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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27 #include "ft2.h"
28 #include "csprogs.h"
29 #include "cl_video.h"
30 #include "dpsoftrast.h"
31
32 #ifdef SUPPORTD3D
33 #include <d3d9.h>
34 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
35 #endif
36
37 mempool_t *r_main_mempool;
38 rtexturepool_t *r_main_texturepool;
39
40 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
41
42 static qboolean r_loadnormalmap;
43 static qboolean r_loadgloss;
44 qboolean r_loadfog;
45 static qboolean r_loaddds;
46 static qboolean r_savedds;
47
48 //
49 // screen size info
50 //
51 r_refdef_t r_refdef;
52
53 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended"};
54 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended"};
55 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
56 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
57 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
59 cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
60 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
61 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
62 cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
63 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
64 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
65
66 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
67 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
68 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
69 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
70 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
71
72 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
73 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
81 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
82 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
83 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
84 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
85 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
86 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
87 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
88 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
89 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
90 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
91 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
92 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
93 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
94 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
95 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
96 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
97 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
98 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
99 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
100 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
101 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
102 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
103 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
104 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
105
106 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
107 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
108 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
109
110 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
111 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
112 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
113 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
114 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
115 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
116 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
117 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
118 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
119 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
120 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
121 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
122 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
123 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
124 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
125 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
126 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
127 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
128 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
129 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
130 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
131 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
132 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
133
134 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
135 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
136 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
137 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
138 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
139 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
140 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
141 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
142
143 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
144 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
145
146 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
147 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
148 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
149
150 cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
151 cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
152 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
153 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
154 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
155 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
156 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
157 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
158
159 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
160 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
161 cvar_t r_glsl_offsetmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
162 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
163 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
164 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
165 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
166 cvar_t r_glsl_offsetmapping_lod = {CVAR_SAVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
167 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
168 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
169 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
170 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
171 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
172 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
173 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
174 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
175 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
176 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
177
178 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
179 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
180 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
181 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
182 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
183 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
184 cvar_t r_water_lowquality = {0, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"};
185 cvar_t r_water_hideplayer = {CVAR_SAVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
186 cvar_t r_water_fbo = {CVAR_SAVE, "r_water_fbo", "1", "enables use of render to texture for water effects, otherwise copy to texture is used (slower)"};
187
188 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
189 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
190 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
191 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
192
193 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
194 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
195
196 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
197 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
198 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
199 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
200 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
201
202 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
203 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
204 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
205 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
206 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
207 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
208 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
209 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
210 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
211 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
212
213 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"};
214
215 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"};
216
217 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
218
219 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
220
221 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
222 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"};
223
224 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."};
225
226 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)"};
227
228 extern cvar_t v_glslgamma;
229 extern cvar_t v_glslgamma_2d;
230
231 extern qboolean v_flipped_state;
232
233 r_framebufferstate_t r_fb;
234
235 /// shadow volume bsp struct with automatically growing nodes buffer
236 svbsp_t r_svbsp;
237
238 rtexture_t *r_texture_blanknormalmap;
239 rtexture_t *r_texture_white;
240 rtexture_t *r_texture_grey128;
241 rtexture_t *r_texture_black;
242 rtexture_t *r_texture_notexture;
243 rtexture_t *r_texture_whitecube;
244 rtexture_t *r_texture_normalizationcube;
245 rtexture_t *r_texture_fogattenuation;
246 rtexture_t *r_texture_fogheighttexture;
247 rtexture_t *r_texture_gammaramps;
248 unsigned int r_texture_gammaramps_serial;
249 //rtexture_t *r_texture_fogintensity;
250 rtexture_t *r_texture_reflectcube;
251
252 // TODO: hash lookups?
253 typedef struct cubemapinfo_s
254 {
255         char basename[64];
256         rtexture_t *texture;
257 }
258 cubemapinfo_t;
259
260 int r_texture_numcubemaps;
261 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
262
263 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
264 unsigned int r_numqueries;
265 unsigned int r_maxqueries;
266
267 typedef struct r_qwskincache_s
268 {
269         char name[MAX_QPATH];
270         skinframe_t *skinframe;
271 }
272 r_qwskincache_t;
273
274 static r_qwskincache_t *r_qwskincache;
275 static int r_qwskincache_size;
276
277 /// vertex coordinates for a quad that covers the screen exactly
278 extern const float r_screenvertex3f[12];
279 extern const float r_d3dscreenvertex3f[12];
280 const float r_screenvertex3f[12] =
281 {
282         0, 0, 0,
283         1, 0, 0,
284         1, 1, 0,
285         0, 1, 0
286 };
287 const float r_d3dscreenvertex3f[12] =
288 {
289         0, 1, 0,
290         1, 1, 0,
291         1, 0, 0,
292         0, 0, 0
293 };
294
295 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
296 {
297         int i;
298         for (i = 0;i < verts;i++)
299         {
300                 out[0] = in[0] * r;
301                 out[1] = in[1] * g;
302                 out[2] = in[2] * b;
303                 out[3] = in[3];
304                 in += 4;
305                 out += 4;
306         }
307 }
308
309 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
310 {
311         int i;
312         for (i = 0;i < verts;i++)
313         {
314                 out[0] = r;
315                 out[1] = g;
316                 out[2] = b;
317                 out[3] = a;
318                 out += 4;
319         }
320 }
321
322 // FIXME: move this to client?
