef.stats[r_stat_batch_entityanimate_count]++;
8648                         r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8649                         r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8650                         r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8651                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8652                         rsurface.modelsvector3f = NULL;
8653                         rsurface.modeltvector3f = NULL;
8654                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8655                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8656                         rsurface.modelvertexmesh = NULL;
8657                         rsurface.modelvertexmesh_vertexbuffer = NULL;
8658                         rsurface.modelvertexmesh_bufferoffset = 0;
8659                         rsurface.modelvertex3f_vertexbuffer = NULL;
8660                         rsurface.modelvertex3f_bufferoffset = 0;
8661                         rsurface.modelvertex3f_vertexbuffer = 0;
8662                         rsurface.modelvertex3f_bufferoffset = 0;
8663                         rsurface.modelsvector3f_vertexbuffer = 0;
8664                         rsurface.modelsvector3f_bufferoffset = 0;
8665                         rsurface.modeltvector3f_vertexbuffer = 0;
8666                         rsurface.modeltvector3f_bufferoffset = 0;
8667                         rsurface.modelnormal3f_vertexbuffer = 0;
8668                         rsurface.modelnormal3f_bufferoffset = 0;
8669                 }
8670                 else
8671                 {
8672                         r_refdef.stats[r_stat_batch_entityanimate_count]++;
8673                         r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8674                         r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8675                         r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8676                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8677                         rsurface.modelsvector3f = NULL;
8678                         rsurface.modeltvector3f = NULL;
8679                         rsurface.modelnormal3f = NULL;
8680                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8681                         rsurface.modelvertexmesh = NULL;
8682                         rsurface.modelvertexmesh_vertexbuffer = NULL;
8683                         rsurface.modelvertexmesh_bufferoffset = 0;
8684                         rsurface.modelvertex3f_vertexbuffer = NULL;
8685                         rsurface.modelvertex3f_bufferoffset = 0;
8686                         rsurface.modelvertex3f_vertexbuffer = 0;
8687                         rsurface.modelvertex3f_bufferoffset = 0;
8688                         rsurface.modelsvector3f_vertexbuffer = 0;
8689                         rsurface.modelsvector3f_bufferoffset = 0;
8690                         rsurface.modeltvector3f_vertexbuffer = 0;
8691                         rsurface.modeltvector3f_bufferoffset = 0;
8692                         rsurface.modelnormal3f_vertexbuffer = 0;
8693                         rsurface.modelnormal3f_bufferoffset = 0;
8694                 }
8695                 rsurface.modelgeneratedvertex = true;
8696         }
8697         else
8698         {
8699                 if (rsurface.entityskeletaltransform3x4)
8700                 {
8701                         r_refdef.stats[r_stat_batch_entityskeletal_count]++;
8702                         r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
8703                         r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
8704                         r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
8705                 }
8706                 else
8707                 {
8708                         r_refdef.stats[r_stat_batch_entitystatic_count]++;
8709                         r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
8710                         r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
8711                         r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
8712                 }
8713                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
8714                 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8715                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8716                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8717                 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8718                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8719                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8720                 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8721                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8722                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
8723                 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8724                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8725                 rsurface.modelvertexmesh = model->surfmesh.data_vertexmesh;
8726                 rsurface.modelvertexmesh_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8727                 rsurface.modelvertexmesh_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8728                 rsurface.modelgeneratedvertex = false;
8729         }
8730         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
8731         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8732         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8733         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
8734         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8735         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8736         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
8737         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8738         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8739         rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
8740         rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8741         rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
8742         rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
8743         rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8744         rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
8745         rsurface.modelelement3i = model->surfmesh.data_element3i;
8746         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8747         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8748         rsurface.modelelement3s = model->surfmesh.data_element3s;
8749         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8750         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8751         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8752         rsurface.modelnumvertices = model->surfmesh.num_vertices;
8753         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8754         rsurface.modelsurfaces = model->data_surfaces;
8755         rsurface.batchgeneratedvertex = false;
8756         rsurface.batchfirstvertex = 0;
8757         rsurface.batchnumvertices = 0;
8758         rsurface.batchfirsttriangle = 0;
8759         rsurface.batchnumtriangles = 0;
8760         rsurface.batchvertex3f  = NULL;
8761         rsurface.batchvertex3f_vertexbuffer = NULL;
8762         rsurface.batchvertex3f_bufferoffset = 0;
8763         rsurface.batchsvector3f = NULL;
8764         rsurface.batchsvector3f_vertexbuffer = NULL;
8765         rsurface.batchsvector3f_bufferoffset = 0;
8766         rsurface.batchtvector3f = NULL;
8767         rsurface.batchtvector3f_vertexbuffer = NULL;
8768         rsurface.batchtvector3f_bufferoffset = 0;
8769         rsurface.batchnormal3f  = NULL;
8770         rsurface.batchnormal3f_vertexbuffer = NULL;
8771         rsurface.batchnormal3f_bufferoffset = 0;
8772         rsurface.batchlightmapcolor4f = NULL;
8773         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8774         rsurface.batchlightmapcolor4f_bufferoffset = 0;
8775         rsurface.batchtexcoordtexture2f = NULL;
8776         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8777         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8778         rsurface.batchtexcoordlightmap2f = NULL;
8779         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8780         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8781         rsurface.batchskeletalindex4ub = NULL;
8782         rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8783         rsurface.batchskeletalindex4ub_bufferoffset = 0;
8784         rsurface.batchskeletalweight4ub = NULL;
8785         rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8786         rsurface.batchskeletalweight4ub_bufferoffset = 0;
8787         rsurface.batchvertexmesh = NULL;
8788         rsurface.batchvertexmesh_vertexbuffer = NULL;
8789         rsurface.batchvertexmesh_bufferoffset = 0;
8790         rsurface.batchelement3i = NULL;
8791         rsurface.batchelement3i_indexbuffer = NULL;
8792         rsurface.batchelement3i_bufferoffset = 0;
8793         rsurface.batchelement3s = NULL;
8794         rsurface.batchelement3s_indexbuffer = NULL;
8795         rsurface.batchelement3s_bufferoffset = 0;
8796         rsurface.passcolor4f = NULL;
8797         rsurface.passcolor4f_vertexbuffer = NULL;
8798         rsurface.passcolor4f_bufferoffset = 0;
8799         rsurface.forcecurrenttextureupdate = false;
8800 }
8801
8802 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)
8803 {
8804         rsurface.entity = r_refdef.scene.worldentity;
8805         rsurface.skeleton = NULL;
8806         rsurface.ent_skinnum = 0;
8807         rsurface.ent_qwskin = -1;
8808         rsurface.ent_flags = entflags;
8809         rsurface.shadertime = r_refdef.scene.time - shadertime;
8810         rsurface.modelnumvertices = numvertices;
8811         rsurface.modelnumtriangles = numtriangles;
8812         rsurface.matrix = *matrix;
8813         rsurface.inversematrix = *inversematrix;
8814         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8815         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8816         R_EntityMatrix(&rsurface.matrix);
8817         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8818         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8819         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8820         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8821         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8822         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8823         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8824         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8825         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8826         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8827         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8828         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8829         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);
8830         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8831         rsurface.frameblend[0].lerp = 1;
8832         rsurface.ent_alttextures = false;
8833         rsurface.basepolygonfactor = r_refdef.polygonfactor;
8834         rsurface.basepolygonoffset = r_refdef.polygonoffset;
8835         rsurface.entityskeletaltransform3x4 = NULL;
8836         rsurface.entityskeletaltransform3x4buffer = NULL;
8837         rsurface.entityskeletaltransform3x4offset = 0;
8838         rsurface.entityskeletaltransform3x4size = 0;
8839         rsurface.entityskeletalnumtransforms = 0;
8840         r_refdef.stats[r_stat_batch_entitycustom_count]++;
8841         r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
8842         r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
8843         r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
8844         if (wanttangents)
8845         {
8846                 rsurface.modelvertex3f = (float *)vertex3f;
8847                 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8848                 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8849                 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8850         }
8851         else if (wantnormals)
8852         {
8853                 rsurface.modelvertex3f = (float *)vertex3f;
8854                 rsurface.modelsvector3f = NULL;
8855                 rsurface.modeltvector3f = NULL;
8856                 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8857         }
8858         else
8859         {
8860                 rsurface.modelvertex3f = (float *)vertex3f;
8861                 rsurface.modelsvector3f = NULL;
8862                 rsurface.modeltvector3f = NULL;
8863                 rsurface.modelnormal3f = NULL;
8864         }
8865         rsurface.modelvertexmesh = NULL;
8866         rsurface.modelvertexmesh_vertexbuffer = NULL;
8867         rsurface.modelvertexmesh_bufferoffset = 0;
8868         rsurface.modelvertex3f_vertexbuffer = 0;
8869         rsurface.modelvertex3f_bufferoffset = 0;
8870         rsurface.modelsvector3f_vertexbuffer = 0;
8871         rsurface.modelsvector3f_bufferoffset = 0;
8872         rsurface.modeltvector3f_vertexbuffer = 0;
8873         rsurface.modeltvector3f_bufferoffset = 0;
8874         rsurface.modelnormal3f_vertexbuffer = 0;
8875         rsurface.modelnormal3f_bufferoffset = 0;
8876         rsurface.modelgeneratedvertex = true;
8877         rsurface.modellightmapcolor4f  = (float *)color4f;
8878         rsurface.modellightmapcolor4f_vertexbuffer = 0;
8879         rsurface.modellightmapcolor4f_bufferoffset = 0;
8880         rsurface.modeltexcoordtexture2f  = (float *)texcoord2f;
8881         rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8882         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8883         rsurface.modeltexcoordlightmap2f  = NULL;
8884         rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8885         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8886         rsurface.modelskeletalindex4ub = NULL;
8887         rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
8888         rsurface.modelskeletalindex4ub_bufferoffset = 0;
8889         rsurface.modelskeletalweight4ub = NULL;
8890         rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
8891         rsurface.modelskeletalweight4ub_bufferoffset = 0;
8892         rsurface.modelelement3i = (int *)element3i;
8893         rsurface.modelelement3i_indexbuffer = NULL;
8894         rsurface.modelelement3i_bufferoffset = 0;
8895         rsurface.modelelement3s = (unsigned short *)element3s;
8896         rsurface.modelelement3s_indexbuffer = NULL;
8897         rsurface.modelelement3s_bufferoffset = 0;
8898         rsurface.modellightmapoffsets = NULL;
8899         rsurface.modelsurfaces = NULL;
8900         rsurface.batchgeneratedvertex = false;
8901         rsurface.batchfirstvertex = 0;
8902         rsurface.batchnumvertices = 0;
8903         rsurface.batchfirsttriangle = 0;
8904         rsurface.batchnumtriangles = 0;
8905         rsurface.batchvertex3f  = NULL;
8906         rsurface.batchvertex3f_vertexbuffer = NULL;
8907         rsurface.batchvertex3f_bufferoffset = 0;
8908         rsurface.batchsvector3f = NULL;
8909         rsurface.batchsvector3f_vertexbuffer = NULL;
8910         rsurface.batchsvector3f_bufferoffset = 0;
8911         rsurface.batchtvector3f = NULL;
8912         rsurface.batchtvector3f_vertexbuffer = NULL;
8913         rsurface.batchtvector3f_bufferoffset = 0;
8914         rsurface.batchnormal3f  = NULL;
8915         rsurface.batchnormal3f_vertexbuffer = NULL;
8916         rsurface.batchnormal3f_bufferoffset = 0;
8917         rsurface.batchlightmapcolor4f = NULL;
8918         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8919         rsurface.batchlightmapcolor4f_bufferoffset = 0;
8920         rsurface.batchtexcoordtexture2f = NULL;
8921         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8922         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8923         rsurface.batchtexcoordlightmap2f = NULL;
8924         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8925         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8926         rsurface.batchskeletalindex4ub = NULL;
8927         rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8928         rsurface.batchskeletalindex4ub_bufferoffset = 0;
8929         rsurface.batchskeletalweight4ub = NULL;
8930         rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8931         rsurface.batchskeletalweight4ub_bufferoffset = 0;
8932         rsurface.batchvertexmesh = NULL;
8933         rsurface.batchvertexmesh_vertexbuffer = NULL;
8934         rsurface.batchvertexmesh_bufferoffset = 0;
8935         rsurface.batchelement3i = NULL;
8936         rsurface.batchelement3i_indexbuffer = NULL;
8937         rsurface.batchelement3i_bufferoffset = 0;
8938         rsurface.batchelement3s = NULL;
8939         rsurface.batchelement3s_indexbuffer = NULL;
8940         rsurface.batchelement3s_bufferoffset = 0;
8941         rsurface.passcolor4f = NULL;
8942         rsurface.passcolor4f_vertexbuffer = NULL;
8943         rsurface.passcolor4f_bufferoffset = 0;
8944         rsurface.forcecurrenttextureupdate = true;
8945
8946         if (rsurface.modelnumvertices && rsurface.modelelement3i)
8947         {
8948                 if ((wantnormals || wanttangents) && !normal3f)
8949                 {
8950                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8951                         Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8952                 }
8953                 if (wanttangents && !svector3f)
8954                 {
8955                         rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8956                         rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8957                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8958                 }
8959         }
8960 }
8961
8962 float RSurf_FogPoint(const float *v)
8963 {
8964         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8965         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8966         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8967         float FogHeightFade = r_refdef.fogheightfade;
8968         float fogfrac;
8969         unsigned int fogmasktableindex;
8970         if (r_refdef.fogplaneviewabove)
8971                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8972         else
8973                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8974         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8975         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8976 }
8977
8978 float RSurf_FogVertex(const float *v)
8979 {
8980         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8981         float FogPlaneViewDist = rsurface.fogplaneviewdist;
8982         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8983         float FogHeightFade = rsurface.fogheightfade;
8984         float fogfrac;
8985         unsigned int fogmasktableindex;
8986         if (r_refdef.fogplaneviewabove)
8987                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8988         else
8989                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8990         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8991         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8992 }
8993
8994 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8995 {
8996         int i;
8997         for (i = 0;i < numelements;i++)
8998                 outelement3i[i] = inelement3i[i] + adjust;
8999 }
9000
9001 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9002 extern cvar_t gl_vbo;
9003 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9004 {
9005         int deformindex;
9006         int firsttriangle;
9007         int numtriangles;
9008         int firstvertex;
9009         int endvertex;
9010         int numvertices;
9011         int surfacefirsttriangle;
9012         int surfacenumtriangles;
9013         int surfacefirstvertex;
9014         int surfaceendvertex;
9015         int surfacenumvertices;
9016         int batchnumsurfaces = texturenumsurfaces;
9017         int batchnumvertices;
9018         int batchnumtriangles;
9019         int needsupdate;
9020         int i, j;
9021         qboolean gaps;
9022         qboolean dynamicvertex;
9023         float amplitude;
9024         float animpos;
9025         float scale;
9026         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9027         float waveparms[4];
9028         unsigned char *ub;
9029         q3shaderinfo_deform_t *deform;
9030         const msurface_t *surface, *firstsurface;
9031         r_vertexmesh_t *vertexmesh;
9032         if (!texturenumsurfaces)
9033                 return;
9034         // find vertex range of this surface batch
9035         gaps = false;
9036         firstsurface = texturesurfacelist[0];
9037         firsttriangle = firstsurface->num_firsttriangle;
9038         batchnumvertices = 0;
9039         batchnumtriangles = 0;
9040         firstvertex = endvertex = firstsurface->num_firstvertex;
9041         for (i = 0;i < texturenumsurfaces;i++)
9042         {
9043                 surface = texturesurfacelist[i];
9044                 if (surface != firstsurface + i)
9045                         gaps = true;
9046                 surfacefirstvertex = surface->num_firstvertex;
9047                 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
9048                 surfacenumvertices = surface->num_vertices;
9049                 surfacenumtriangles = surface->num_triangles;
9050                 if (firstvertex > surfacefirstvertex)
9051                         firstvertex = surfacefirstvertex;
9052                 if (endvertex < surfaceendvertex)
9053                         endvertex = surfaceendvertex;
9054                 batchnumvertices += surfacenumvertices;
9055                 batchnumtriangles += surfacenumtriangles;
9056         }
9057
9058         r_refdef.stats[r_stat_batch_batches]++;
9059         if (gaps)
9060                 r_refdef.stats[r_stat_batch_withgaps]++;
9061         r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
9062         r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
9063         r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
9064
9065         // we now know the vertex range used, and if there are any gaps in it
9066         rsurface.batchfirstvertex = firstvertex;
9067         rsurface.batchnumvertices = endvertex - firstvertex;
9068         rsurface.batchfirsttriangle = firsttriangle;
9069         rsurface.batchnumtriangles = batchnumtriangles;
9070
9071         // this variable holds flags for which properties have been updated that
9072         // may require regenerating vertexmesh array...