323 void FOG_clear(void)
324 {
325         if (gamemode == GAME_NEHAHRA)
326         {
327                 Cvar_Set("gl_fogenable", "0");
328                 Cvar_Set("gl_fogdensity", "0.2");
329                 Cvar_Set("gl_fogred", "0.3");
330                 Cvar_Set("gl_foggreen", "0.3");
331                 Cvar_Set("gl_fogblue", "0.3");
332         }
333         r_refdef.fog_density = 0;
334         r_refdef.fog_red = 0;
335         r_refdef.fog_green = 0;
336         r_refdef.fog_blue = 0;
337         r_refdef.fog_alpha = 1;
338         r_refdef.fog_start = 0;
339         r_refdef.fog_end = 16384;
340         r_refdef.fog_height = 1<<30;
341         r_refdef.fog_fadedepth = 128;
342         memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
343 }
344
345 static void R_BuildBlankTextures(void)
346 {
347         unsigned char data[4];
348         data[2] = 128; // normal X
349         data[1] = 128; // normal Y
350         data[0] = 255; // normal Z
351         data[3] = 255; // height
352         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
353         data[0] = 255;
354         data[1] = 255;
355         data[2] = 255;
356         data[3] = 255;
357         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
358         data[0] = 128;
359         data[1] = 128;
360         data[2] = 128;
361         data[3] = 255;
362         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
363         data[0] = 0;
364         data[1] = 0;
365         data[2] = 0;
366         data[3] = 255;
367         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
368 }
369
370 static void R_BuildNoTexture(void)
371 {
372         int x, y;
373         unsigned char pix[16][16][4];
374         // this makes a light grey/dark grey checkerboard texture
375         for (y = 0;y < 16;y++)
376         {
377                 for (x = 0;x < 16;x++)
378                 {
379                         if ((y < 8) ^ (x < 8))
380                         {
381                                 pix[y][x][0] = 128;
382                                 pix[y][x][1] = 128;
383                                 pix[y][x][2] = 128;
384                                 pix[y][x][3] = 255;
385                         }
386                         else
387                         {
388                                 pix[y][x][0] = 64;
389                                 pix[y][x][1] = 64;
390                                 pix[y][x][2] = 64;
391                                 pix[y][x][3] = 255;
392                         }
393                 }
394         }
395         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
396 }
397
398 static void R_BuildWhiteCube(void)
399 {
400         unsigned char data[6*1*1*4];
401         memset(data, 255, sizeof(data));
402         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
403 }
404
405 static void R_BuildNormalizationCube(void)
406 {
407         int x, y, side;
408         vec3_t v;
409         vec_t s, t, intensity;
410 #define NORMSIZE 64
411         unsigned char *data;
412         data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
413         for (side = 0;side < 6;side++)
414         {
415                 for (y = 0;y < NORMSIZE;y++)
416                 {
417                         for (x = 0;x < NORMSIZE;x++)
418                         {
419                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
420                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
421                                 switch(side)
422                                 {
423                                 default:
424                                 case 0:
425                                         v[0] = 1;
426                                         v[1] = -t;
427                                         v[2] = -s;
428                                         break;
429                                 case 1:
430                                         v[0] = -1;
431                                         v[1] = -t;
432                                         v[2] = s;
433                                         break;
434                                 case 2:
435                                         v[0] = s;
436                                         v[1] = 1;
437                                         v[2] = t;
438                                         break;
439                                 case 3:
440                                         v[0] = s;
441                                         v[1] = -1;
442                                         v[2] = -t;
443                                         break;
444                                 case 4:
445                                         v[0] = s;
446                                         v[1] = -t;
447                                         v[2] = 1;
448                                         break;
449                                 case 5:
450                                         v[0] = -s;
451                                         v[1] = -t;
452                                         v[2] = -1;
453                                         break;
454                                 }
455                                 intensity = 127.0f / sqrt(DotProduct(v, v));
456                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
457                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
458                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
459                                 data[((side*64+y)*64+x)*4+3] = 255;
460                         }
461                 }
462         }
463         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
464         Mem_Free(data);
465 }
466
467 static void R_BuildFogTexture(void)
468 {
469         int x, b;
470 #define FOGWIDTH 256
471         unsigned char data1[FOGWIDTH][4];
472         //unsigned char data2[FOGWIDTH][4];
473         double d, r, alpha;
474
475         r_refdef.fogmasktable_start = r_refdef.fog_start;
476         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
477         r_refdef.fogmasktable_range = r_refdef.fogrange;
478         r_refdef.fogmasktable_density = r_refdef.fog_density;
479
480         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
481         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
482         {
483                 d = (x * r - r_refdef.fogmasktable_start);
484                 if(developer_extra.integer)
485                         Con_DPrintf("%f ", d);
486                 d = max(0, d);
487                 if (r_fog_exp2.integer)
488                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
489                 else
490                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
491                 if(developer_extra.integer)
492                         Con_DPrintf(" : %f ", alpha);
493                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
494                 if(developer_extra.integer)
495                         Con_DPrintf(" = %f\n", alpha);
496                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
497         }
498
499         for (x = 0;x < FOGWIDTH;x++)
500         {
501                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
502                 data1[x][0] = b;
503                 data1[x][1] = b;
504                 data1[x][2] = b;
505                 data1[x][3] = 255;
506                 //data2[x][0] = 255 - b;
507                 //data2[x][1] = 255 - b;
508                 //data2[x][2] = 255 - b;
509                 //data2[x][3] = 255;
510         }
511         if (r_texture_fogattenuation)
512         {
513                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
514                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
515         }
516         else
517         {
518                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
519                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
520         }
521 }
522
523 static void R_BuildFogHeightTexture(void)
524 {
525         unsigned char *inpixels;
526         int size;
527         int x;
528         int y;
529         int j;
530         float c[4];
531         float f;
532         inpixels = NULL;
533         strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
534         if (r_refdef.fogheighttexturename[0])
535                 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
536         if (!inpixels)
537         {
538                 r_refdef.fog_height_tablesize = 0;
539                 if (r_texture_fogheighttexture)
540                         R_FreeTexture(r_texture_fogheighttexture);
541                 r_texture_fogheighttexture = NULL;
542                 if (r_refdef.fog_height_table2d)
543                         Mem_Free(r_refdef.fog_height_table2d);
544                 r_refdef.fog_height_table2d = NULL;
545                 if (r_refdef.fog_height_table1d)
546                         Mem_Free(r_refdef.fog_height_table1d);
547                 r_refdef.fog_height_table1d = NULL;
548                 return;
549         }
550         size = image_width;
551         r_refdef.fog_height_tablesize = size;
552         r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
553         r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
554         memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
555         Mem_Free(inpixels);
556         // LordHavoc: now the magic - what is that table2d for?  it is a cooked
557         // average fog color table accounting for every fog layer between a point
558         // and the camera.  (Note: attenuation is handled separately!)
559         for (y = 0;y < size;y++)
560         {
561                 for (x = 0;x < size;x++)
562                 {
563                         Vector4Clear(c);
564                         f = 0;
565                         if (x < y)
566                         {
567                                 for (j = x;j <= y;j++)
568                                 {
569                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
570                                         f++;
571                                 }
572                         }
573                         else
574                         {
575                                 for (j = x;j >= y;j--)
576                                 {
577                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
578                                         f++;
579                                 }
580                         }
581                         f = 1.0f / f;
582                         r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
583                         r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
584                         r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
585                         r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
586                 }
587         }
588         r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
589 }
590
591 //=======================================================================================================================================================
592
593 static const char *builtinshaderstring =
594 #include "shader_glsl.h"
595 ;
596
597 const char *builtinhlslshaderstring =
598 #include "shader_hlsl.h"
599 ;
600
601 char *glslshaderstring = NULL;
602 char *hlslshaderstring = NULL;
603
604 //=======================================================================================================================================================
605
606 typedef struct shaderpermutationinfo_s
607 {
608         const char *pretext;
609         const char *name;
610 }
611 shaderpermutationinfo_t;
612
613 typedef struct shadermodeinfo_s
614 {
615         const char *vertexfilename;
616         const char *geometryfilename;
617         const char *fragmentfilename;
618         const char *pretext;
619         const char *name;
620 }
621 shadermodeinfo_t;
622
623 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
624 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
625 {
626         {"#define USEDIFFUSE\n", " diffuse"},
627         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
628         {"#define USEVIEWTINT\n", " viewtint"},
629         {"#define USECOLORMAPPING\n", " colormapping"},
630         {"#define USESATURATION\n", " saturation"},
631         {"#define USEFOGINSIDE\n", " foginside"},
632         {"#define USEFOGOUTSIDE\n", " fogoutside"},
633         {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
634         {"#define USEFOGALPHAHACK\n", " fogalphahack"},
635         {"#define USEGAMMARAMPS\n", " gammaramps"},
636         {"#define USECUBEFILTER\n", " cubefilter"},
637         {"#define USEGLOW\n", " glow"},
638         {"#define USEBLOOM\n", " bloom"},
639         {"#define USESPECULAR\n", " specular"},
640         {"#define USEPOSTPROCESSING\n", " postprocessing"},
641         {"#define USEREFLECTION\n", " reflection"},
642         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
643         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
644         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
645         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"}, // TODO make this a static parm
646         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"}, // TODO make this a static parm
647         {"#define USESHADOWSAMPLER\n", " shadowsampler"}, // TODO make this a static parm
648         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
649         {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
650         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
651         {"#define USEALPHAKILL\n", " alphakill"},
652         {"#define USEREFLECTCUBE\n", " reflectcube"},
653         {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
654         {"#define USEBOUNCEGRID\n", " bouncegrid"},
655         {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
656         {"#define USETRIPPY\n", " trippy"},
657 };
658
659 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
660 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
661 {
662         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
663         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
664         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
665         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
666         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
667         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
668         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
669         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
670         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
671         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
672         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
673         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
674         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
675         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
676         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
677         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
678         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
679         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
680 };
681
682 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
683 {
684         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
685         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
686         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
687         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
688         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
689         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
690         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
691         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
692         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
693         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
694         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
695         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
696         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
697         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
698         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
699         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
700         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
701         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
702 };
703
704 struct r_glsl_permutation_s;
705 typedef struct r_glsl_permutation_s
706 {
707         /// hash lookup data
708         struct r_glsl_permutation_s *hashnext;
709         unsigned int mode;
710         unsigned int permutation;
711
712         /// indicates if we have tried compiling this permutation already
713         qboolean compiled;
714         /// 0 if compilation failed
715         int program;
716         // texture units assigned to each detected uniform
717         int tex_Texture_First;
718         int tex_Texture_Second;
719         int tex_Texture_GammaRamps;
720         int tex_Texture_Normal;
721         int tex_Texture_Color;
722         int tex_Texture_Gloss;
723         int tex_Texture_Glow;
724         int tex_Texture_SecondaryNormal;
725         int tex_Texture_SecondaryColor;
726         int tex_Texture_SecondaryGloss;
727         int tex_Texture_SecondaryGlow;
728         int tex_Texture_Pants;
729         int tex_Texture_Shirt;
730         int tex_Texture_FogHeightTexture;