9073         needsupdate = 0;
9074
9075         // check if any dynamic vertex processing must occur
9076         dynamicvertex = false;
9077
9078         // a cvar to force the dynamic vertex path to be taken, for debugging
9079         if (r_batch_debugdynamicvertexpath.integer)
9080         {
9081                 if (!dynamicvertex)
9082                 {
9083                         r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
9084                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
9085                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
9086                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
9087                 }
9088                 dynamicvertex = true;
9089         }
9090
9091         // if there is a chance of animated vertex colors, it's a dynamic batch
9092         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
9093         {
9094                 if (!dynamicvertex)
9095                 {
9096                         r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
9097                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
9098                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
9099                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
9100                 }
9101                 dynamicvertex = true;
9102                 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
9103         }
9104
9105         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9106         {
9107                 switch (deform->deform)
9108                 {
9109                 default:
9110                 case Q3DEFORM_PROJECTIONSHADOW:
9111                 case Q3DEFORM_TEXT0:
9112                 case Q3DEFORM_TEXT1:
9113                 case Q3DEFORM_TEXT2:
9114                 case Q3DEFORM_TEXT3:
9115                 case Q3DEFORM_TEXT4:
9116                 case Q3DEFORM_TEXT5:
9117                 case Q3DEFORM_TEXT6:
9118                 case Q3DEFORM_TEXT7:
9119                 case Q3DEFORM_NONE:
9120                         break;
9121                 case Q3DEFORM_AUTOSPRITE:
9122                         if (!dynamicvertex)
9123                         {
9124                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
9125                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
9126                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
9127                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
9128                         }
9129                         dynamicvertex = true;
9130                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
9131                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9132                         break;
9133                 case Q3DEFORM_AUTOSPRITE2:
9134                         if (!dynamicvertex)
9135                         {
9136                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
9137                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
9138                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
9139                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
9140                         }
9141                         dynamicvertex = true;
9142                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
9143                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9144                         break;
9145                 case Q3DEFORM_NORMAL:
9146                         if (!dynamicvertex)
9147                         {
9148                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
9149                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
9150                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
9151                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
9152                         }
9153                         dynamicvertex = true;
9154                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9155                         needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9156                         break;
9157                 case Q3DEFORM_WAVE:
9158                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9159                                 break; // if wavefunc is a nop, ignore this transform
9160                         if (!dynamicvertex)
9161                         {
9162                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
9163                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
9164                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
9165                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
9166                         }
9167                         dynamicvertex = true;
9168                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9169                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9170                         break;
9171                 case Q3DEFORM_BULGE:
9172                         if (!dynamicvertex)
9173                         {
9174                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
9175                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
9176                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
9177                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
9178                         }
9179                         dynamicvertex = true;
9180                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9181                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9182                         break;
9183                 case Q3DEFORM_MOVE:
9184                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9185                                 break; // if wavefunc is a nop, ignore this transform
9186                         if (!dynamicvertex)
9187                         {
9188                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
9189                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
9190                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
9191                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
9192                         }
9193                         dynamicvertex = true;
9194                         batchneed |= BATCHNEED_ARRAY_VERTEX;
9195                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
9196                         break;
9197                 }
9198         }
9199         switch(rsurface.texture->tcgen.tcgen)
9200         {
9201         default:
9202         case Q3TCGEN_TEXTURE:
9203                 break;
9204         case Q3TCGEN_LIGHTMAP:
9205                 if (!dynamicvertex)
9206                 {
9207                         r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
9208                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
9209                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
9210                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
9211                 }
9212                 dynamicvertex = true;
9213                 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
9214                 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
9215                 break;
9216         case Q3TCGEN_VECTOR:
9217                 if (!dynamicvertex)
9218                 {
9219                         r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
9220                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
9221                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
9222                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
9223                 }
9224                 dynamicvertex = true;
9225                 batchneed |= BATCHNEED_ARRAY_VERTEX;
9226                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9227                 break;
9228         case Q3TCGEN_ENVIRONMENT:
9229                 if (!dynamicvertex)
9230                 {
9231                         r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
9232                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
9233                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
9234                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
9235                 }
9236                 dynamicvertex = true;
9237                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
9238                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9239                 break;
9240         }
9241         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9242         {
9243                 if (!dynamicvertex)
9244                 {
9245                         r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
9246                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
9247                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
9248                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
9249                 }
9250                 dynamicvertex = true;
9251                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
9252                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9253         }
9254
9255         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
9256         {
9257                 if (!dynamicvertex)
9258                 {
9259                         r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
9260                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
9261                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
9262                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
9263                 }
9264                 dynamicvertex = true;
9265                 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
9266         }
9267
9268         // when the model data has no vertex buffer (dynamic mesh), we need to
9269         // eliminate gaps
9270         if (vid.useinterleavedarrays && !rsurface.modelvertexmesh_vertexbuffer)
9271                 batchneed |= BATCHNEED_NOGAPS;
9272
9273         // the caller can specify BATCHNEED_NOGAPS to force a batch with
9274         // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
9275         // we ensure this by treating the vertex batch as dynamic...
9276         if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0))
9277         {
9278                 if (!dynamicvertex)
9279                 {
9280                         r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
9281                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
9282                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
9283                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
9284                 }
9285                 dynamicvertex = true;
9286         }
9287
9288         if (dynamicvertex)
9289         {
9290                 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
9291                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)      batchneed |= BATCHNEED_ARRAY_VERTEX;
9292                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)      batchneed |= BATCHNEED_ARRAY_NORMAL;
9293                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)      batchneed |= BATCHNEED_ARRAY_VECTOR;
9294                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
9295                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)    batchneed |= BATCHNEED_ARRAY_TEXCOORD;
9296                 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP)    batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
9297                 if (batchneed & BATCHNEED_VERTEXMESH_SKELETAL)    batchneed |= BATCHNEED_ARRAY_SKELETAL;
9298         }
9299
9300         // if needsupdate, we have to do a dynamic vertex batch for sure
9301         if (needsupdate & batchneed)
9302         {
9303                 if (!dynamicvertex)
9304                 {
9305                         r_refdef.stats[r_stat_batch_dynamic_batches_because_derived] += 1;
9306                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_derived] += batchnumsurfaces;
9307                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_derived] += batchnumvertices;
9308                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_derived] += batchnumtriangles;
9309                 }
9310                 dynamicvertex = true;
9311         }
9312
9313         // see if we need to build vertexmesh from arrays
9314         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
9315         {
9316                 if (!dynamicvertex)
9317                 {
9318                         r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
9319                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
9320                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
9321                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
9322                 }
9323                 dynamicvertex = true;
9324         }
9325
9326         // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
9327         if (dynamicvertex && rsurface.entityskeletaltransform3x4)
9328                 batchneed |= BATCHNEED_ARRAY_SKELETAL;
9329
9330         rsurface.batchvertex3f = rsurface.modelvertex3f;
9331         rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
9332         rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9333         rsurface.batchsvector3f = rsurface.modelsvector3f;
9334         rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
9335         rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9336         rsurface.batchtvector3f = rsurface.modeltvector3f;
9337         rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
9338         rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9339         rsurface.batchnormal3f = rsurface.modelnormal3f;
9340         rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
9341         rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9342         rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
9343         rsurface.batchlightmapcolor4f_vertexbuffer  = rsurface.modellightmapcolor4f_vertexbuffer;
9344         rsurface.batchlightmapcolor4f_bufferoffset  = rsurface.modellightmapcolor4f_bufferoffset;
9345         rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
9346         rsurface.batchtexcoordtexture2f_vertexbuffer  = rsurface.modeltexcoordtexture2f_vertexbuffer;
9347         rsurface.batchtexcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
9348         rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
9349         rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
9350         rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
9351         rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
9352         rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
9353         rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
9354         rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
9355         rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
9356         rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
9357         rsurface.batchvertexmesh = rsurface.modelvertexmesh;
9358         rsurface.batchvertexmesh_vertexbuffer = rsurface.modelvertexmesh_vertexbuffer;
9359         rsurface.batchvertexmesh_bufferoffset = rsurface.modelvertexmesh_bufferoffset;
9360         rsurface.batchelement3i = rsurface.modelelement3i;
9361         rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
9362         rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
9363         rsurface.batchelement3s = rsurface.modelelement3s;
9364         rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
9365         rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
9366         rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
9367         rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
9368         rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
9369         rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
9370         rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
9371
9372         // if any dynamic vertex processing has to occur in software, we copy the
9373         // entire surface list together before processing to rebase the vertices
9374         // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
9375         //
9376         // if any gaps exist and we do not have a static vertex buffer, we have to
9377         // copy the surface list together to avoid wasting upload bandwidth on the
9378         // vertices in the gaps.
9379         //
9380         // if gaps exist and we have a static vertex buffer, we can choose whether
9381         // to combine the index buffer ranges into one dynamic index buffer or
9382         // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
9383         //
9384         // in many cases the batch is reduced to one draw call.
9385
9386         rsurface.batchmultidraw = false;
9387         rsurface.batchmultidrawnumsurfaces = 0;
9388         rsurface.batchmultidrawsurfacelist = NULL;
9389
9390         if (!dynamicvertex)
9391         {
9392                 // static vertex data, just set pointers...
9393                 rsurface.batchgeneratedvertex = false;
9394                 // if there are gaps, we want to build a combined index buffer,
9395                 // otherwise use the original static buffer with an appropriate offset
9396                 if (gaps)
9397                 {
9398                         r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
9399                         r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
9400                         r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
9401                         r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
9402                         if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
9403                         {
9404                                 rsurface.batchmultidraw = true;
9405                                 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
9406                                 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
9407                                 return;
9408                         }
9409                         // build a new triangle elements array for this batch
9410                         rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
9411                         rsurface.batchfirsttriangle = 0;
9412                         numtriangles = 0;
9413                         for (i = 0;i < texturenumsurfaces;i++)
9414                         {
9415                                 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
9416                                 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
9417                                 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
9418                                 numtriangles += surfacenumtriangles;
9419                         }
9420                         rsurface.batchelement3i_indexbuffer = NULL;
9421                         rsurface.batchelement3i_bufferoffset = 0;
9422                         rsurface.batchelement3s = NULL;
9423                         rsurface.batchelement3s_indexbuffer = NULL;
9424                         rsurface.batchelement3s_bufferoffset = 0;
9425                         if (endvertex <= 65536)
9426                         {
9427                                 // make a 16bit (unsigned short) index array if possible
9428                                 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
9429                                 for (i = 0;i < numtriangles*3;i++)
9430                                         rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
9431                         }
9432                         // upload buffer data for the copytriangles batch
9433                         if (((r_batch_dynamicbuffer.integer || gl_vbo_dynamicindex.integer) && vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo)
9434                         {
9435                                 if (rsurface.batchelement3s)
9436                                         rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
9437                                 else if (rsurface.batchelement3i)
9438                                         rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
9439                         }
9440                 }
9441                 else
9442                 {
9443                         r_refdef.stats[r_stat_batch_fast_batches] += 1;
9444                         r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
9445                         r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
9446                         r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
9447                 }
9448                 return;
9449         }
9450
9451         // something needs software processing, do it for real...
9452         // we only directly handle separate array data in this case and then
9453         // generate interleaved data if needed...