731         int tex_Texture_FogMask;
732         int tex_Texture_Lightmap;
733         int tex_Texture_Deluxemap;
734         int tex_Texture_Attenuation;
735         int tex_Texture_Cube;
736         int tex_Texture_Refraction;
737         int tex_Texture_Reflection;
738         int tex_Texture_ShadowMap2D;
739         int tex_Texture_CubeProjection;
740         int tex_Texture_ScreenDepth;
741         int tex_Texture_ScreenNormalMap;
742         int tex_Texture_ScreenDiffuse;
743         int tex_Texture_ScreenSpecular;
744         int tex_Texture_ReflectMask;
745         int tex_Texture_ReflectCube;
746         int tex_Texture_BounceGrid;
747         /// locations of detected uniforms in program object, or -1 if not found
748         int loc_Texture_First;
749         int loc_Texture_Second;
750         int loc_Texture_GammaRamps;
751         int loc_Texture_Normal;
752         int loc_Texture_Color;
753         int loc_Texture_Gloss;
754         int loc_Texture_Glow;
755         int loc_Texture_SecondaryNormal;
756         int loc_Texture_SecondaryColor;
757         int loc_Texture_SecondaryGloss;
758         int loc_Texture_SecondaryGlow;
759         int loc_Texture_Pants;
760         int loc_Texture_Shirt;
761         int loc_Texture_FogHeightTexture;
762         int loc_Texture_FogMask;
763         int loc_Texture_Lightmap;
764         int loc_Texture_Deluxemap;
765         int loc_Texture_Attenuation;
766         int loc_Texture_Cube;
767         int loc_Texture_Refraction;
768         int loc_Texture_Reflection;
769         int loc_Texture_ShadowMap2D;
770         int loc_Texture_CubeProjection;
771         int loc_Texture_ScreenDepth;
772         int loc_Texture_ScreenNormalMap;
773         int loc_Texture_ScreenDiffuse;
774         int loc_Texture_ScreenSpecular;
775         int loc_Texture_ReflectMask;
776         int loc_Texture_ReflectCube;
777         int loc_Texture_BounceGrid;
778         int loc_Alpha;
779         int loc_BloomBlur_Parameters;
780         int loc_ClientTime;
781         int loc_Color_Ambient;
782         int loc_Color_Diffuse;
783         int loc_Color_Specular;
784         int loc_Color_Glow;
785         int loc_Color_Pants;
786         int loc_Color_Shirt;
787         int loc_DeferredColor_Ambient;
788         int loc_DeferredColor_Diffuse;
789         int loc_DeferredColor_Specular;
790         int loc_DeferredMod_Diffuse;
791         int loc_DeferredMod_Specular;
792         int loc_DistortScaleRefractReflect;
793         int loc_EyePosition;
794         int loc_FogColor;
795         int loc_FogHeightFade;
796         int loc_FogPlane;
797         int loc_FogPlaneViewDist;
798         int loc_FogRangeRecip;
799         int loc_LightColor;
800         int loc_LightDir;
801         int loc_LightPosition;
802         int loc_OffsetMapping_ScaleSteps;
803         int loc_OffsetMapping_LodDistance;
804         int loc_OffsetMapping_Bias;
805         int loc_PixelSize;
806         int loc_ReflectColor;
807         int loc_ReflectFactor;
808         int loc_ReflectOffset;
809         int loc_RefractColor;
810         int loc_Saturation;
811         int loc_ScreenCenterRefractReflect;
812         int loc_ScreenScaleRefractReflect;
813         int loc_ScreenToDepth;
814         int loc_ShadowMap_Parameters;
815         int loc_ShadowMap_TextureScale;
816         int loc_SpecularPower;
817         int loc_UserVec1;
818         int loc_UserVec2;
819         int loc_UserVec3;
820         int loc_UserVec4;
821         int loc_ViewTintColor;
822         int loc_ViewToLight;
823         int loc_ModelToLight;
824         int loc_TexMatrix;
825         int loc_BackgroundTexMatrix;
826         int loc_ModelViewProjectionMatrix;
827         int loc_ModelViewMatrix;
828         int loc_PixelToScreenTexCoord;
829         int loc_ModelToReflectCube;
830         int loc_ShadowMapMatrix;
831         int loc_BloomColorSubtract;
832         int loc_NormalmapScrollBlend;
833         int loc_BounceGridMatrix;
834         int loc_BounceGridIntensity;
835 }
836 r_glsl_permutation_t;
837
838 #define SHADERPERMUTATION_HASHSIZE 256
839
840
841 // non-degradable "lightweight" shader parameters to keep the permutations simpler
842 // these can NOT degrade! only use for simple stuff
843 enum
844 {
845         SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
846         SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
847         SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
848         SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
849         SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
850         SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5,  ///< postprocess uservec4 is enabled
851         SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
852         SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7,  ///< LOD for offsetmapping
853 };
854 #define SHADERSTATICPARMS_COUNT 8
855
856 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
857 static int shaderstaticparms_count = 0;
858
859 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
860 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
861 qboolean R_CompileShader_CheckStaticParms(void)
862 {
863         static int r_compileshader_staticparms_save[1];
864         memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
865         memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
866
867         // detect all
868         if (r_glsl_saturation_redcompensate.integer)
869                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
870         if (r_glsl_vertextextureblend_usebothalphas.integer)
871                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
872         if (r_shadow_glossexact.integer)
873                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
874         if (r_glsl_postprocess.integer)
875         {
876                 if (r_glsl_postprocess_uservec1_enable.integer)
877                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
878                 if (r_glsl_postprocess_uservec2_enable.integer)
879                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
880                 if (r_glsl_postprocess_uservec3_enable.integer)
881                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
882                 if (r_glsl_postprocess_uservec4_enable.integer)
883                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
884         }
885         if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
886                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
887         return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
888 }
889
890 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
891         if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
892                 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
893         else \
894                 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
895 void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
896 {
897         shaderstaticparms_count = 0;
898
899         // emit all
900         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
901         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
902         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
903         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
904         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
905         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
906         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
907         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
908 }
909
910 /// information about each possible shader permutation
911 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
912 /// currently selected permutation
913 r_glsl_permutation_t *r_glsl_permutation;
914 /// storage for permutations linked in the hash table
915 memexpandablearray_t r_glsl_permutationarray;
916