9454         rsurface.batchgeneratedvertex = true;
9455         r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
9456         r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
9457         r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
9458         r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
9459
9460         // now copy the vertex data into a combined array and make an index array
9461         // (this is what Quake3 does all the time)
9462         // we also apply any skeletal animation here that would have been done in
9463         // the vertex shader, because most of the dynamic vertex animation cases
9464         // need actual vertex positions and normals
9465         //if (dynamicvertex)
9466         {
9467                 rsurface.batchvertexmesh = NULL;
9468                 rsurface.batchvertexmesh_vertexbuffer = NULL;
9469                 rsurface.batchvertexmesh_bufferoffset = 0;
9470                 rsurface.batchvertex3f = NULL;
9471                 rsurface.batchvertex3f_vertexbuffer = NULL;
9472                 rsurface.batchvertex3f_bufferoffset = 0;
9473                 rsurface.batchsvector3f = NULL;
9474                 rsurface.batchsvector3f_vertexbuffer = NULL;
9475                 rsurface.batchsvector3f_bufferoffset = 0;
9476                 rsurface.batchtvector3f = NULL;
9477                 rsurface.batchtvector3f_vertexbuffer = NULL;
9478                 rsurface.batchtvector3f_bufferoffset = 0;
9479                 rsurface.batchnormal3f = NULL;
9480                 rsurface.batchnormal3f_vertexbuffer = NULL;
9481                 rsurface.batchnormal3f_bufferoffset = 0;
9482                 rsurface.batchlightmapcolor4f = NULL;
9483                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9484                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9485                 rsurface.batchtexcoordtexture2f = NULL;
9486                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9487                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9488                 rsurface.batchtexcoordlightmap2f = NULL;
9489                 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9490                 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9491                 rsurface.batchskeletalindex4ub = NULL;
9492                 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
9493                 rsurface.batchskeletalindex4ub_bufferoffset = 0;
9494                 rsurface.batchskeletalweight4ub = NULL;
9495                 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
9496                 rsurface.batchskeletalweight4ub_bufferoffset = 0;
9497                 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
9498                 rsurface.batchelement3i_indexbuffer = NULL;
9499                 rsurface.batchelement3i_bufferoffset = 0;
9500                 rsurface.batchelement3s = NULL;
9501                 rsurface.batchelement3s_indexbuffer = NULL;
9502                 rsurface.batchelement3s_bufferoffset = 0;
9503                 rsurface.batchskeletaltransform3x4buffer = NULL;
9504                 rsurface.batchskeletaltransform3x4offset = 0;
9505                 rsurface.batchskeletaltransform3x4size = 0;
9506                 // we'll only be setting up certain arrays as needed
9507                 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9508                         rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9509                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
9510                         rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9511                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
9512                         rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9513                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
9514                 {
9515                         rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9516                         rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9517                 }
9518                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
9519                         rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
9520                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
9521                         rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9522                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
9523                         rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9524                 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
9525                 {
9526                         rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
9527                         rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
9528                 }
9529                 numvertices = 0;
9530                 numtriangles = 0;
9531                 for (i = 0;i < texturenumsurfaces;i++)
9532                 {
9533                         surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
9534                         surfacenumvertices = texturesurfacelist[i]->num_vertices;
9535                         surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
9536                         surfacenumtriangles = texturesurfacelist[i]->num_triangles;
9537                         // copy only the data requested
9538                         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
9539                                 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
9540                         if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
9541                         {
9542                                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
9543                                 {
9544                                         if (rsurface.batchvertex3f)
9545                                                 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9546                                         else
9547                                                 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9548                                 }
9549                                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
9550                                 {
9551                                         if (rsurface.modelnormal3f)
9552                                                 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9553                                         else
9554                                                 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9555                                 }
9556                                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
9557                                 {
9558                                         if (rsurface.modelsvector3f)
9559                                         {
9560                                                 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9561                                                 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9562                                         }
9563                                         else
9564                                         {
9565                                                 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9566                                                 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9567                                         }
9568                                 }
9569                                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
9570                                 {
9571                                         if (rsurface.modellightmapcolor4f)
9572                                                 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
9573                                         else
9574                                                 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
9575                                 }
9576                                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
9577                                 {
9578                                         if (rsurface.modeltexcoordtexture2f)
9579                                                 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
9580                                         else
9581                                                 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
9582                                 }
9583                                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
9584                                 {
9585                                         if (rsurface.modeltexcoordlightmap2f)
9586                                                 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
9587                                         else
9588                                                 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
9589                                 }
9590                                 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
9591                                 {
9592                                         if (rsurface.modelskeletalindex4ub)
9593                                         {
9594                                                 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
9595                                                 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
9596                                         }
9597                                         else
9598                                         {
9599                                                 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
9600                                                 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
9601                                                 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
9602                                                 for (j = 0;j < surfacenumvertices;j++)
9603                                                         ub[j*4] = 255;
9604                                         }
9605                                 }
9606                         }
9607                         RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
9608                         numvertices += surfacenumvertices;
9609                         numtriangles += surfacenumtriangles;
9610                 }
9611
9612                 // generate a 16bit index array as well if possible
9613                 // (in general, dynamic batches fit)
9614                 if (numvertices <= 65536)
9615                 {
9616                         rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
9617                         for (i = 0;i < numtriangles*3;i++)
9618                                 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
9619                 }
9620
9621                 // since we've copied everything, the batch now starts at 0
9622                 rsurface.batchfirstvertex = 0;
9623                 rsurface.batchnumvertices = batchnumvertices;
9624                 rsurface.batchfirsttriangle = 0;
9625                 rsurface.batchnumtriangles = batchnumtriangles;
9626         }
9627
9628         // apply skeletal animation that would have been done in the vertex shader
9629         if (rsurface.batchskeletaltransform3x4)
9630         {
9631                 const unsigned char *si;
9632                 const unsigned char *sw;
9633                 const float *t[4];
9634                 const float *b = rsurface.batchskeletaltransform3x4;
9635                 float *vp, *vs, *vt, *vn;
9636                 float w[4];
9637                 float m[3][4], n[3][4];
9638                 float tp[3], ts[3], tt[3], tn[3];
9639                 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
9640                 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
9641                 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
9642                 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
9643                 si = rsurface.batchskeletalindex4ub;
9644                 sw = rsurface.batchskeletalweight4ub;
9645                 vp = rsurface.batchvertex3f;
9646                 vs = rsurface.batchsvector3f;
9647                 vt = rsurface.batchtvector3f;
9648                 vn = rsurface.batchnormal3f;
9649                 memset(m[0], 0, sizeof(m));
9650                 memset(n[0], 0, sizeof(n));
9651                 for (i = 0;i < batchnumvertices;i++)
9652                 {
9653                         t[0] = b + si[0]*12;
9654                         if (sw[0] == 255)
9655                         {
9656                                 // common case - only one matrix
9657                                 m[0][0] = t[0][ 0];
9658                                 m[0][1] = t[0][ 1];
9659                                 m[0][2] = t[0][ 2];
9660                                 m[0][3] = t[0][ 3];
9661                                 m[1][0] = t[0][ 4];
9662                                 m[1][1] = t[0][ 5];
9663                                 m[1][2] = t[0][ 6];
9664                                 m[1][3] = t[0][ 7];
9665                                 m[2][0] = t[0][ 8];
9666                                 m[2][1] = t[0][ 9];
9667                                 m[2][2] = t[0][10];
9668                                 m[2][3] = t[0][11];
9669                         }
9670                         else if (sw[2] + sw[3])
9671                         {
9672                                 // blend 4 matrices
9673                                 t[1] = b + si[1]*12;
9674                                 t[2] = b + si[2]*12;
9675                                 t[3] = b + si[3]*12;
9676                                 w[0] = sw[0] * (1.0f / 255.0f);
9677                                 w[1] = sw[1] * (1.0f / 255.0f);
9678                                 w[2] = sw[2] * (1.0f / 255.0f);
9679                                 w[3] = sw[3] * (1.0f / 255.0f);
9680                                 // blend the matrices
9681                                 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
9682                                 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
9683                                 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
9684                                 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
9685                                 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
9686                                 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
9687                                 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
9688                                 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
9689                                 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
9690                                 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
9691                                 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
9692                                 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
9693                         }
9694                         else
9695                         {
9696                                 // blend 2 matrices
9697                                 t[1] = b + si[1]*12;
9698                                 w[0] = sw[0] * (1.0f / 255.0f);
9699                                 w[1] = sw[1] * (1.0f / 255.0f);
9700                                 // blend the matrices
9701                                 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
9702                                 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
9703                                 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
9704                                 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
9705                                 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
9706                                 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
9707                                 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
9708                                 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
9709                                 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
9710                                 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
9711                                 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
9712                                 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
9713                         }
9714                         si += 4;
9715                         sw += 4;
9716                         // modify the vertex
9717                         VectorCopy(vp, tp);
9718                         vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
9719                         vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
9720                         vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
9721                         vp += 3;
9722                         if (vn)
9723                         {
9724                                 // the normal transformation matrix is a set of cross products...
9725                                 CrossProduct(m[1], m[2], n[0]);
9726                                 CrossProduct(m[2], m[0], n[1]);
9727                                 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
9728                                 VectorCopy(vn, tn);
9729                                 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
9730                                 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
9731                                 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
9732                                 VectorNormalize(vn);
9733                                 vn += 3;
9734                                 if (vs)
9735                                 {
9736                                         VectorCopy(vs, ts);
9737                                         vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
9738                                         vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
9739                                         vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
9740                                         VectorNormalize(vs);
9741                                         vs += 3;
9742                                         VectorCopy(vt, tt);
9743                                         vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
9744                                         vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
9745                                         vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
9746                                         VectorNormalize(vt);
9747                                         vt += 3;
9748                                 }
9749                         }
9750                 }
9751                 rsurface.batchskeletaltransform3x4 = NULL;
9752                 rsurface.batchskeletalnumtransforms = 0;
9753         }
9754
9755         // q1bsp surfaces rendered in vertex color mode have to have colors
9756         // calculated based on lightstyles
9757         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
9758         {
9759                 // generate color arrays for the surfaces in this list
9760                 int c[4];
9761                 int scale;
9762                 int size3;
9763                 const int *offsets;
9764                 const unsigned char *lm;
9765                 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
9766                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9767                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9768                 numvertices = 0;
9769                 for (i = 0;i < texturenumsurfaces;i++)
9770                 {
9771                         surface = texturesurfacelist[i];
9772                         offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
9773                         surfacenumvertices = surface->num_vertices;
9774                         if (surface->lightmapinfo->samples)
9775                         {
9776                                 for (j = 0;j < surfacenumvertices;j++)
9777                                 {
9778                                         lm = surface->lightmapinfo->samples + offsets[j];
9779                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
9780                                         VectorScale(lm, scale, c);
9781                                         if (surface->lightmapinfo->styles[1] != 255)
9782                                         {
9783                                                 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
9784                                                 lm += size3;
9785                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
9786                                                 VectorMA(c, scale, lm, c);
9787                                                 if (surface->lightmapinfo->styles[2] != 255)
9788                                                 {
9789                                                         lm += size3;
9790                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
9791                                                         VectorMA(c, scale, lm, c);
9792                                                         if (surface->lightmapinfo->styles[3] != 255)
9793                                                         {
9794                                                                 lm += size3;
9795                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
9796                                                                 VectorMA(c, scale, lm, c);
9797                                                         }
9798                                                 }
9799                                         }
9800                                         c[0] >>= 7;
9801                                         c[1] >>= 7;
9802                                         c[2] >>= 7;
9803                                         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);
9804                                         numvertices++;
9805                                 }
9806                         }
9807                         else
9808                         {
9809                                 for (j = 0;j < surfacenumvertices;j++)
9810                                 {
9811                                         Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
9812                                         numvertices++;
9813                                 }
9814                         }
9815                 }
9816         }
9817
9818         // if vertices are deformed (sprite flares and things in maps, possibly
9819         // water waves, bulges and other deformations), modify the copied vertices
9820         // in place
9821         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9822         {
9823                 switch (deform->deform)
9824                 {
9825                 default:
9826                 case Q3DEFORM_PROJECTIONSHADOW:
9827                 case Q3DEFORM_TEXT0:
9828                 case Q3DEFORM_TEXT1:
9829                 case Q3DEFORM_TEXT2:
9830                 case Q3DEFORM_TEXT3:
9831                 case Q3DEFORM_TEXT4:
9832                 case Q3DEFORM_TEXT5:
9833                 case Q3DEFORM_TEXT6:
9834                 case Q3DEFORM_TEXT7:
9835                 case Q3DEFORM_NONE:
9836                         break;
9837                 case Q3DEFORM_AUTOSPRITE:
9838                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9839                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9840                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9841                         VectorNormalize(newforward);
9842                         VectorNormalize(newright);
9843                         VectorNormalize(newup);
9844 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9845 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9846 //                      rsurface.batchvertex3f_bufferoffset = 0;
9847 //                      rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9848 //                      rsurface.batchsvector3f_vertexbuffer = NULL;
9849 //                      rsurface.batchsvector3f_bufferoffset = 0;
9850 //                      rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9851 //                      rsurface.batchtvector3f_vertexbuffer = NULL;
9852 //                      rsurface.batchtvector3f_bufferoffset = 0;
9853 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9854 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
9855 //                      rsurface.batchnormal3f_bufferoffset = 0;
9856                         // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9857                         if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9858                                 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9859                         if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9860                                 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);
9861                         // a single autosprite surface can contain multiple sprites...
9862                         for (j = 0;j < batchnumvertices - 3;j += 4)
9863                         {
9864                                 VectorClear(center);
9865                                 for (i = 0;i < 4;i++)
9866                                         VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9867                                 VectorScale(center, 0.25f, center);
9868                                 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9869                                 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9870                                 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9871                                 for (i = 0;i < 4;i++)
9872                                 {
9873                                         VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9874                                         VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9875                                 }
9876                         }
9877                         // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9878                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9879                         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);
9880                         break;
9881                 case Q3DEFORM_AUTOSPRITE2:
9882                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9883                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9884                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9885                         VectorNormalize(newforward);
9886                         VectorNormalize(newright);
9887                         VectorNormalize(newup);
9888 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9889 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9890 //                      rsurface.batchvertex3f_bufferoffset = 0;
9891                         {
9892                                 const float *v1, *v2;
9893                                 vec3_t start, end;
9894                                 float f, l;
9895                                 struct
9896                                 {
9897                                         float length2;
9898                                         const float *v1;
9899                                         const float *v2;
9900                                 }
9901                                 shortest[2];
9902                                 memset(shortest, 0, sizeof(shortest));
9903                                 // a single autosprite surface can contain multiple sprites...
9904                                 for (j = 0;j < batchnumvertices - 3;j += 4)
9905                                 {
9906                                         VectorClear(center);
9907                                         for (i = 0;i < 4;i++)
9908                                                 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9909                                         VectorScale(center, 0.25f, center);
9910                                         // find the two shortest edges, then use them to define the
9911                                         // axis vectors for rotating around the central axis
9912                                         for (i = 0;i < 6;i++)
9913                                         {
9914                                                 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9915                                                 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9916                                                 l = VectorDistance2(v1, v2);
9917                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9918                                                 if (v1[2] != v2[2])
9919                                                         l += (1.0f / 1024.0f);
9920                                                 if (shortest[0].length2 > l || i == 0)
9921                                                 {
9922                                                         shortest[1] = shortest[0];
9923                                                         shortest[0].length2 = l;
9924                                                         shortest[0].v1 = v1;
9925                                                         shortest[0].v2 = v2;
9926                                                 }
9927                                                 else if (shortest[1].length2 > l || i == 1)
9928                                                 {
9929                                                         shortest[1].length2 = l;
9930                                                         shortest[1].v1 = v1;
9931                                                         shortest[1].v2 = v2;
9932                                                 }
9933                                         }
9934                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9935                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9936                                         // this calculates the right vector from the shortest edge
9937                                         // and the up vector from the edge midpoints
9938                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9939                                         VectorNormalize(right);
9940                                         VectorSubtract(end, start, up);
9941                                         VectorNormalize(up);
9942                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9943                                         VectorSubtract(rsurface.localvieworigin, center, forward);
9944                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9945                                         VectorNegate(forward, forward);
9946                                         VectorReflect(forward, 0, up, forward);
9947                                         VectorNormalize(forward);
9948                                         CrossProduct(up, forward, newright);
9949                                         VectorNormalize(newright);
9950                                         // rotate the quad around the up axis vector, this is made
9951                                         // especially easy by the fact we know the quad is flat,
9952                                         // so we only have to subtract the center position and
9953                                         // measure distance along the right vector, and then
9954                                         // multiply that by the newright vector and add back the
9955                                         // center position
9956                                         // we also need to subtract the old position to undo the
9957                                         // displacement from the center, which we do with a
9958                                         // DotProduct, the subtraction/addition of center is also
9959                                         // optimized into DotProducts here
9960                                         l = DotProduct(right, center);
9961                                         for (i = 0;i < 4;i++)
9962                                         {
9963                                                 v1 = rsurface.batchvertex3f + 3*(j+i);
9964                                                 f = DotProduct(right, v1) - l;
9965                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9966                                         }
9967                                 }
9968                         }
9969                         if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9970                         {
9971 //                              rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9972 //                              rsurface.batchnormal3f_vertexbuffer = NULL;
9973 //                              rsurface.batchnormal3f_bufferoffset = 0;
9974                                 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9975                         }
9976                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9977                         {
9978 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9979 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
9980 //                              rsurface.batchsvector3f_bufferoffset = 0;
9981 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9982 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
9983 //                              rsurface.batchtvector3f_bufferoffset = 0;
9984                                 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);
9985                         }
9986                         break;
9987                 case Q3DEFORM_NORMAL:
9988                         // deform the normals to make reflections wavey
9989                         rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9990                         rsurface.batchnormal3f_vertexbuffer = NULL;
9991                         rsurface.batchnormal3f_bufferoffset = 0;
9992                         for (j = 0;j < batchnumvertices;j++)
9993                         {
9994                                 float vertex[3];
9995                                 float *normal = rsurface.batchnormal3f + 3*j;
9996                                 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9997                                 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9998                                 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9999                                 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
10000                                 VectorNormalize(normal);
10001                         }
10002                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
10003                         {
10004 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10005 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
10006 //                              rsurface.batchsvector3f_bufferoffset = 0;
10007 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10008 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
10009 //                              rsurface.batchtvector3f_bufferoffset = 0;
10010                                 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);
10011                         }
10012                         break;
10013                 case Q3DEFORM_WAVE:
10014                         // deform vertex array to make wavey water and flags and such
10015                         waveparms[0] = deform->waveparms[0];
10016                         waveparms[1] = deform->waveparms[1];
10017                         waveparms[2] = deform->waveparms[2];
10018                         waveparms[3] = deform->waveparms[3];
10019                         if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
10020                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
10021                         // this is how a divisor of vertex influence on deformation
10022                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
10023                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10024 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
10025 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
10026 //                      rsurface.batchvertex3f_bufferoffset = 0;
10027 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
10028 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
10029 //                      rsurface.batchnormal3f_bufferoffset = 0;
10030                         for (j = 0;j < batchnumvertices;j++)
10031                         {
10032                                 // if the wavefunc depends on time, evaluate it per-vertex
10033                                 if (waveparms[3])
10034                                 {
10035                                         waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
10036                                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10037                                 }
10038                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
10039                         }
10040                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
10041                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
10042                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
10043                         {
10044 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10045 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
10046 //                              rsurface.batchsvector3f_bufferoffset = 0;
10047 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10048 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
10049 //                              rsurface.batchtvector3f_bufferoffset = 0;
10050                                 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);
10051                         }
10052                         break;
10053                 case Q3DEFORM_BULGE:
10054                         // deform vertex array to make the surface have moving bulges
10055 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
10056 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
10057 //                      rsurface.batchvertex3f_bufferoffset = 0;
10058 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
10059 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
10060 //                      rsurface.batchnormal3f_bufferoffset = 0;
10061                         for (j = 0;j < batchnumvertices;j++)
10062                         {
10063                                 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
10064                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
10065                         }
10066                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
10067                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
10068                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
10069                         {
10070 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10071 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
10072 //                              rsurface.batchsvector3f_bufferoffset = 0;
10073 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10074 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
10075 //                              rsurface.batchtvector3f_bufferoffset = 0;
10076                                 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);
10077                         }
10078                         break;
10079                 case Q3DEFORM_MOVE:
10080                         // deform vertex array
10081                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
10082                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
10083                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10084                         VectorScale(deform->parms, scale, waveparms);
10085 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
10086 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
10087 //                      rsurface.batchvertex3f_bufferoffset = 0;
10088                         for (j = 0;j < batchnumvertices;j++)
10089                                 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
10090                         break;
10091                 }
10092         }
10093
10094         if (rsurface.batchtexcoordtexture2f)
10095         {
10096         // generate texcoords based on the chosen texcoord source
10097                 switch(rsurface.texture->tcgen.tcgen)
10098                 {
10099                 default:
10100                 case Q3TCGEN_TEXTURE:
10101                         break;
10102                 case Q3TCGEN_LIGHTMAP:
10103         //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10104         //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10105         //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10106                         if (rsurface.batchtexcoordlightmap2f)
10107                                 memcpy(rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2]));
10108                         break;
10109                 case Q3TCGEN_VECTOR:
10110         //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10111         //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10112         //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10113                         for (j = 0;j < batchnumvertices;j++)
10114                         {
10115                                 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
10116                                 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
10117                         }
10118                         break;
10119                 case Q3TCGEN_ENVIRONMENT:
10120                         // make environment reflections using a spheremap
10121                         rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10122                         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10123                         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10124                         for (j = 0;j < batchnumvertices;j++)
10125                         {
10126                                 // identical to Q3A's method, but executed in worldspace so
10127                                 // carried models can be shiny too
10128
10129                                 float viewer[3], d, reflected[3], worldreflected[3];
10130
10131                                 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
10132                                 // VectorNormalize(viewer);
10133
10134                                 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
10135
10136                                 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
10137                                 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
10138                                 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
10139                                 // note: this is proportinal to viewer, so we can normalize later
10140
10141                                 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10142                                 VectorNormalize(worldreflected);
10143
10144                                 // note: this sphere map only uses world x and z!