917 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
918 {
919         //unsigned int hashdepth = 0;
920         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
921         r_glsl_permutation_t *p;
922         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
923         {
924                 if (p->mode == mode && p->permutation == permutation)
925                 {
926                         //if (hashdepth > 10)
927                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
928                         return p;
929                 }
930                 //hashdepth++;
931         }
932         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
933         p->mode = mode;
934         p->permutation = permutation;
935         p->hashnext = r_glsl_permutationhash[mode][hashindex];
936         r_glsl_permutationhash[mode][hashindex] = p;
937         //if (hashdepth > 10)
938         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
939         return p;
940 }
941
942 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
943 {
944         char *shaderstring;
945         if (!filename || !filename[0])
946                 return NULL;
947         if (!strcmp(filename, "glsl/default.glsl"))
948         {
949                 if (!glslshaderstring)
950                 {
951                         glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
952                         if (glslshaderstring)
953                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
954                         else
955                                 glslshaderstring = (char *)builtinshaderstring;
956                 }
957                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
958                 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
959                 return shaderstring;
960         }
961         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
962         if (shaderstring)
963         {
964                 if (printfromdisknotice)
965                         Con_DPrintf("from disk %s... ", filename);
966                 return shaderstring;
967         }
968         return shaderstring;
969 }
970
971 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
972 {
973         int i;
974         int sampler;
975         shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
976         char *vertexstring, *geometrystring, *fragmentstring;
977         char permutationname[256];
978         int vertstrings_count = 0;
979         int geomstrings_count = 0;
980         int fragstrings_count = 0;
981         const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
982         const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
983         const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
984
985         if (p->compiled)
986                 return;
987         p->compiled = true;
988         p->program = 0;
989
990         permutationname[0] = 0;
991         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
992         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
993         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
994
995         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
996
997         // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
998         if(vid.support.gl20shaders130)
999         {
1000                 vertstrings_list[vertstrings_count++] = "#version 130\n";
1001                 geomstrings_list[geomstrings_count++] = "#version 130\n";
1002                 fragstrings_list[fragstrings_count++] = "#version 130\n";
1003                 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1004                 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1005                 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1006         }
1007
1008         // the first pretext is which type of shader to compile as
1009         // (later these will all be bound together as a program object)
1010         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1011         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1012         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1013
1014         // the second pretext is the mode (for example a light source)
1015         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1016         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1017         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1018         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1019
1020         // now add all the permutation pretexts
1021         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1022         {
1023                 if (permutation & (1<<i))
1024                 {
1025                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1026                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1027                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1028                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1029                 }
1030                 else
1031                 {
1032                         // keep line numbers correct
1033                         vertstrings_list[vertstrings_count++] = "\n";
1034                         geomstrings_list[geomstrings_count++] = "\n";
1035                         fragstrings_list[fragstrings_count++] = "\n";
1036                 }
1037         }
1038
1039         // add static parms
1040         R_CompileShader_AddStaticParms(mode, permutation);
1041         memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1042         vertstrings_count += shaderstaticparms_count;
1043         memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1044         geomstrings_count += shaderstaticparms_count;
1045         memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1046         fragstrings_count += shaderstaticparms_count;
1047
1048         // now append the shader text itself
1049         vertstrings_list[vertstrings_count++] = vertexstring;
1050         geomstrings_list[geomstrings_count++] = geometrystring;
1051         fragstrings_list[fragstrings_count++] = fragmentstring;
1052
1053         // if any sources were NULL, clear the respective list
1054         if (!vertexstring)
1055                 vertstrings_count = 0;
1056         if (!geometrystring)
1057                 geomstrings_count = 0;
1058         if (!fragmentstring)
1059                 fragstrings_count = 0;
1060
1061         // compile the shader program
1062         if (vertstrings_count + geomstrings_count + fragstrings_count)
1063                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1064         if (p->program)
1065         {
1066                 CHECKGLERROR
1067                 qglUseProgram(p->program);CHECKGLERROR
1068                 // look up all the uniform variable names we care about, so we don't
1069                 // have to look them up every time we set them
1070
1071                 p->loc_Texture_First              = qglGetUniformLocation(p->program, "Texture_First");
1072                 p->loc_Texture_Second             = qglGetUniformLocation(p->program, "Texture_Second");
1073                 p->loc_Texture_GammaRamps         = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1074                 p->loc_Texture_Normal             = qglGetUniformLocation(p->program, "Texture_Normal");
1075                 p->loc_Texture_Color              = qglGetUniformLocation(p->program, "Texture_Color");
1076                 p->loc_Texture_Gloss              = qglGetUniformLocation(p->program, "Texture_Gloss");
1077                 p->loc_Texture_Glow               = qglGetUniformLocation(p->program, "Texture_Glow");
1078                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1079                 p->loc_Texture_SecondaryColor     = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1080                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1081                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1082                 p->loc_Texture_Pants              = qglGetUniformLocation(p->program, "Texture_Pants");