10145                                 // so positive and negative y will LOOK THE SAME.
10146                                 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
10147                                 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
10148                         }
10149                         break;
10150                 }
10151                 // the only tcmod that needs software vertex processing is turbulent, so
10152                 // check for it here and apply the changes if needed
10153                 // and we only support that as the first one
10154                 // (handling a mixture of turbulent and other tcmods would be problematic
10155                 //  without punting it entirely to a software path)
10156                 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10157                 {
10158                         amplitude = rsurface.texture->tcmods[0].parms[1];
10159                         animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
10160         //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10161         //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10162         //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10163                         for (j = 0;j < batchnumvertices;j++)
10164                         {
10165                                 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);
10166                                 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1]                                ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10167                         }
10168                 }
10169         }
10170
10171         if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
10172         {
10173                 // convert the modified arrays to vertex structs
10174 //              rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
10175 //              rsurface.batchvertexmesh_vertexbuffer = NULL;
10176 //              rsurface.batchvertexmesh_bufferoffset = 0;
10177                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
10178                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10179                                 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
10180                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
10181                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10182                                 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
10183                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
10184                 {
10185                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10186                         {
10187                                 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
10188                                 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
10189                         }
10190                 }
10191                 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
10192                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10193                                 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
10194                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
10195                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10196                                 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
10197                 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
10198                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10199                                 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
10200                 if ((batchneed & BATCHNEED_VERTEXMESH_SKELETAL) && rsurface.batchskeletalindex4ub)
10201                 {
10202                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10203                         {
10204                                 Vector4Copy(rsurface.batchskeletalindex4ub + 4*j, vertexmesh->skeletalindex4ub);
10205                                 Vector4Copy(rsurface.batchskeletalweight4ub + 4*j, vertexmesh->skeletalweight4ub);
10206                         }
10207                 }
10208         }
10209
10210         // upload buffer data for the dynamic batch
10211         if (((r_batch_dynamicbuffer.integer || gl_vbo_dynamicvertex.integer || gl_vbo_dynamicindex.integer) && vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo)
10212         {
10213                 if (rsurface.batchvertexmesh)
10214                         rsurface.batchvertexmesh_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(r_vertexmesh_t), rsurface.batchvertexmesh, R_BUFFERDATA_VERTEX, &rsurface.batchvertexmesh_bufferoffset);
10215                 else
10216                 {
10217                         if (rsurface.batchvertex3f)
10218                                 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
10219                         if (rsurface.batchsvector3f)
10220                                 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
10221                         if (rsurface.batchtvector3f)
10222                                 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
10223                         if (rsurface.batchnormal3f)
10224                                 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
10225                         if (rsurface.batchlightmapcolor4f)
10226                                 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
10227                         if (rsurface.batchtexcoordtexture2f)
10228                                 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
10229                         if (rsurface.batchtexcoordlightmap2f)
10230                                 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
10231                         if (rsurface.batchskeletalindex4ub)
10232                                 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
10233                         if (rsurface.batchskeletalweight4ub)
10234                                 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
10235                 }
10236                 if (rsurface.batchelement3s)
10237                         rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
10238                 else if (rsurface.batchelement3i)
10239                         rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
10240         }
10241 }
10242
10243 void RSurf_DrawBatch(void)
10244 {
10245         // sometimes a zero triangle surface (usually a degenerate patch) makes it
10246         // through the pipeline, killing it earlier in the pipeline would have
10247         // per-surface overhead rather than per-batch overhead, so it's best to
10248         // reject it here, before it hits glDraw.
10249         if (rsurface.batchnumtriangles == 0)
10250                 return;
10251 #if 0
10252         // batch debugging code
10253         if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
10254         {
10255                 int i;
10256                 int j;
10257                 int c;
10258                 const int *e;
10259                 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
10260                 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
10261                 {
10262                         c = e[i];
10263                         for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
10264                         {
10265                                 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
10266                                 {
10267                                         if (rsurface.modelsurfaces[j].texture != rsurface.texture)
10268                                                 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);
10269                                         break;
10270                                 }
10271                         }
10272                 }
10273         }
10274 #endif
10275         if (rsurface.batchmultidraw)
10276         {
10277                 // issue multiple draws rather than copying index data
10278                 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
10279                 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
10280                 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
10281                 for (i = 0;i < numsurfaces;)
10282                 {
10283                         // combine consecutive surfaces as one draw
10284                         for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
10285                                 if (surfacelist[j] != surfacelist[k] + 1)
10286                                         break;
10287                         firstvertex = surfacelist[i]->num_firstvertex;
10288                         endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
10289                         firsttriangle = surfacelist[i]->num_firsttriangle;
10290                         endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
10291                         R_Mesh_Draw(firstvertex, endvertex - firstvertex, firsttriangle, endtriangle - firsttriangle, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
10292                         i = j;
10293                 }
10294         }
10295         else
10296         {
10297                 // there is only one consecutive run of index data (may have been combined)
10298                 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);
10299         }
10300 }
10301
10302 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
10303 {
10304         // pick the closest matching water plane
10305         int planeindex, vertexindex, bestplaneindex = -1;
10306         float d, bestd;
10307         vec3_t vert;
10308         const float *v;
10309         r_waterstate_waterplane_t *p;
10310         qboolean prepared = false;
10311         bestd = 0;
10312         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
10313         {
10314                 if(p->camera_entity != rsurface.texture->camera_entity)
10315                         continue;
10316                 d = 0;
10317                 if(!prepared)
10318                 {
10319                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
10320                         prepared = true;
10321                         if(rsurface.batchnumvertices == 0)
10322                                 break;
10323                 }
10324                 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
10325                 {
10326                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
10327                         d += fabs(PlaneDiff(vert, &p->plane));
10328                 }
10329                 if (bestd > d || bestplaneindex < 0)
10330                 {
10331                         bestd = d;
10332                         bestplaneindex = planeindex;
10333                 }
10334         }
10335         return bestplaneindex;
10336         // NOTE: this MAY return a totally unrelated water plane; we can ignore
10337         // this situation though, as it might be better to render single larger
10338         // batches with useless stuff (backface culled for example) than to
10339         // render multiple smaller batches
10340 }
10341
10342 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
10343 {
10344         int i;
10345         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10346         rsurface.passcolor4f_vertexbuffer = 0;
10347         rsurface.passcolor4f_bufferoffset = 0;
10348         for (i = 0;i < rsurface.batchnumvertices;i++)
10349                 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
10350 }
10351
10352 static void RSurf_DrawBatch_GL11_ApplyFog(void)
10353 {
10354         int i;
10355         float f;
10356         const float *v;
10357         const float *c;
10358         float *c2;
10359         if (rsurface.passcolor4f)
10360         {
10361                 // generate color arrays
10362                 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10363                 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10364                 rsurface.passcolor4f_vertexbuffer = 0;
10365                 rsurface.passcolor4f_bufferoffset = 0;
10366                 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)
10367                 {
10368                         f = RSurf_FogVertex(v);
10369                         c2[0] = c[0] * f;
10370                         c2[1] = c[1] * f;
10371                         c2[2] = c[2] * f;
10372                         c2[3] = c[3];
10373                 }
10374         }
10375         else
10376         {
10377                 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10378                 rsurface.passcolor4f_vertexbuffer = 0;
10379                 rsurface.passcolor4f_bufferoffset = 0;
10380                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
10381                 {
10382                         f = RSurf_FogVertex(v);
10383                         c2[0] = f;
10384                         c2[1] = f;
10385                         c2[2] = f;
10386                         c2[3] = 1;
10387                 }
10388         }
10389 }
10390
10391 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
10392 {
10393         int i;
10394         float f;
10395         const float *v;
10396         const float *c;
10397         float *c2;
10398         if (!rsurface.passcolor4f)
10399                 return;
10400         c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10401         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10402         rsurface.passcolor4f_vertexbuffer = 0;
10403         rsurface.passcolor4f_bufferoffset = 0;
10404         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)
10405         {
10406                 f = RSurf_FogVertex(v);
10407                 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10408                 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10409                 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10410                 c2[3] = c[3];
10411         }
10412 }
10413
10414 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
10415 {
10416         int i;
10417         const float *c;
10418         float *c2;
10419         if (!rsurface.passcolor4f)
10420                 return;
10421         c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10422         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10423         rsurface.passcolor4f_vertexbuffer = 0;
10424         rsurface.passcolor4f_bufferoffset = 0;
10425         for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
10426         {
10427                 c2[0] = c[0] * r;
10428                 c2[1] = c[1] * g;
10429                 c2[2] = c[2] * b;
10430                 c2[3] = c[3] * a;
10431         }
10432 }
10433
10434 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
10435 {
10436         int i;
10437         const float *c;
10438         float *c2;
10439         if (!rsurface.passcolor4f)
10440                 return;
10441         c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10442         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10443         rsurface.passcolor4f_vertexbuffer = 0;
10444         rsurface.passcolor4f_bufferoffset = 0;
10445         for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
10446         {
10447                 c2[0] = c[0] + r_refdef.scene.ambient;
10448                 c2[1] = c[1] + r_refdef.scene.ambient;
10449                 c2[2] = c[2] + r_refdef.scene.ambient;
10450                 c2[3] = c[3];
10451         }
10452 }
10453
10454 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10455 {
10456         // TODO: optimize
10457         rsurface.passcolor4f = NULL;
10458         rsurface.passcolor4f_vertexbuffer = 0;
10459         rsurface.passcolor4f_bufferoffset = 0;
10460         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
10461         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10462         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10463         GL_Color(r, g, b, a);
10464         R_Mesh_TexBind(0, rsurface.lightmaptexture);
10465         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10466         R_Mesh_TexMatrix(0, NULL);
10467         RSurf_DrawBatch();
10468 }
10469
10470 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10471 {
10472         // TODO: optimize applyfog && applycolor case
10473         // just apply fog if necessary, and tint the fog color array if necessary
10474         rsurface.passcolor4f = NULL;
10475         rsurface.passcolor4f_vertexbuffer = 0;
10476         rsurface.passcolor4f_bufferoffset = 0;
10477         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
10478         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10479         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10480         GL_Color(r, g, b, a);
10481         RSurf_DrawBatch();
10482 }
10483
10484 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10485 {
10486         // TODO: optimize
10487         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10488         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10489         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10490         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
10491         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10492         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10493         GL_Color(r, g, b, a);
10494         RSurf_DrawBatch();
10495 }
10496
10497 static void RSurf_DrawBatch_GL11_ClampColor(void)
10498 {
10499         int i;
10500         const float *c1;
10501         float *c2;
10502         if (!rsurface.passcolor4f)
10503                 return;
10504         for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
10505         {
10506                 c2[0] = bound(0.0f, c1[0], 1.0f);
10507                 c2[1] = bound(0.0f, c1[1], 1.0f);
10508                 c2[2] = bound(0.0f, c1[2], 1.0f);
10509                 c2[3] = bound(0.0f, c1[3], 1.0f);
10510         }
10511 }
10512
10513 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
10514 {
10515         int i;
10516         float f;
10517         const float *v;
10518         const float *n;
10519         float *c;
10520         //vec3_t eyedir;
10521
10522         // fake shading
10523         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10524         rsurface.passcolor4f_vertexbuffer = 0;
10525         rsurface.passcolor4f_bufferoffset = 0;
10526         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)
10527         {
10528                 f = -DotProduct(r_refdef.view.forward, n);
10529                 f = max(0, f);
10530                 f = f * 0.85 + 0.15; // work around so stuff won't get black
10531                 f *= r_refdef.lightmapintensity;
10532                 Vector4Set(c, f, f, f, 1);
10533         }
10534 }
10535
10536 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10537 {
10538         RSurf_DrawBatch_GL11_ApplyFakeLight();
10539         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
10540         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10541         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10542         GL_Color(r, g, b, a);
10543         RSurf_DrawBatch();
10544 }
10545
10546 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
10547 {
10548         int i;
10549         float f;
10550         float alpha;
10551         const float *v;
10552         const float *n;
10553         float *c;
10554         vec3_t ambientcolor;
10555         vec3_t diffusecolor;
10556         vec3_t lightdir;
10557         // TODO: optimize
10558         // model lighting
10559         VectorCopy(rsurface.modellight_lightdir, lightdir);
10560         f = 0.5f * r_refdef.lightmapintensity;
10561         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10562         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10563         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10564         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10565         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10566         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10567         alpha = *a;
10568         if (VectorLength2(diffusecolor) > 0)
10569         {
10570                 // q3-style directional shading
10571                 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10572                 rsurface.passcolor4f_vertexbuffer = 0;
10573                 rsurface.passcolor4f_bufferoffset = 0;
10574                 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)
10575                 {
10576                         if ((f = DotProduct(n, lightdir)) > 0)
10577                                 VectorMA(ambientcolor, f, diffusecolor, c);
10578                         else
10579                                 VectorCopy(ambientcolor, c);
10580                         c[3] = alpha;
10581                 }
10582                 *r = 1;
10583                 *g = 1;
10584                 *b = 1;
10585                 *a = 1;
10586                 *applycolor = false;
10587         }
10588         else
10589         {
10590                 *r = ambientcolor[0];
10591                 *g = ambientcolor[1];
10592                 *b = ambientcolor[2];
10593                 rsurface.passcolor4f = NULL;
10594                 rsurface.passcolor4f_vertexbuffer = 0;
10595                 rsurface.passcolor4f_bufferoffset = 0;
10596         }
10597 }
10598
10599 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10600 {
10601         RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
10602         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
10603         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10604         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10605         GL_Color(r, g, b, a);
10606         RSurf_DrawBatch();
10607 }
10608
10609 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
10610 {
10611         int i;
10612         float f;
10613         const float *v;
10614         float *c;
10615
10616         // fake shading
10617         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10618         rsurface.passcolor4f_vertexbuffer = 0;
10619         rsurface.passcolor4f_bufferoffset = 0;
10620
10621         for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
10622         {
10623                 f = 1 - RSurf_FogVertex(v);
10624                 c[0] = r;
10625                 c[1] = g;
10626                 c[2] = b;
10627                 c[3] = f * a;
10628         }
10629 }
10630
10631 void RSurf_SetupDepthAndCulling(void)
10632 {
10633         // submodels are biased to avoid z-fighting with world surfaces that they
10634         // may be exactly overlapping (avoids z-fighting artifacts on certain
10635         // doors and things in Quake maps)
10636         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10637         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10638         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10639         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10640 }
10641
10642 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10643 {
10644         // transparent sky would be ridiculous
10645         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10646                 return;
10647         R_SetupShader_Generic_NoTexture(false, false);
10648         skyrenderlater = true;
10649         RSurf_SetupDepthAndCulling();
10650         GL_DepthMask(true);
10651         // LordHavoc: HalfLife maps have freaky skypolys so don't use
10652         // skymasking on them, and Quake3 never did sky masking (unlike
10653         // software Quake and software Quake2), so disable the sky masking
10654         // in Quake3 maps as it causes problems with q3map2 sky tricks,
10655         // and skymasking also looks very bad when noclipping outside the
10656         // level, so don't use it then either.
10657         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
10658         {
10659                 R_Mesh_ResetTextureState();
10660                 if (skyrendermasked)
10661                 {
10662                         R_SetupShader_DepthOrShadow(false, false, false);
10663                         // depth-only (masking)
10664                         GL_ColorMask(0,0,0,0);
10665                         // just to make sure that braindead drivers don't draw
10666                         // anything despite that colormask...
10667                         GL_BlendFunc(GL_ZERO, GL_ONE);
10668                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
10669                         R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10670                 }
10671                 else
10672                 {
10673                         R_SetupShader_Generic_NoTexture(false, false);
10674                         // fog sky
10675                         GL_BlendFunc(GL_ONE, GL_ZERO);
10676                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10677                         GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10678                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
10679                 }
10680                 RSurf_DrawBatch();
10681                 if (skyrendermasked)
10682                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10683         }
10684         R_Mesh_ResetTextureState();
10685         GL_Color(1, 1, 1, 1);
10686 }
10687
10688 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10689 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10690 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10691 {
10692         if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
10693                 return;
10694         if (prepass)
10695         {
10696                 // render screenspace normalmap to texture
10697                 GL_DepthMask(true);
10698                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
10699                 RSurf_DrawBatch();
10700                 return;
10701         }
10702
10703         // bind lightmap texture
10704
10705         // water/refraction/reflection/camera surfaces have to be handled specially
10706         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
10707         {
10708                 int start, end, startplaneindex;
10709                 for (start = 0;start < texturenumsurfaces;start = end)
10710                 {
10711                         startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
10712                         if(startplaneindex < 0)
10713                         {
10714                                 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
10715                                 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
10716                                 end = start + 1;
10717                                 continue;
10718                         }
10719                         for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
10720                                 ;
10721                         // now that we have a batch using the same planeindex, render it
10722                         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
10723                         {
10724                                 // render water or distortion background
10725                                 GL_DepthMask(true);
10726                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
10727                                 RSurf_DrawBatch();
10728                                 // blend surface on top
10729                                 GL_DepthMask(false);
10730                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
10731                                 RSurf_DrawBatch();
10732                         }
10733                         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
10734                         {
10735                                 // render surface with reflection texture as input
10736                                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10737                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
10738                                 RSurf_DrawBatch();
10739                         }
10740                 }
10741                 return;
10742         }
10743
10744         // render surface batch normally
10745         GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10746         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);
10747         RSurf_DrawBatch();
10748 }
10749
10750 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10751 {
10752         // OpenGL 1.3 path - anything not completely ancient
10753         qboolean applycolor;
10754         qboolean applyfog;
10755         int layerindex;
10756         const texturelayer_t *layer;
10757         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);
10758         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10759
10760         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10761         {
10762                 vec4_t layercolor;
10763                 int layertexrgbscale;
10764                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10765                 {
10766                         if (layerindex == 0)
10767                                 GL_AlphaTest(true);
10768                         else
10769                         {
10770                                 GL_AlphaTest(false);
10771                                 GL_DepthFunc(GL_EQUAL);
10772                         }
10773                 }
10774                 GL_DepthMask(layer->depthmask && writedepth);
10775                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10776                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10777                 {
10778                         layertexrgbscale = 4;
10779                         VectorScale(layer->color, 0.25f, layercolor);
10780                 }
10781                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10782                 {
10783                         layertexrgbscale = 2;
10784                         VectorScale(layer->color, 0.5f, layercolor);
10785                 }
10786                 else
10787                 {
10788                         layertexrgbscale = 1;
10789                         VectorScale(layer->color, 1.0f, layercolor);
10790                 }
10791                 layercolor[3] = layer->color[3];
10792                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10793                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10794                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10795                 switch (layer->type)
10796                 {
10797                 case TEXTURELAYERTYPE_LITTEXTURE:
10798                         // single-pass lightmapped texture with 2x rgbscale
10799                         R_Mesh_TexBind(0, r_texture_white);
10800                         R_Mesh_TexMatrix(0, NULL);
10801                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10802                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10803                         R_Mesh_TexBind(1, layer->texture);
10804                         R_Mesh_TexMatrix(1, &layer->texmatrix);
10805                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10806                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10807                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10808                                 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10809                         else if (FAKELIGHT_ENABLED)
10810                                 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10811                         else if (rsurface.uselightmaptexture)
10812                                 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10813                         else
10814                                 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10815                         break;
10816                 case TEXTURELAYERTYPE_TEXTURE:
10817                         // singletexture unlit texture with transparency support
10818                         R_Mesh_TexBind(0, layer->texture);
10819                         R_Mesh_TexMatrix(0, &layer->texmatrix);
10820                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10821                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10822                         R_Mesh_TexBind(1, 0);
10823                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10824                         RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10825                         break;
10826                 case TEXTURELAYERTYPE_FOG:
10827                         // singletexture fogging
10828                         if (layer->texture)
10829                         {
10830                                 R_Mesh_TexBind(0, layer->texture);
10831                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10832                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10833                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10834                         }
10835                         else
10836                         {
10837                                 R_Mesh_TexBind(0, 0);
10838                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10839                         }
10840                         R_Mesh_TexBind(1, 0);
10841                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10842                         // generate a color array for the fog pass
10843                         RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
10844                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10845                         RSurf_DrawBatch();
10846                         break;
10847                 default:
10848                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10849                 }
10850         }
10851         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10852         {
10853                 GL_DepthFunc(GL_LEQUAL);
10854                 GL_AlphaTest(false);
10855         }
10856 }
10857
10858 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10859 {
10860         // OpenGL 1.1 - crusty old voodoo path
10861         qboolean applyfog;
10862         int layerindex;
10863         const texturelayer_t *layer;
10864         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);
10865         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10866
10867         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10868         {
10869                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10870                 {
10871                         if (layerindex == 0)
10872                                 GL_AlphaTest(true);
10873                         else
10874                         {
10875                                 GL_AlphaTest(false);
10876                                 GL_DepthFunc(GL_EQUAL);
10877                         }
10878                 }
10879                 GL_DepthMask(layer->depthmask && writedepth);
10880                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10881                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10882                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10883                 switch (layer->type)
10884                 {
10885                 case TEXTURELAYERTYPE_LITTEXTURE:
10886                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))
10887                         {
10888                                 // two-pass lit texture with 2x rgbscale
10889                                 // first the lightmap pass
10890                                 R_Mesh_TexBind(0, r_texture_white);
10891                                 R_Mesh_TexMatrix(0, NULL);
10892                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10893                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10894                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10895                                         RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
10896                                 else if (FAKELIGHT_ENABLED)
10897                                         RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
10898                                 else if (rsurface.uselightmaptexture)
10899                                         RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
10900                                 else
10901                                         RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
10902                                 // then apply the texture to it
10903                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10904                                 R_Mesh_TexBind(0, layer->texture);
10905                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10906                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10907                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10908                                 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);
10909                         }
10910                         else
10911                         {
10912                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10913                                 R_Mesh_TexBind(0, layer->texture);
10914                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10915                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10916                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10917                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10918                                         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);
10919                                 else if (FAKELIGHT_ENABLED)
10920                                         RSurf_DrawBatch_GL11_FakeLight(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10921                                 else
10922                                         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);
10923                         }
10924                         break;
10925                 case TEXTURELAYERTYPE_TEXTURE:
10926                         // singletexture unlit texture with transparency support
10927                         R_Mesh_TexBind(0, layer->texture);
10928                         R_Mesh_TexMatrix(0, &layer->texmatrix);
10929                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10930                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10931                         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);
10932                         break;
10933                 case TEXTURELAYERTYPE_FOG:
10934                         // singletexture fogging
10935                         if (layer->texture)
10936                         {
10937                                 R_Mesh_TexBind(0, layer->texture);
10938                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10939                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10940                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10941                         }
10942                         else
10943                         {
10944                                 R_Mesh_TexBind(0, 0);
10945                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10946                         }
10947                         // generate a color array for the fog pass
10948                         RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10949                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10950                         RSurf_DrawBatch();
10951                         break;
10952                 default:
10953                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10954                 }
10955         }
10956         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10957         {
10958                 GL_DepthFunc(GL_LEQUAL);
10959                 GL_AlphaTest(false);
10960         }
10961 }
10962
10963 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10964 {
10965         int vi;
10966         int j;
10967         r_vertexgeneric_t *batchvertex;
10968         float c[4];
10969
10970 //      R_Mesh_ResetTextureState();
10971         R_SetupShader_Generic_NoTexture(false, false);
10972
10973         if(rsurface.texture && rsurface.texture->currentskinframe)
10974         {
10975                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10976                 c[3] *= rsurface.texture->currentalpha;
10977         }
10978         else
10979         {
10980                 c[0] = 1;
10981                 c[1] = 0;
10982                 c[2] = 1;
10983                 c[3] = 1;
10984         }
10985
10986         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10987         {
10988                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10989                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10990                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10991         }
10992
10993         // brighten it up (as texture value 127 means "unlit")
10994         c[0] *= 2 * r_refdef.view.colorscale;
10995         c[1] *= 2 * r_refdef.view.colorscale;
10996         c[2] *= 2 * r_refdef.view.colorscale;
10997
10998         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10999                 c[3] *= r_wateralpha.value;
11000
11001         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11002         {
11003                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11004                 GL_DepthMask(false);
11005         }
11006         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11007         {
11008                 GL_BlendFunc(GL_ONE, GL_ONE);
11009                 GL_DepthMask(false);
11010         }
11011         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11012         {
11013                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11014                 GL_DepthMask(false);
11015         }
11016         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11017         {
11018                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11019                 GL_DepthMask(false);
11020         }
11021         else
11022         {
11023                 GL_BlendFunc(GL_ONE, GL_ZERO);
11024                 GL_DepthMask(writedepth);
11025         }
11026
11027         if (r_showsurfaces.integer == 3)
11028         {
11029                 rsurface.passcolor4f = NULL;
11030
11031                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11032                 {
11033                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11034
11035                         rsurface.passcolor4f = NULL;
11036                         rsurface.passcolor4f_vertexbuffer = 0;
11037                         rsurface.passcolor4f_bufferoffset = 0;
11038                 }
11039                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11040                 {
11041                         qboolean applycolor = true;
11042                         float one = 1.0;
11043
11044                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11045
11046                         r_refdef.lightmapintensity = 1;
11047                         RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
11048                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11049                 }
11050                 else if (FAKELIGHT_ENABLED)
11051                 {
11052                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11053
11054                         r_refdef.lightmapintensity = r_fakelight_intensity.value;
11055                         RSurf_DrawBatch_GL11_ApplyFakeLight();
11056                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11057                 }
11058                 else
11059                 {
11060                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11061
11062                         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
11063                         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
11064                         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
11065                 }
11066
11067                 if(!rsurface.passcolor4f)
11068                         RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
11069
11070                 RSurf_DrawBatch_GL11_ApplyAmbient();
11071                 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
11072                 if(r_refdef.fogenabled)
11073                         RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
11074                 RSurf_DrawBatch_GL11_ClampColor();
11075
11076                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
11077                 R_SetupShader_Generic_NoTexture(false, false);
11078                 RSurf_DrawBatch();
11079         }
11080         else if (!r_refdef.view.showdebug)
11081         {
11082                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11083                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11084                 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
11085                 {
11086                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11087                         Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
11088                 }
11089                 R_Mesh_PrepareVertices_Generic_Unlock();
11090                 RSurf_DrawBatch();
11091         }
11092         else if (r_showsurfaces.integer == 4)
11093         {
11094                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11095                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11096                 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
11097                 {
11098                         unsigned char c = (vi << 3) * (1.0f / 256.0f);
11099                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11100                         Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
11101                 }
11102                 R_Mesh_PrepareVertices_Generic_Unlock();
11103                 RSurf_DrawBatch();
11104         }
11105         else if (r_showsurfaces.integer == 2)
11106         {
11107                 const int *e;
11108                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11109                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
11110                 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
11111                 {
11112                         unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
11113                         VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
11114                         VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
11115                         VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
11116                         Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
11117                         Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
11118                         Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
11119                 }
11120                 R_Mesh_PrepareVertices_Generic_Unlock();
11121                 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
11122         }
11123         else
11124         {
11125                 int texturesurfaceindex;
11126                 int k;
11127                 const msurface_t *surface;
11128                 float surfacecolor4f[4];
11129                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11130                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
11131                 vi = 0;
11132                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11133                 {
11134                         surface = texturesurfacelist[texturesurfaceindex];
11135                         k = (int)(((size_t)surface) / sizeof(msurface_t));
11136                         Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
11137                         for (j = 0;j < surface->num_vertices;j++)
11138                         {
11139                                 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11140                                 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
11141                                 vi++;
11142                         }
11143                 }
11144                 R_Mesh_PrepareVertices_Generic_Unlock();
11145                 RSurf_DrawBatch();
11146         }
11147 }
11148
11149 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11150 {
11151         CHECKGLERROR
11152         RSurf_SetupDepthAndCulling();
11153         if (r_showsurfaces.integer)
11154         {
11155                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11156                 return;
11157         }
11158         switch (vid.renderpath)
11159         {
11160         case RENDERPATH_GL20:
11161         case RENDERPATH_D3D9:
11162         case RENDERPATH_D3D10:
11163         case RENDERPATH_D3D11:
11164         case RENDERPATH_SOFT:
11165         case RENDERPATH_GLES2:
11166                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11167                 break;
11168         case RENDERPATH_GL13:
11169         case RENDERPATH_GLES1:
11170                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11171                 break;
11172         case RENDERPATH_GL11:
11173                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11174                 break;
11175         }
11176         CHECKGLERROR
11177 }
11178
11179 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11180 {
11181         CHECKGLERROR
11182         RSurf_SetupDepthAndCulling();
11183         if (r_showsurfaces.integer)
11184         {
11185                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11186                 return;
11187         }
11188         switch (vid.renderpath)
11189         {
11190         case RENDERPATH_GL20:
11191         case RENDERPATH_D3D9:
11192         case RENDERPATH_D3D10:
11193         case RENDERPATH_D3D11:
11194         case RENDERPATH_SOFT:
11195         case RENDERPATH_GLES2:
11196                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11197                 break;
11198         case RENDERPATH_GL13:
11199         case RENDERPATH_GLES1:
11200                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11201                 break;
11202         case RENDERPATH_GL11:
11203                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11204                 break;
11205         }
11206         CHECKGLERROR
11207 }
11208
11209 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11210 {
11211         int i, j;
11212         int texturenumsurfaces, endsurface;
11213         texture_t *texture;
11214         const msurface_t *surface;
11215         const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
11216
11217         // if the model is static it doesn't matter what value we give for
11218         // wantnormals and wanttangents, so this logic uses only rules applicable
11219         // to a model, knowing that they are meaningless otherwise
11220         if (ent == r_refdef.scene.worldentity)
11221                 RSurf_ActiveWorldEntity();
11222         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11223                 RSurf_ActiveModelEntity(ent, false, false, false);
11224         else
11225         {
11226                 switch (vid.renderpath)
11227                 {
11228                 case RENDERPATH_GL20:
11229                 case RENDERPATH_D3D9:
11230                 case RENDERPATH_D3D10:
11231                 case RENDERPATH_D3D11:
11232                 case RENDERPATH_SOFT:
11233                 case RENDERPATH_GLES2:
11234                         RSurf_ActiveModelEntity(ent, true, true, false);
11235                         break;
11236                 case RENDERPATH_GL11:
11237                 case RENDERPATH_GL13:
11238                 case RENDERPATH_GLES1:
11239                         RSurf_ActiveModelEntity(ent, true, false, false);
11240                         break;
11241                 }
11242         }
11243
11244         if (r_transparentdepthmasking.integer)
11245         {
11246                 qboolean setup = false;
11247                 for (i = 0;i < numsurfaces;i = j)
11248                 {
11249                         j = i + 1;
11250                         surface = rsurface.modelsurfaces + surfacelist[i];
11251                         texture = surface->texture;
11252                         rsurface.texture = R_GetCurrentTexture(texture);
11253                         rsurface.lightmaptexture = NULL;
11254                         rsurface.deluxemaptexture = NULL;
11255                         rsurface.uselightmaptexture = false;
11256                         // scan ahead until we find a different texture
11257                         endsurface = min(i + 1024, numsurfaces);
11258                         texturenumsurfaces = 0;
11259                         texturesurfacelist[texturenumsurfaces++] = surface;
11260                         for (;j < endsurface;j++)
11261                         {
11262                                 surface = rsurface.modelsurfaces + surfacelist[j];
11263                                 if (texture != surface->texture)
11264                                         break;
11265                                 texturesurfacelist[texturenumsurfaces++] = surface;
11266                         }
11267                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11268                                 continue;
11269                         // render the range of surfaces as depth
11270                         if (!setup)
11271                         {
11272                                 setup = true;
11273                                 GL_ColorMask(0,0,0,0);
11274                                 GL_Color(1,1,1,1);
11275                                 GL_DepthTest(true);
11276                                 GL_BlendFunc(GL_ONE, GL_ZERO);
11277                                 GL_DepthMask(true);
11278 //                              R_Mesh_ResetTextureState();
11279                         }
11280                         RSurf_SetupDepthAndCulling();
11281                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
11282                         R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
11283                         R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11284                         RSurf_DrawBatch();
11285                 }
11286                 if (setup)
11287                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11288         }
11289
11290         for (i = 0;i < numsurfaces;i = j)
11291         {
11292                 j = i + 1;
11293                 surface = rsurface.modelsurfaces + surfacelist[i];
11294                 texture = surface->texture;
11295                 rsurface.texture = R_GetCurrentTexture(texture);
11296                 // scan ahead until we find a different texture
11297                 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
11298                 texturenumsurfaces = 0;
11299                 texturesurfacelist[texturenumsurfaces++] = surface;
11300                 if(FAKELIGHT_ENABLED)
11301                 {
11302                         rsurface.lightmaptexture = NULL;
11303                         rsurface.deluxemaptexture = NULL;
11304                         rsurface.uselightmaptexture = false;
11305                         for (;j < endsurface;j++)
11306                         {
11307                                 surface = rsurface.modelsurfaces + surfacelist[j];
11308                                 if (texture != surface->texture)
11309                                         break;
11310                                 texturesurfacelist[texturenumsurfaces++] = surface;
11311                         }
11312                 }
11313                 else
11314                 {
11315                         rsurface.lightmaptexture = surface->lightmaptexture;
11316                         rsurface.deluxemaptexture = surface->deluxemaptexture;
11317                         rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11318                         for (;j < endsurface;j++)
11319                         {
11320                                 surface = rsurface.modelsurfaces + surfacelist[j];
11321                                 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
11322                                         break;
11323                                 texturesurfacelist[texturenumsurfaces++] = surface;
11324                         }
11325                 }
11326                 // render the range of surfaces
11327                 if (ent == r_refdef.scene.worldentity)
11328                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11329                 else
11330                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11331         }
11332         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11333 }
11334
11335 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11336 {
11337         // transparent surfaces get pushed off into the transparent queue
11338         int surfacelistindex;
11339         const msurface_t *surface;
11340         vec3_t tempcenter, center;
11341         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11342         {
11343                 surface = texturesurfacelist[surfacelistindex];
11344                 if (r_transparent_sortsurfacesbynearest.integer)
11345                 {
11346                         tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
11347                         tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
11348                         tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
11349                 }
11350                 else
11351                 {
11352                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11353                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11354                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11355                 }
11356                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11357                 if (rsurface.entity->transparent_offset) // transparent offset
11358                 {
11359                         center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
11360                         center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
11361                         center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
11362                 }
11363                 R_MeshQueue_AddTransparent((rsurface.entity->flags & RENDER_WORLDOBJECT) ? TRANSPARENTSORT_SKY : (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? TRANSPARENTSORT_HUD : rsurface.texture->transparentsort, center, R_DrawSurface_TransparentCallback, rsurface.entity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11364         }
11365 }
11366
11367 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11368 {
11369         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11370                 return;
11371         if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11372                 return;
11373         RSurf_SetupDepthAndCulling();
11374         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
11375         R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11376         R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
11377         RSurf_DrawBatch();
11378 }
11379
11380 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11381 {
11382         CHECKGLERROR
11383         if (depthonly)
11384                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11385         else if (prepass)
11386         {
11387                 if (!rsurface.texture->currentnumlayers)
11388                         return;
11389                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11390                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11391                 else
11392                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11393         }
11394         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
11395                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11396         else if (!rsurface.texture->currentnumlayers)
11397                 return;
11398         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
11399         {
11400                 // in the deferred case, transparent surfaces were queued during prepass
11401                 if (!r_shadow_usingdeferredprepass)
11402                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11403         }
11404         else
11405         {
11406                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11407                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11408         }
11409         CHECKGLERROR
11410 }
11411
11412 static void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11413 {
11414         int i, j;
11415         texture_t *texture;
11416         R_FrameData_SetMark();
11417         // break the surface list down into batches by texture and use of lightmapping
11418         for (i = 0;i < numsurfaces;i = j)
11419         {
11420                 j = i + 1;
11421                 // texture is the base texture pointer, rsurface.texture is the
11422                 // current frame/skin the texture is directing us to use (for example
11423                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11424                 // use skin 1 instead)
11425                 texture = surfacelist[i]->texture;
11426                 rsurface.texture = R_GetCurrentTexture(texture);
11427                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11428                 {
11429                         // if this texture is not the kind we want, skip ahead to the next one
11430                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11431                                 ;
11432                         continue;
11433                 }
11434                 if(FAKELIGHT_ENABLED || depthonly || prepass)
11435                 {
11436                         rsurface.lightmaptexture = NULL;
11437                         rsurface.deluxemaptexture = NULL;
11438                         rsurface.uselightmaptexture = false;
11439                         // simply scan ahead until we find a different texture or lightmap state
11440                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11441                                 ;
11442                 }
11443                 else
11444                 {
11445                         rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11446                         rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11447                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
11448                         // simply scan ahead until we find a different texture or lightmap state
11449                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11450                                 ;
11451                 }
11452                 // render the range of surfaces
11453                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11454         }
11455         R_FrameData_ReturnToMark();
11456 }
11457
11458 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11459 {
11460         CHECKGLERROR
11461         if (depthonly)
11462                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11463         else if (prepass)
11464         {
11465                 if (!rsurface.texture->currentnumlayers)
11466                         return;
11467                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11468                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11469                 else
11470                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11471         }
11472         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
11473                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11474         else if (!rsurface.texture->currentnumlayers)
11475                 return;
11476         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
11477         {
11478                 // in the deferred case, transparent surfaces were queued during prepass
11479                 if (!r_shadow_usingdeferredprepass)
11480                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11481         }
11482         else
11483         {
11484                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11485                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11486         }
11487         CHECKGLERROR
11488 }
11489
11490 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11491 {
11492         int i, j;
11493         texture_t *texture;
11494         R_FrameData_SetMark();
11495         // break the surface list down into batches by texture and use of lightmapping
11496         for (i = 0;i < numsurfaces;i = j)
11497         {
11498                 j = i + 1;
11499                 // texture is the base texture pointer, rsurface.texture is the
11500                 // current frame/skin the texture is directing us to use (for example
11501                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11502                 // use skin 1 instead)
11503                 texture = surfacelist[i]->texture;
11504                 rsurface.texture = R_GetCurrentTexture(texture);
11505                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11506                 {
11507                         // if this texture is not the kind we want, skip ahead to the next one
11508                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11509                                 ;
11510                         continue;
11511                 }
11512                 if(FAKELIGHT_ENABLED || depthonly || prepass)
11513                 {
11514                         rsurface.lightmaptexture = NULL;
11515                         rsurface.deluxemaptexture = NULL;
11516                         rsurface.uselightmaptexture = false;
11517                         // simply scan ahead until we find a different texture or lightmap state
11518                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11519                                 ;
11520                 }
11521                 else
11522                 {
11523                         rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11524                         rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11525                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
11526                         // simply scan ahead until we find a different texture or lightmap state
11527                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11528                                 ;
11529                 }
11530                 // render the range of surfaces
11531                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11532         }
11533         R_FrameData_ReturnToMark();
11534 }
11535
11536 float locboxvertex3f[6*4*3] =
11537 {
11538         1,0,1, 1,0,0, 1,1,0, 1,1,1,
11539         0,1,1, 0,1,0, 0,0,0, 0,0,1,
11540         1,1,1, 1,1,0, 0,1,0, 0,1,1,
11541         0,0,1, 0,0,0, 1,0,0, 1,0,1,
11542         0,0,1, 1,0,1, 1,1,1, 0,1,1,
11543         1,0,0, 0,0,0, 0,1,0, 1,1,0
11544 };
11545
11546 unsigned short locboxelements[6*2*3] =
11547 {
11548          0, 1, 2, 0, 2, 3,
11549          4, 5, 6, 4, 6, 7,
11550          8, 9,10, 8,10,11,
11551         12,13,14, 12,14,15,
11552         16,17,18, 16,18,19,
11553         20,21,22, 20,22,23
11554 };
11555
11556 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11557 {
11558         int i, j;
11559         cl_locnode_t *loc = (cl_locnode_t *)ent;
11560         vec3_t mins, size;
11561         float vertex3f[6*4*3];
11562         CHECKGLERROR
11563         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11564         GL_DepthMask(false);
11565         GL_DepthRange(0, 1);
11566         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11567         GL_DepthTest(true);
11568         GL_CullFace(GL_NONE);
11569         R_EntityMatrix(&identitymatrix);
11570
11571 //      R_Mesh_ResetTextureState();
11572
11573         i = surfacelist[0];
11574         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11575                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11576                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11577                         surfacelist[0] < 0 ? 0.5f : 0.125f);
11578
11579         if (VectorCompare(loc->mins, loc->maxs))
11580         {
11581                 VectorSet(size, 2, 2, 2);
11582                 VectorMA(loc->mins, -0.5f, size, mins);
11583         }
11584         else
11585         {
11586                 VectorCopy(loc->mins, mins);
11587                 VectorSubtract(loc->maxs, loc->mins, size);
11588         }
11589
11590         for (i = 0;i < 6*4*3;)
11591                 for (j = 0;j < 3;j++, i++)
11592                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11593
11594         R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
11595         R_SetupShader_Generic_NoTexture(false, false);
11596         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
11597 }
11598
11599 void R_DrawLocs(void)
11600 {
11601         int index;
11602         cl_locnode_t *loc, *nearestloc;
11603         vec3_t center;
11604         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11605         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11606         {
11607                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11608                 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11609         }
11610 }
11611
11612 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11613 {
11614         if (decalsystem->decals)
11615                 Mem_Free(decalsystem->decals);
11616         memset(decalsystem, 0, sizeof(*decalsystem));
11617 }
11618
11619 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)
11620 {
11621         tridecal_t *decal;
11622         tridecal_t *decals;
11623         int i;
11624
11625         // expand or initialize the system
11626         if (decalsystem->maxdecals <= decalsystem->numdecals)
11627         {
11628                 decalsystem_t old = *decalsystem;
11629                 qboolean useshortelements;
11630                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11631                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11632                 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)));
11633                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11634                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11635                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11636                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11637                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11638                 if (decalsystem->numdecals)
11639                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11640                 if (old.decals)
11641                         Mem_Free(old.decals);
11642                 for (i = 0;i < decalsystem->maxdecals*3;i++)
11643                         decalsystem->element3i[i] = i;
11644                 if (useshortelements)
11645                         for (i = 0;i < decalsystem->maxdecals*3;i++)
11646                                 decalsystem->element3s[i] = i;
11647         }
11648
11649         // grab a decal and search for another free slot for the next one
11650         decals = decalsystem->decals;
11651         decal = decalsystem->decals + (i = decalsystem->freedecal++);
11652         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
11653                 ;
11654         decalsystem->freedecal = i;
11655         if (decalsystem->numdecals <= i)
11656                 decalsystem->numdecals = i + 1;
11657
11658         // initialize the decal
11659         decal->lived = 0;
11660         decal->triangleindex = triangleindex;
11661         decal->surfaceindex = surfaceindex;
11662         decal->decalsequence = decalsequence;
11663         decal->color4f[0][0] = c0[0];
11664         decal->color4f[0][1] = c0[1];
11665         decal->color4f[0][2] = c0[2];
11666         decal->color4f[0][3] = 1;
11667         decal->color4f[1][0] = c1[0];
11668         decal->color4f[1][1] = c1[1];
11669         decal->color4f[1][2] = c1[2];
11670         decal->color4f[1][3] = 1;
11671         decal->color4f[2][0] = c2[0];
11672         decal->color4f[2][1] = c2[1];
11673         decal->color4f[2][2] = c2[2];
11674         decal->color4f[2][3] = 1;
11675         decal->vertex3f[0][0] = v0[0];
11676         decal->vertex3f[0][1] = v0[1];
11677         decal->vertex3f[0][2] = v0[2];
11678         decal->vertex3f[1][0] = v1[0];
11679         decal->vertex3f[1][1] = v1[1];
11680         decal->vertex3f[1][2] = v1[2];
11681         decal->vertex3f[2][0] = v2[0];
11682         decal->vertex3f[2][1] = v2[1];
11683         decal->vertex3f[2][2] = v2[2];
11684         decal->texcoord2f[0][0] = t0[0];
11685         decal->texcoord2f[0][1] = t0[1];
11686         decal->texcoord2f[1][0] = t1[0];
11687         decal->texcoord2f[1][1] = t1[1];
11688         decal->texcoord2f[2][0] = t2[0];
11689         decal->texcoord2f[2][1] = t2[1];
11690         TriangleNormal(v0, v1, v2, decal->plane);
11691         VectorNormalize(decal->plane);
11692         decal->plane[3] = DotProduct(v0, decal->plane);
11693 }
11694
11695 extern cvar_t cl_decals_bias;
11696 extern cvar_t cl_decals_models;
11697 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11698 // baseparms, parms, temps
11699 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)
11700 {
11701         int cornerindex;
11702         int index;
11703         float v[9][3];
11704         const float *vertex3f;
11705         const float *normal3f;
11706         int numpoints;
11707         float points[2][9][3];
11708         float temp[3];
11709         float tc[9][2];
11710         float f;
11711         float c[9][4];
11712         const int *e;
11713
11714         e = rsurface.modelelement3i + 3*triangleindex;
11715
11716         vertex3f = rsurface.modelvertex3f;
11717         normal3f = rsurface.modelnormal3f;
11718
11719         if (normal3f)
11720         {
11721                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11722                 {
11723                         index = 3*e[cornerindex];
11724                         VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
11725                 }
11726         }
11727         else
11728         {
11729                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11730                 {
11731                         index = 3*e[cornerindex];
11732                         VectorCopy(vertex3f + index, v[cornerindex]);
11733                 }
11734         }
11735
11736         // cull backfaces
11737         //TriangleNormal(v[0], v[1], v[2], normal);
11738         //if (DotProduct(normal, localnormal) < 0.0f)
11739         //      continue;
11740         // clip by each of the box planes formed from the projection matrix
11741         // if anything survives, we emit the decal
11742         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]);
11743         if (numpoints < 3)
11744                 return;
11745         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]);
11746         if (numpoints < 3)
11747                 return;
11748         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]);
11749         if (numpoints < 3)
11750                 return;
11751         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]);
11752         if (numpoints < 3)
11753                 return;
11754         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]);
11755         if (numpoints < 3)
11756                 return;
11757         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]);
11758         if (numpoints < 3)
11759                 return;
11760         // some part of the triangle survived, so we have to accept it...