1083                 p->loc_Texture_Shirt              = qglGetUniformLocation(p->program, "Texture_Shirt");
1084                 p->loc_Texture_FogHeightTexture   = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1085                 p->loc_Texture_FogMask            = qglGetUniformLocation(p->program, "Texture_FogMask");
1086                 p->loc_Texture_Lightmap           = qglGetUniformLocation(p->program, "Texture_Lightmap");
1087                 p->loc_Texture_Deluxemap          = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1088                 p->loc_Texture_Attenuation        = qglGetUniformLocation(p->program, "Texture_Attenuation");
1089                 p->loc_Texture_Cube               = qglGetUniformLocation(p->program, "Texture_Cube");
1090                 p->loc_Texture_Refraction         = qglGetUniformLocation(p->program, "Texture_Refraction");
1091                 p->loc_Texture_Reflection         = qglGetUniformLocation(p->program, "Texture_Reflection");
1092                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1093                 p->loc_Texture_CubeProjection     = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1094                 p->loc_Texture_ScreenDepth        = qglGetUniformLocation(p->program, "Texture_ScreenDepth");
1095                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1096                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1097                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1098                 p->loc_Texture_ReflectMask        = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1099                 p->loc_Texture_ReflectCube        = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1100                 p->loc_Texture_BounceGrid         = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1101                 p->loc_Alpha                      = qglGetUniformLocation(p->program, "Alpha");
1102                 p->loc_BloomBlur_Parameters       = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1103                 p->loc_ClientTime                 = qglGetUniformLocation(p->program, "ClientTime");
1104                 p->loc_Color_Ambient              = qglGetUniformLocation(p->program, "Color_Ambient");
1105                 p->loc_Color_Diffuse              = qglGetUniformLocation(p->program, "Color_Diffuse");
1106                 p->loc_Color_Specular             = qglGetUniformLocation(p->program, "Color_Specular");
1107                 p->loc_Color_Glow                 = qglGetUniformLocation(p->program, "Color_Glow");
1108                 p->loc_Color_Pants                = qglGetUniformLocation(p->program, "Color_Pants");
1109                 p->loc_Color_Shirt                = qglGetUniformLocation(p->program, "Color_Shirt");
1110                 p->loc_DeferredColor_Ambient      = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1111                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1112                 p->loc_DeferredColor_Specular     = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1113                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1114                 p->loc_DeferredMod_Specular       = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1115                 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1116                 p->loc_EyePosition                = qglGetUniformLocation(p->program, "EyePosition");
1117                 p->loc_FogColor                   = qglGetUniformLocation(p->program, "FogColor");
1118                 p->loc_FogHeightFade              = qglGetUniformLocation(p->program, "FogHeightFade");
1119                 p->loc_FogPlane                   = qglGetUniformLocation(p->program, "FogPlane");
1120                 p->loc_FogPlaneViewDist           = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1121                 p->loc_FogRangeRecip              = qglGetUniformLocation(p->program, "FogRangeRecip");
1122                 p->loc_LightColor                 = qglGetUniformLocation(p->program, "LightColor");
1123                 p->loc_LightDir                   = qglGetUniformLocation(p->program, "LightDir");
1124                 p->loc_LightPosition              = qglGetUniformLocation(p->program, "LightPosition");
1125                 p->loc_OffsetMapping_ScaleSteps   = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1126                 p->loc_OffsetMapping_LodDistance  = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1127                 p->loc_OffsetMapping_Bias         = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1128                 p->loc_PixelSize                  = qglGetUniformLocation(p->program, "PixelSize");
1129                 p->loc_ReflectColor               = qglGetUniformLocation(p->program, "ReflectColor");
1130                 p->loc_ReflectFactor              = qglGetUniformLocation(p->program, "ReflectFactor");
1131                 p->loc_ReflectOffset              = qglGetUniformLocation(p->program, "ReflectOffset");
1132                 p->loc_RefractColor               = qglGetUniformLocation(p->program, "RefractColor");
1133                 p->loc_Saturation                 = qglGetUniformLocation(p->program, "Saturation");
1134                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1135                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1136                 p->loc_ScreenToDepth              = qglGetUniformLocation(p->program, "ScreenToDepth");
1137                 p->loc_ShadowMap_Parameters       = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1138                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1139                 p->loc_SpecularPower              = qglGetUniformLocation(p->program, "SpecularPower");
1140                 p->loc_UserVec1                   = qglGetUniformLocation(p->program, "UserVec1");
1141                 p->loc_UserVec2                   = qglGetUniformLocation(p->program, "UserVec2");
1142                 p->loc_UserVec3                   = qglGetUniformLocation(p->program, "UserVec3");
1143                 p->loc_UserVec4                   = qglGetUniformLocation(p->program, "UserVec4");
1144                 p->loc_ViewTintColor              = qglGetUniformLocation(p->program, "ViewTintColor");
1145                 p->loc_ViewToLight                = qglGetUniformLocation(p->program, "ViewToLight");
1146                 p->loc_ModelToLight               = qglGetUniformLocation(p->program, "ModelToLight");
1147                 p->loc_TexMatrix                  = qglGetUniformLocation(p->program, "TexMatrix");
1148                 p->loc_BackgroundTexMatrix        = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1149                 p->loc_ModelViewMatrix            = qglGetUniformLocation(p->program, "ModelViewMatrix");
1150                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1151                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1152                 p->loc_ModelToReflectCube         = qglGetUniformLocation(p->program, "ModelToReflectCube");
1153                 p->loc_ShadowMapMatrix            = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1154                 p->loc_BloomColorSubtract         = qglGetUniformLocation(p->program, "BloomColorSubtract");
1155                 p->loc_NormalmapScrollBlend       = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1156                 p->loc_BounceGridMatrix           = qglGetUniformLocation(p->program, "BounceGridMatrix");
1157                 p->loc_BounceGridIntensity        = qglGetUniformLocation(p->program, "BounceGridIntensity");
1158                 // initialize the samplers to refer to the texture units we use
1159                 p->tex_Texture_First = -1;
1160                 p->tex_Texture_Second = -1;