11761         if (dynamic)
11762         {
11763                 // dynamic always uses the original triangle
11764                 numpoints = 3;
11765                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11766                 {
11767                         index = 3*e[cornerindex];
11768                         VectorCopy(vertex3f + index, v[cornerindex]);
11769                 }
11770         }
11771         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11772         {
11773                 // convert vertex positions to texcoords
11774                 Matrix4x4_Transform(projection, v[cornerindex], temp);
11775                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11776                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11777                 // calculate distance fade from the projection origin
11778                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11779                 f = bound(0.0f, f, 1.0f);
11780                 c[cornerindex][0] = r * f;
11781                 c[cornerindex][1] = g * f;
11782                 c[cornerindex][2] = b * f;
11783                 c[cornerindex][3] = 1.0f;
11784                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11785         }
11786         if (dynamic)
11787                 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);
11788         else
11789                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11790                         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);
11791 }
11792 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)
11793 {
11794         matrix4x4_t projection;
11795         decalsystem_t *decalsystem;
11796         qboolean dynamic;
11797         dp_model_t *model;
11798         const msurface_t *surface;
11799         const msurface_t *surfaces;
11800         const int *surfacelist;
11801         const texture_t *texture;
11802         int numtriangles;
11803         int numsurfacelist;
11804         int surfacelistindex;
11805         int surfaceindex;
11806         int triangleindex;
11807         float localorigin[3];
11808         float localnormal[3];
11809         float localmins[3];
11810         float localmaxs[3];
11811         float localsize;
11812         //float normal[3];
11813         float planes[6][4];
11814         float angles[3];
11815         bih_t *bih;
11816         int bih_triangles_count;
11817         int bih_triangles[256];
11818         int bih_surfaces[256];
11819
11820         decalsystem = &ent->decalsystem;
11821         model = ent->model;
11822         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11823         {
11824                 R_DecalSystem_Reset(&ent->decalsystem);
11825                 return;
11826         }
11827
11828         if (!model->brush.data_leafs && !cl_decals_models.integer)
11829         {
11830                 if (decalsystem->model)
11831                         R_DecalSystem_Reset(decalsystem);
11832                 return;
11833         }
11834
11835         if (decalsystem->model != model)
11836                 R_DecalSystem_Reset(decalsystem);
11837         decalsystem->model = model;
11838
11839         RSurf_ActiveModelEntity(ent, true, false, false);
11840
11841         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11842         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11843         VectorNormalize(localnormal);
11844         localsize = worldsize*rsurface.inversematrixscale;
11845         localmins[0] = localorigin[0] - localsize;
11846         localmins[1] = localorigin[1] - localsize;
11847         localmins[2] = localorigin[2] - localsize;
11848         localmaxs[0] = localorigin[0] + localsize;
11849         localmaxs[1] = localorigin[1] + localsize;
11850         localmaxs[2] = localorigin[2] + localsize;
11851
11852         //VectorCopy(localnormal, planes[4]);
11853         //VectorVectors(planes[4], planes[2], planes[0]);
11854         AnglesFromVectors(angles, localnormal, NULL, false);
11855         AngleVectors(angles, planes[0], planes[2], planes[4]);
11856         VectorNegate(planes[0], planes[1]);
11857         VectorNegate(planes[2], planes[3]);
11858         VectorNegate(planes[4], planes[5]);
11859         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11860         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11861         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11862         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11863         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11864         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11865
11866 #if 1
11867 // works
11868 {
11869         matrix4x4_t forwardprojection;
11870         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11871         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11872 }
11873 #else
11874 // broken
11875 {
11876         float projectionvector[4][3];
11877         VectorScale(planes[0], ilocalsize, projectionvector[0]);
11878         VectorScale(planes[2], ilocalsize, projectionvector[1]);
11879         VectorScale(planes[4], ilocalsize, projectionvector[2]);
11880         projectionvector[0][0] = planes[0][0] * ilocalsize;
11881         projectionvector[0][1] = planes[1][0] * ilocalsize;
11882         projectionvector[0][2] = planes[2][0] * ilocalsize;
11883         projectionvector[1][0] = planes[0][1] * ilocalsize;
11884         projectionvector[1][1] = planes[1][1] * ilocalsize;
11885         projectionvector[1][2] = planes[2][1] * ilocalsize;
11886         projectionvector[2][0] = planes[0][2] * ilocalsize;
11887         projectionvector[2][1] = planes[1][2] * ilocalsize;
11888         projectionvector[2][2] = planes[2][2] * ilocalsize;
11889         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11890         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11891         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11892         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11893 }
11894 #endif
11895
11896         dynamic = model->surfmesh.isanimated;
11897         numsurfacelist = model->nummodelsurfaces;
11898         surfacelist = model->sortedmodelsurfaces;
11899         surfaces = model->data_surfaces;
11900
11901         bih = NULL;
11902         bih_triangles_count = -1;
11903         if(!dynamic)
11904         {
11905                 if(model->render_bih.numleafs)
11906                         bih = &model->render_bih;
11907                 else if(model->collision_bih.numleafs)
11908                         bih = &model->collision_bih;
11909         }
11910         if(bih)
11911                 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
11912         if(bih_triangles_count == 0)
11913                 return;
11914         if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11915                 return;
11916         if(bih_triangles_count > 0)
11917         {
11918                 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11919                 {
11920                         surfaceindex = bih_surfaces[triangleindex];
11921                         surface = surfaces + surfaceindex;
11922                         texture = surface->texture;
11923                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11924                                 continue;
11925                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11926                                 continue;
11927                         R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11928                 }
11929         }
11930         else
11931         {
11932                 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11933                 {
11934                         surfaceindex = surfacelist[surfacelistindex];
11935                         surface = surfaces + surfaceindex;
11936                         // check cull box first because it rejects more than any other check
11937                         if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11938                                 continue;
11939                         // skip transparent surfaces
11940                         texture = surface->texture;
11941                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11942                                 continue;
11943                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11944                                 continue;
11945                         numtriangles = surface->num_triangles;
11946                         for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11947                                 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11948                 }
11949         }
11950 }
11951
11952 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11953 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)
11954 {
11955         int renderentityindex;
11956         float worldmins[3];
11957         float worldmaxs[3];
11958         entity_render_t *ent;
11959
11960         if (!cl_decals_newsystem.integer)
11961                 return;
11962
11963         worldmins[0] = worldorigin[0] - worldsize;
11964         worldmins[1] = worldorigin[1] - worldsize;
11965         worldmins[2] = worldorigin[2] - worldsize;
11966         worldmaxs[0] = worldorigin[0] + worldsize;
11967         worldmaxs[1] = worldorigin[1] + worldsize;
11968         worldmaxs[2] = worldorigin[2] + worldsize;
11969
11970         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11971
11972         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11973         {
11974                 ent = r_refdef.scene.entities[renderentityindex];
11975                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11976                         continue;
11977
11978                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11979         }
11980 }
11981
11982 typedef struct r_decalsystem_splatqueue_s
11983 {
11984         vec3_t worldorigin;
11985         vec3_t worldnormal;
11986         float color[4];
11987         float tcrange[4];
11988         float worldsize;
11989         int decalsequence;
11990 }
11991 r_decalsystem_splatqueue_t;
11992
11993 int r_decalsystem_numqueued = 0;
11994 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11995
11996 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)
11997 {
11998         r_decalsystem_splatqueue_t *queue;
11999
12000         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
12001                 return;
12002
12003         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
12004         VectorCopy(worldorigin, queue->worldorigin);
12005         VectorCopy(worldnormal, queue->worldnormal);
12006         Vector4Set(queue->color, r, g, b, a);
12007         Vector4Set(queue->tcrange, s1, t1, s2, t2);
12008         queue->worldsize = worldsize;
12009         queue->decalsequence = cl.decalsequence++;
12010 }
12011
12012 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
12013 {
12014         int i;
12015         r_decalsystem_splatqueue_t *queue;
12016
12017         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
12018                 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);
12019         r_decalsystem_numqueued = 0;
12020 }
12021
12022 extern cvar_t cl_decals_max;
12023 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
12024 {
12025         int i;
12026         decalsystem_t *decalsystem = &ent->decalsystem;
12027         int numdecals;
12028         int killsequence;
12029         tridecal_t *decal;
12030         float frametime;
12031         float lifetime;
12032
12033         if (!decalsystem->numdecals)
12034                 return;
12035
12036         if (r_showsurfaces.integer)
12037                 return;
12038
12039         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12040         {
12041                 R_DecalSystem_Reset(decalsystem);
12042                 return;
12043         }
12044
12045         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
12046         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
12047
12048         if (decalsystem->lastupdatetime)
12049                 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
12050         else
12051                 frametime = 0;
12052         decalsystem->lastupdatetime = r_refdef.scene.time;
12053         numdecals = decalsystem->numdecals;
12054
12055         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12056         {
12057                 if (decal->color4f[0][3])
12058                 {
12059                         decal->lived += frametime;
12060                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
12061                         {
12062                                 memset(decal, 0, sizeof(*decal));
12063                                 if (decalsystem->freedecal > i)
12064                                         decalsystem->freedecal = i;
12065                         }
12066                 }
12067         }
12068         decal = decalsystem->decals;
12069         while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
12070                 numdecals--;
12071
12072         // collapse the array by shuffling the tail decals into the gaps
12073         for (;;)
12074         {
12075                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
12076                         decalsystem->freedecal++;
12077                 if (decalsystem->freedecal == numdecals)
12078                         break;
12079                 decal[decalsystem->freedecal] = decal[--numdecals];
12080         }
12081
12082         decalsystem->numdecals = numdecals;
12083
12084         if (numdecals <= 0)
12085         {
12086                 // if there are no decals left, reset decalsystem
12087                 R_DecalSystem_Reset(decalsystem);
12088         }
12089 }
12090
12091 extern skinframe_t *decalskinframe;
12092 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12093 {
12094         int i;
12095         decalsystem_t *decalsystem = &ent->decalsystem;
12096         int numdecals;
12097         tridecal_t *decal;
12098         float faderate;
12099         float alpha;
12100         float *v3f;
12101         float *c4f;
12102         float *t2f;
12103         const int *e;
12104         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12105         int numtris = 0;
12106
12107         numdecals = decalsystem->numdecals;
12108         if (!numdecals)
12109                 return;
12110
12111         if (r_showsurfaces.integer)
12112                 return;
12113
12114         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12115         {
12116                 R_DecalSystem_Reset(decalsystem);
12117                 return;
12118         }
12119
12120         // if the model is static it doesn't matter what value we give for
12121         // wantnormals and wanttangents, so this logic uses only rules applicable
12122         // to a model, knowing that they are meaningless otherwise
12123         if (ent == r_refdef.scene.worldentity)
12124                 RSurf_ActiveWorldEntity();
12125         else
12126                 RSurf_ActiveModelEntity(ent, false, false, false);
12127
12128         decalsystem->lastupdatetime = r_refdef.scene.time;
12129
12130         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12131
12132         // update vertex positions for animated models
12133         v3f = decalsystem->vertex3f;
12134         c4f = decalsystem->color4f;
12135         t2f = decalsystem->texcoord2f;
12136         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12137         {
12138                 if (!decal->color4f[0][3])
12139                         continue;
12140
12141                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12142                         continue;
12143
12144                 // skip backfaces
12145                 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
12146                         continue;
12147
12148                 // update color values for fading decals
12149                 if (decal->lived >= cl_decals_time.value)
12150                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12151                 else
12152                         alpha = 1.0f;
12153
12154                 c4f[ 0] = decal->color4f[0][0] * alpha;
12155                 c4f[ 1] = decal->color4f[0][1] * alpha;
12156                 c4f[ 2] = decal->color4f[0][2] * alpha;
12157                 c4f[ 3] = 1;
12158                 c4f[ 4] = decal->color4f[1][0] * alpha;
12159                 c4f[ 5] = decal->color4f[1][1] * alpha;
12160                 c4f[ 6] = decal->color4f[1][2] * alpha;
12161                 c4f[ 7] = 1;
12162                 c4f[ 8] = decal->color4f[2][0] * alpha;
12163                 c4f[ 9] = decal->color4f[2][1] * alpha;
12164                 c4f[10] = decal->color4f[2][2] * alpha;
12165                 c4f[11] = 1;
12166
12167                 t2f[0] = decal->texcoord2f[0][0];
12168                 t2f[1] = decal->texcoord2f[0][1];
12169                 t2f[2] = decal->texcoord2f[1][0];
12170                 t2f[3] = decal->texcoord2f[1][1];
12171                 t2f[4] = decal->texcoord2f[2][0];
12172                 t2f[5] = decal->texcoord2f[2][1];
12173
12174                 // update vertex positions for animated models
12175                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
12176                 {
12177                         e = rsurface.modelelement3i + 3*decal->triangleindex;
12178                         VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
12179                         VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
12180                         VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
12181                 }
12182                 else
12183                 {
12184                         VectorCopy(decal->vertex3f[0], v3f);
12185                         VectorCopy(decal->vertex3f[1], v3f + 3);
12186                         VectorCopy(decal->vertex3f[2], v3f + 6);
12187                 }
12188
12189                 if (r_refdef.fogenabled)
12190                 {
12191                         alpha = RSurf_FogVertex(v3f);
12192                         VectorScale(c4f, alpha, c4f);
12193                         alpha = RSurf_FogVertex(v3f + 3);
12194                         VectorScale(c4f + 4, alpha, c4f + 4);
12195                         alpha = RSurf_FogVertex(v3f + 6);
12196                         VectorScale(c4f + 8, alpha, c4f + 8);
12197                 }
12198
12199                 v3f += 9;
12200                 c4f += 12;
12201                 t2f += 6;
12202                 numtris++;
12203         }
12204
12205         if (numtris > 0)
12206         {
12207                 r_refdef.stats[r_stat_drawndecals] += numtris;
12208
12209                 // now render the decals all at once
12210                 // (this assumes they all use one particle font texture!)