1161                 p->tex_Texture_GammaRamps = -1;
1162                 p->tex_Texture_Normal = -1;
1163                 p->tex_Texture_Color = -1;
1164                 p->tex_Texture_Gloss = -1;
1165                 p->tex_Texture_Glow = -1;
1166                 p->tex_Texture_SecondaryNormal = -1;
1167                 p->tex_Texture_SecondaryColor = -1;
1168                 p->tex_Texture_SecondaryGloss = -1;
1169                 p->tex_Texture_SecondaryGlow = -1;
1170                 p->tex_Texture_Pants = -1;
1171                 p->tex_Texture_Shirt = -1;
1172                 p->tex_Texture_FogHeightTexture = -1;
1173                 p->tex_Texture_FogMask = -1;
1174                 p->tex_Texture_Lightmap = -1;
1175                 p->tex_Texture_Deluxemap = -1;
1176                 p->tex_Texture_Attenuation = -1;
1177                 p->tex_Texture_Cube = -1;
1178                 p->tex_Texture_Refraction = -1;
1179                 p->tex_Texture_Reflection = -1;
1180                 p->tex_Texture_ShadowMap2D = -1;
1181                 p->tex_Texture_CubeProjection = -1;
1182                 p->tex_Texture_ScreenDepth = -1;
1183                 p->tex_Texture_ScreenNormalMap = -1;
1184                 p->tex_Texture_ScreenDiffuse = -1;
1185                 p->tex_Texture_ScreenSpecular = -1;
1186                 p->tex_Texture_ReflectMask = -1;
1187                 p->tex_Texture_ReflectCube = -1;
1188                 p->tex_Texture_BounceGrid = -1;
1189                 sampler = 0;
1190                 if (p->loc_Texture_First           >= 0) {p->tex_Texture_First            = sampler;qglUniform1i(p->loc_Texture_First           , sampler);sampler++;}
1191                 if (p->loc_Texture_Second          >= 0) {p->tex_Texture_Second           = sampler;qglUniform1i(p->loc_Texture_Second          , sampler);sampler++;}
1192                 if (p->loc_Texture_GammaRamps      >= 0) {p->tex_Texture_GammaRamps       = sampler;qglUniform1i(p->loc_Texture_GammaRamps      , sampler);sampler++;}
1193                 if (p->loc_Texture_Normal          >= 0) {p->tex_Texture_Normal           = sampler;qglUniform1i(p->loc_Texture_Normal          , sampler);sampler++;}
1194                 if (p->loc_Texture_Color           >= 0) {p->tex_Texture_Color            = sampler;qglUniform1i(p->loc_Texture_Color           , sampler);sampler++;}
1195                 if (p->loc_Texture_Gloss           >= 0) {p->tex_Texture_Gloss            = sampler;qglUniform1i(p->loc_Texture_Gloss           , sampler);sampler++;}
1196                 if (p->loc_Texture_Glow            >= 0) {p->tex_Texture_Glow             = sampler;qglUniform1i(p->loc_Texture_Glow            , sampler);sampler++;}
1197                 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal  = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1198                 if (p->loc_Texture_SecondaryColor  >= 0) {p->tex_Texture_SecondaryColor   = sampler;qglUniform1i(p->loc_Texture_SecondaryColor  , sampler);sampler++;}
1199                 if (p->loc_Texture_SecondaryGloss  >= 0) {p->tex_Texture_SecondaryGloss   = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss  , sampler);sampler++;}
1200                 if (p->loc_Texture_SecondaryGlow   >= 0) {p->tex_Texture_SecondaryGlow    = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow   , sampler);sampler++;}
1201                 if (p->loc_Texture_Pants           >= 0) {p->tex_Texture_Pants            = sampler;qglUniform1i(p->loc_Texture_Pants           , sampler);sampler++;}
1202                 if (p->loc_Texture_Shirt           >= 0) {p->tex_Texture_Shirt            = sampler;qglUniform1i(p->loc_Texture_Shirt           , sampler);sampler++;}
1203                 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1204                 if (p->loc_Texture_FogMask         >= 0) {p->tex_Texture_FogMask          = sampler;qglUniform1i(p->loc_Texture_FogMask         , sampler);sampler++;}
1205                 if (p->loc_Texture_Lightmap        >= 0) {p->tex_Texture_Lightmap         = sampler;qglUniform1i(p->loc_Texture_Lightmap        , sampler);sampler++;}
1206                 if (p->loc_Texture_Deluxemap       >= 0) {p->tex_Texture_Deluxemap        = sampler;qglUniform1i(p->loc_Texture_Deluxemap       , sampler);sampler++;}
1207                 if (p->loc_Texture_Attenuation     >= 0) {p->tex_Texture_Attenuation      = sampler;qglUniform1i(p->loc_Texture_Attenuation     , sampler);sampler++;}
1208                 if (p->loc_Texture_Cube            >= 0) {p->tex_Texture_Cube             = sampler;qglUniform1i(p->loc_Texture_Cube            , sampler);sampler++;}
1209                 if (p->loc_Texture_Refraction      >= 0) {p->tex_Texture_Refraction       = sampler;qglUniform1i(p->loc_Texture_Refraction      , sampler);sampler++;}
1210                 if (p->loc_Texture_Reflection      >= 0) {p->tex_Texture_Reflection       = sampler;qglUniform1i(p->loc_Texture_Reflection      , sampler);sampler++;}
1211                 if (p->loc_Texture_ShadowMap2D     >= 0) {p->tex_Texture_ShadowMap2D      = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D     , sampler);sampler++;}
1212                 if (p->loc_Texture_CubeProjection  >= 0) {p->tex_Texture_CubeProjection   = sampler;qglUniform1i(p->loc_Texture_CubeProjection  , sampler);sampler++;}
1213                 if (p->loc_Texture_ScreenDepth     >= 0) {p->tex_Texture_ScreenDepth      = sampler;qglUniform1i(p->loc_Texture_ScreenDepth     , sampler);sampler++;}
1214                 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap  = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1215                 if (p->loc_Texture_ScreenDiffuse   >= 0) {p->tex_Texture_ScreenDiffuse    = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse   , sampler);sampler++;}
1216                 if (p->loc_Texture_ScreenSpecular  >= 0) {p->tex_Texture_ScreenSpecular   = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular  , sampler);sampler++;}
1217                 if (p->loc_Texture_ReflectMask     >= 0) {p->tex_Texture_ReflectMask      = sampler;qglUniform1i(p->loc_Texture_ReflectMask     , sampler);sampler++;}
1218                 if (p->loc_Texture_ReflectCube     >= 0) {p->tex_Texture_ReflectCube      = sampler;qglUniform1i(p->loc_Texture_ReflectCube     , sampler);sampler++;}
1219                 if (p->loc_Texture_BounceGrid      >= 0) {p->tex_Texture_BounceGrid       = sampler;qglUniform1i(p->loc_Texture_BounceGrid      , sampler);sampler++;}
1220                 CHECKGLERROR
1221                 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1222         }
1223         else
1224                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1225
1226         // free the strings
1227         if (vertexstring)
1228                 Mem_Free(vertexstring);
1229         if (geometrystring)
1230                 Mem_Free(geometrystring);
1231         if (fragmentstring)
1232                 Mem_Free(fragmentstring);
1233 }
1234
1235 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1236 {
1237         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1238         if (r_glsl_permutation != perm)
1239         {
1240                 r_glsl_permutation = perm;
1241                 if (!r_glsl_permutation->program)
1242                 {
1243                         if (!r_glsl_permutation->compiled)
1244                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1245                         if (!r_glsl_permutation->program)
1246                         {
1247                                 // remove features until we find a valid permutation
1248                                 int i;
1249                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1250                                 {
1251                                         // reduce i more quickly whenever it would not remove any bits
1252                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1253                                         if (!(permutation & j))