12211                 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);
12212 //              R_Mesh_ResetTextureState();
12213                 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
12214                 GL_DepthMask(false);
12215                 GL_DepthRange(0, 1);
12216                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12217                 GL_DepthTest(true);
12218                 GL_CullFace(GL_NONE);
12219                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12220                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
12221                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
12222         }
12223 }
12224
12225 static void R_DrawModelDecals(void)
12226 {
12227         int i, numdecals;
12228
12229         // fade faster when there are too many decals
12230         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12231         for (i = 0;i < r_refdef.scene.numentities;i++)
12232                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12233
12234         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12235         for (i = 0;i < r_refdef.scene.numentities;i++)
12236                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12237                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12238
12239         R_DecalSystem_ApplySplatEntitiesQueue();
12240
12241         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12242         for (i = 0;i < r_refdef.scene.numentities;i++)
12243                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12244
12245         r_refdef.stats[r_stat_totaldecals] += numdecals;
12246
12247         if (r_showsurfaces.integer)
12248                 return;
12249
12250         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12251
12252         for (i = 0;i < r_refdef.scene.numentities;i++)
12253         {
12254                 if (!r_refdef.viewcache.entityvisible[i])
12255                         continue;
12256                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12257                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12258         }
12259 }
12260
12261 extern cvar_t mod_collision_bih;
12262 static void R_DrawDebugModel(void)
12263 {
12264         entity_render_t *ent = rsurface.entity;
12265         int i, j, flagsmask;
12266         const msurface_t *surface;
12267         dp_model_t *model = ent->model;
12268
12269         if (!sv.active  && !cls.demoplayback && ent != r_refdef.scene.worldentity)
12270                 return;
12271
12272         if (r_showoverdraw.value > 0)
12273         {
12274                 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
12275                 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12276                 R_SetupShader_Generic_NoTexture(false, false);
12277                 GL_DepthTest(false);
12278                 GL_DepthMask(false);
12279                 GL_DepthRange(0, 1);
12280                 GL_BlendFunc(GL_ONE, GL_ONE);
12281                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12282                 {
12283                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12284                                 continue;
12285                         rsurface.texture = R_GetCurrentTexture(surface->texture);
12286                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12287                         {
12288                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
12289                                 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
12290                                 if (!rsurface.texture->currentlayers->depthmask)
12291                                         GL_Color(c, 0, 0, 1.0f);
12292                                 else if (ent == r_refdef.scene.worldentity)
12293                                         GL_Color(c, c, c, 1.0f);
12294                                 else
12295                                         GL_Color(0, c, 0, 1.0f);
12296                                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12297                                 RSurf_DrawBatch();
12298                         }
12299                 }
12300                 rsurface.texture = NULL;
12301         }
12302
12303         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12304
12305 //      R_Mesh_ResetTextureState();
12306         R_SetupShader_Generic_NoTexture(false, false);
12307         GL_DepthRange(0, 1);
12308         GL_DepthTest(!r_showdisabledepthtest.integer);
12309         GL_DepthMask(false);
12310         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12311
12312         if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12313         {
12314                 int triangleindex;
12315                 int bihleafindex;
12316                 qboolean cullbox = false;
12317                 const q3mbrush_t *brush;
12318                 const bih_t *bih = &model->collision_bih;
12319                 const bih_leaf_t *bihleaf;
12320                 float vertex3f[3][3];
12321                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12322                 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12323                 {
12324                         if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12325                                 continue;
12326                         switch (bihleaf->type)
12327                         {
12328                         case BIH_BRUSH:
12329                                 brush = model->brush.data_brushes + bihleaf->itemindex;
12330                                 if (brush->colbrushf && brush->colbrushf->numtriangles)
12331                                 {
12332                                         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);
12333                                         R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
12334                                         R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
12335                                 }
12336                                 break;
12337                         case BIH_COLLISIONTRIANGLE:
12338                                 triangleindex = bihleaf->itemindex;
12339                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12340                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12341                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12342                                 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);
12343                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12344                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12345                                 break;
12346                         case BIH_RENDERTRIANGLE:
12347                                 triangleindex = bihleaf->itemindex;
12348                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12349                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12350                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12351                                 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);
12352                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12353                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12354                                 break;
12355                         }
12356                 }
12357         }
12358
12359         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12360
12361 #ifndef USE_GLES2
12362         if (r_showtris.integer && qglPolygonMode)
12363         {
12364                 if (r_showdisabledepthtest.integer)
12365                 {
12366                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12367                         GL_DepthMask(false);
12368                 }
12369                 else
12370                 {
12371                         GL_BlendFunc(GL_ONE, GL_ZERO);
12372                         GL_DepthMask(true);
12373                 }
12374                 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
12375                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12376                 {
12377                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12378                                 continue;
12379                         rsurface.texture = R_GetCurrentTexture(surface->texture);
12380                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12381                         {
12382                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12383                                 if (!rsurface.texture->currentlayers->depthmask)
12384                                         GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12385                                 else if (ent == r_refdef.scene.worldentity)
12386                                         GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12387                                 else
12388                                         GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12389                                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12390                                 RSurf_DrawBatch();
12391                         }
12392                 }
12393                 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
12394                 rsurface.texture = NULL;
12395         }
12396
12397         if (r_shownormals.value != 0 && qglBegin)
12398         {
12399                 int l, k;
12400                 vec3_t v;
12401                 if (r_showdisabledepthtest.integer)
12402                 {
12403                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12404                         GL_DepthMask(false);
12405                 }
12406                 else
12407                 {
12408                         GL_BlendFunc(GL_ONE, GL_ZERO);
12409                         GL_DepthMask(true);
12410                 }
12411                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12412                 {
12413                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12414                                 continue;
12415                         rsurface.texture = R_GetCurrentTexture(surface->texture);
12416                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12417                         {
12418                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12419                                 qglBegin(GL_LINES);
12420                                 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
12421                                 {
12422                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12423                                         {
12424                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12425                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12426                                                 qglVertex3f(v[0], v[1], v[2]);
12427                                                 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12428                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12429                                                 qglVertex3f(v[0], v[1], v[2]);
12430                                         }
12431                                 }
12432                                 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
12433                                 {
12434                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12435                                         {
12436                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12437                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12438                                                 qglVertex3f(v[0], v[1], v[2]);
12439                                                 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
12440                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12441                                                 qglVertex3f(v[0], v[1], v[2]);
12442                                         }
12443                                 }
12444                                 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
12445                                 {
12446                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12447                                         {
12448                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12449                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12450                                                 qglVertex3f(v[0], v[1], v[2]);
12451                                                 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
12452                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12453                                                 qglVertex3f(v[0], v[1], v[2]);
12454                                         }
12455                                 }
12456                                 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
12457                                 {
12458                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12459                                         {
12460                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12461                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12462                                                 qglVertex3f(v[0], v[1], v[2]);
12463                                                 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12464                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12465                                                 qglVertex3f(v[0], v[1], v[2]);
12466                                         }
12467                                 }
12468                                 qglEnd();
12469                                 CHECKGLERROR
12470                         }
12471                 }
12472                 rsurface.texture = NULL;
12473         }
12474 #endif
12475 }
12476
12477 int r_maxsurfacelist = 0;
12478 const msurface_t **r_surfacelist = NULL;
12479 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12480 {
12481         int i, j, endj, flagsmask;
12482         dp_model_t *model = r_refdef.scene.worldmodel;
12483         msurface_t *surfaces;
12484         unsigned char *update;
12485         int numsurfacelist = 0;
12486         if (model == NULL)
12487                 return;
12488
12489         if (r_maxsurfacelist < model->num_surfaces)
12490         {
12491                 r_maxsurfacelist = model->num_surfaces;
12492                 if (r_surfacelist)
12493                         Mem_Free((msurface_t**)r_surfacelist);
12494                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12495         }
12496
12497         RSurf_ActiveWorldEntity();
12498
12499         surfaces = model->data_surfaces;
12500         update = model->brushq1.lightmapupdateflags;
12501
12502         // update light styles on this submodel
12503         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12504         {
12505                 model_brush_lightstyleinfo_t *style;
12506                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12507                 {
12508                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12509                         {
12510                                 int *list = style->surfacelist;
12511                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12512                                 for (j = 0;j < style->numsurfaces;j++)
12513                                         update[list[j]] = true;
12514                         }
12515                 }
12516         }
12517
12518         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12519
12520         if (debug)
12521         {
12522                 R_DrawDebugModel();
12523                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12524                 return;
12525         }
12526
12527         rsurface.lightmaptexture = NULL;
12528         rsurface.deluxemaptexture = NULL;
12529         rsurface.uselightmaptexture = false;
12530         rsurface.texture = NULL;
12531         rsurface.rtlight = NULL;
12532         numsurfacelist = 0;
12533         // add visible surfaces to draw list
12534         for (i = 0;i < model->nummodelsurfaces;i++)
12535         {
12536                 j = model->sortedmodelsurfaces[i];
12537                 if (r_refdef.viewcache.world_surfacevisible[j])
12538                         r_surfacelist[numsurfacelist++] = surfaces + j;
12539         }
12540         // update lightmaps if needed
12541         if (model->brushq1.firstrender)
12542         {
12543                 model->brushq1.firstrender = false;
12544                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12545                         if (update[j])
12546                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12547         }
12548         else if (update)
12549         {
12550                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12551                         if (r_refdef.viewcache.world_surfacevisible[j])
12552                                 if (update[j])
12553                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12554         }
12555         // don't do anything if there were no surfaces
12556         if (!numsurfacelist)
12557         {
12558                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12559                 return;
12560         }
12561         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12562
12563         // add to stats if desired
12564         if (r_speeds.integer && !skysurfaces && !depthonly)
12565         {
12566                 r_refdef.stats[r_stat_world_surfaces] += numsurfacelist;
12567                 for (j = 0;j < numsurfacelist;j++)
12568                         r_refdef.stats[r_stat_world_triangles] += r_surfacelist[j]->num_triangles;
12569         }
12570
12571         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12572 }
12573
12574 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12575 {
12576         int i, j, endj, flagsmask;
12577         dp_model_t *model = ent->model;
12578         msurface_t *surfaces;
12579         unsigned char *update;
12580         int numsurfacelist = 0;
12581         if (model == NULL)
12582                 return;
12583
12584         if (r_maxsurfacelist < model->num_surfaces)
12585         {
12586                 r_maxsurfacelist = model->num_surfaces;
12587                 if (r_surfacelist)
12588                         Mem_Free((msurface_t **)r_surfacelist);
12589                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12590         }
12591
12592         // if the model is static it doesn't matter what value we give for
12593         // wantnormals and wanttangents, so this logic uses only rules applicable
12594         // to a model, knowing that they are meaningless otherwise
12595         if (ent == r_refdef.scene.worldentity)
12596                 RSurf_ActiveWorldEntity();
12597         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12598                 RSurf_ActiveModelEntity(ent, false, false, false);
12599         else if (prepass)
12600                 RSurf_ActiveModelEntity(ent, true, true, true);
12601         else if (depthonly)
12602         {
12603                 switch (vid.renderpath)
12604                 {
12605                 case RENDERPATH_GL20:
12606                 case RENDERPATH_D3D9:
12607                 case RENDERPATH_D3D10:
12608                 case RENDERPATH_D3D11:
12609                 case RENDERPATH_SOFT:
12610                 case RENDERPATH_GLES2:
12611                         RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12612                         break;
12613                 case RENDERPATH_GL11:
12614                 case RENDERPATH_GL13:
12615                 case RENDERPATH_GLES1:
12616                         RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12617                         break;
12618                 }
12619         }
12620         else
12621         {
12622                 switch (vid.renderpath)
12623                 {
12624                 case RENDERPATH_GL20:
12625                 case RENDERPATH_D3D9:
12626                 case RENDERPATH_D3D10:
12627                 case RENDERPATH_D3D11:
12628                 case RENDERPATH_SOFT:
12629                 case RENDERPATH_GLES2:
12630                         RSurf_ActiveModelEntity(ent, true, true, false);
12631                         break;
12632                 case RENDERPATH_GL11:
12633                 case RENDERPATH_GL13:
12634                 case RENDERPATH_GLES1:
12635                         RSurf_ActiveModelEntity(ent, true, false, false);
12636                         break;
12637                 }
12638         }
12639
12640         surfaces = model->data_surfaces;
12641         update = model->brushq1.lightmapupdateflags;
12642
12643         // update light styles
12644         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12645         {
12646                 model_brush_lightstyleinfo_t *style;
12647                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12648                 {
12649                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12650                         {
12651                                 int *list = style->surfacelist;
12652                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12653                                 for (j = 0;j < style->numsurfaces;j++)
12654                                         update[list[j]] = true;
12655                         }
12656                 }
12657         }
12658
12659         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12660
12661         if (debug)
12662         {
12663                 R_DrawDebugModel();
12664                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12665                 return;
12666         }
12667
12668         rsurface.lightmaptexture = NULL;
12669         rsurface.deluxemaptexture = NULL;
12670         rsurface.uselightmaptexture = false;
12671         rsurface.texture = NULL;
12672         rsurface.rtlight = NULL;
12673         numsurfacelist = 0;
12674         // add visible surfaces to draw list
12675         for (i = 0;i < model->nummodelsurfaces;i++)
12676                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12677         // don't do anything if there were no surfaces
12678         if (!numsurfacelist)
12679         {
12680                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12681                 return;
12682         }
12683         // update lightmaps if needed
12684         if (update)
12685         {
12686                 int updated = 0;
12687                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12688                 {
12689                         if (update[j])
12690                         {
12691                                 updated++;
12692                                 R_BuildLightMap(ent, surfaces + j);
12693                         }
12694                 }
12695         }
12696
12697         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12698
12699         // add to stats if desired
12700         if (r_speeds.integer && !skysurfaces && !depthonly)
12701         {
12702                 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
12703                 for (j = 0;j < numsurfacelist;j++)
12704                         r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
12705         }
12706
12707         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12708 }
12709
12710 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12711 {
12712         static texture_t texture;
12713         static msurface_t surface;
12714         const msurface_t *surfacelist = &surface;
12715
12716         // fake enough texture and surface state to render this geometry
12717
12718         texture.update_lastrenderframe = -1; // regenerate this texture
12719         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12720         texture.currentskinframe = skinframe;
12721         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12722         texture.offsetmapping = OFFSETMAPPING_OFF;
12723         texture.offsetscale = 1;
12724         texture.specularscalemod = 1;
12725         texture.specularpowermod = 1;
12726         texture.transparentsort = TRANSPARENTSORT_DISTANCE;
12727         // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
12728         // JUST GREP FOR "specularscalemod = 1".
12729
12730         surface.texture = &texture;
12731         surface.num_triangles = numtriangles;
12732         surface.num_firsttriangle = firsttriangle;
12733         surface.num_vertices = numvertices;
12734         surface.num_firstvertex = firstvertex;
12735
12736         // now render it
12737         rsurface.texture = R_GetCurrentTexture(surface.texture);
12738         rsurface.lightmaptexture = NULL;
12739         rsurface.deluxemaptexture = NULL;
12740         rsurface.uselightmaptexture = false;
12741         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12742 }
12743
12744 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)
12745 {
12746         static msurface_t surface;
12747         const msurface_t *surfacelist = &surface;
12748
12749         // fake enough texture and surface state to render this geometry
12750         surface.texture = texture;
12751         surface.num_triangles = numtriangles;
12752         surface.num_firsttriangle = firsttriangle;
12753         surface.num_vertices = numvertices;
12754         surface.num_firstvertex = firstvertex;
12755
12756         // now render it
12757         rsurface.texture = R_GetCurrentTexture(surface.texture);
12758         rsurface.lightmaptexture = NULL;
12759         rsurface.deluxemaptexture = NULL;
12760         rsurface.uselightmaptexture = false;
12761         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12762 }