1254                                                 continue;
1255                                         permutation -= j;
1256                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1257                                         if (!r_glsl_permutation->compiled)
1258                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1259                                         if (r_glsl_permutation->program)
1260                                                 break;
1261                                 }
1262                                 if (i >= SHADERPERMUTATION_COUNT)
1263                                 {
1264                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1265                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1266                                         qglUseProgram(0);CHECKGLERROR
1267                                         return; // no bit left to clear, entire mode is broken
1268                                 }
1269                         }
1270                 }
1271                 CHECKGLERROR
1272                 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1273         }
1274         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1275         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1276         if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1277 }
1278
1279 #ifdef SUPPORTD3D
1280
1281 #ifdef SUPPORTD3D
1282 #include <d3d9.h>
1283 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1284 extern D3DCAPS9 vid_d3d9caps;
1285 #endif
1286
1287 struct r_hlsl_permutation_s;
1288 typedef struct r_hlsl_permutation_s
1289 {
1290         /// hash lookup data
1291         struct r_hlsl_permutation_s *hashnext;
1292         unsigned int mode;
1293         unsigned int permutation;
1294
1295         /// indicates if we have tried compiling this permutation already
1296         qboolean compiled;
1297         /// NULL if compilation failed
1298         IDirect3DVertexShader9 *vertexshader;
1299         IDirect3DPixelShader9 *pixelshader;
1300 }
1301 r_hlsl_permutation_t;
1302
1303 typedef enum D3DVSREGISTER_e
1304 {
1305         D3DVSREGISTER_TexMatrix = 0, // float4x4
1306         D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1307         D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1308         D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1309         D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1310         D3DVSREGISTER_ModelToLight = 20, // float4x4
1311         D3DVSREGISTER_EyePosition = 24,
1312         D3DVSREGISTER_FogPlane = 25,
1313         D3DVSREGISTER_LightDir = 26,
1314         D3DVSREGISTER_LightPosition = 27,
1315 }
1316 D3DVSREGISTER_t;
1317
1318 typedef enum D3DPSREGISTER_e
1319 {
1320         D3DPSREGISTER_Alpha = 0,
1321         D3DPSREGISTER_BloomBlur_Parameters = 1,
1322         D3DPSREGISTER_ClientTime = 2,
1323         D3DPSREGISTER_Color_Ambient = 3,
1324         D3DPSREGISTER_Color_Diffuse = 4,
1325         D3DPSREGISTER_Color_Specular = 5,
1326         D3DPSREGISTER_Color_Glow = 6,
1327         D3DPSREGISTER_Color_Pants = 7,
1328         D3DPSREGISTER_Color_Shirt = 8,
1329         D3DPSREGISTER_DeferredColor_Ambient = 9,
1330         D3DPSREGISTER_DeferredColor_Diffuse = 10,
1331         D3DPSREGISTER_DeferredColor_Specular = 11,
1332         D3DPSREGISTER_DeferredMod_Diffuse = 12,
1333         D3DPSREGISTER_DeferredMod_Specular = 13,
1334         D3DPSREGISTER_DistortScaleRefractReflect = 14,
1335         D3DPSREGISTER_EyePosition = 15, // unused
1336         D3DPSREGISTER_FogColor = 16,
1337         D3DPSREGISTER_FogHeightFade = 17,
1338         D3DPSREGISTER_FogPlane = 18,
1339         D3DPSREGISTER_FogPlaneViewDist = 19,
1340         D3DPSREGISTER_FogRangeRecip = 20,
1341         D3DPSREGISTER_LightColor = 21,
1342         D3DPSREGISTER_LightDir = 22, // unused
1343         D3DPSREGISTER_LightPosition = 23,
1344         D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1345         D3DPSREGISTER_PixelSize = 25,
1346         D3DPSREGISTER_ReflectColor = 26,
1347         D3DPSREGISTER_ReflectFactor = 27,
1348         D3DPSREGISTER_ReflectOffset = 28,
1349         D3DPSREGISTER_RefractColor = 29,
1350         D3DPSREGISTER_Saturation = 30,
1351         D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1352         D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1353         D3DPSREGISTER_ScreenToDepth = 33,
1354         D3DPSREGISTER_ShadowMap_Parameters = 34,
1355         D3DPSREGISTER_ShadowMap_TextureScale = 35,
1356         D3DPSREGISTER_SpecularPower = 36,
1357         D3DPSREGISTER_UserVec1 = 37,
1358         D3DPSREGISTER_UserVec2 = 38,
1359         D3DPSREGISTER_UserVec3 = 39,
1360         D3DPSREGISTER_UserVec4 = 40,
1361         D3DPSREGISTER_ViewTintColor = 41,
1362         D3DPSREGISTER_PixelToScreenTexCoord = 42,
1363         D3DPSREGISTER_BloomColorSubtract = 43,
1364         D3DPSREGISTER_ViewToLight = 44, // float4x4
1365         D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1366         D3DPSREGISTER_NormalmapScrollBlend = 52,
1367         D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1368         D3DPSREGISTER_OffsetMapping_Bias = 54,
1369         // next at 54
1370 }
1371 D3DPSREGISTER_t;
1372
1373 /// information about each possible shader permutation
1374 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1375 /// currently selected permutation
1376 r_hlsl_permutation_t *r_hlsl_permutation;
1377 /// storage for permutations linked in the hash table
1378 memexpandablearray_t r_hlsl_permutationarray;
1379
1380 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1381 {
1382         //unsigned int hashdepth = 0;
1383         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1384         r_hlsl_permutation_t *p;
1385         for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1386         {
1387                 if (p->mode == mode && p->permutation == permutation)
1388                 {
1389                         //if (hashdepth > 10)
1390                         //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1391                         return p;
1392                 }
1393                 //hashdepth++;
1394         }
1395         p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1396         p->mode = mode;
1397         p->permutation = permutation;
1398         p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1399         r_hlsl_permutationhash[mode][hashindex] = p;
1400         //if (hashdepth > 10)
1401         //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1402         return p;
1403 }
1404
1405 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
1406 {
1407         char *shaderstring;
1408         if (!filename || !filename[0])
1409                 return NULL;
1410         if (!strcmp(filename, "hlsl/default.hlsl"))
1411         {
1412                 if (!hlslshaderstring)
1413                 {
1414                         hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1415                         if (hlslshaderstring)
1416                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
1417                         else
1418                                 hlslshaderstring = (char *)builtinhlslshaderstring;
1419                 }
1420                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1421                 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1422                 return shaderstring;
1423         }
1424         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1425         if (shaderstring)
1426         {
1427                 if (printfromdisknotice)
1428                         Con_DPrintf("from disk %s... ", filename);
1429                 return shaderstring;
1430         }
1431         return shaderstring;
1432 }
1433
1434 #include <d3dx9.h>
1435 //#include <d3dx9shader.h>
1436 //#include <d3dx9mesh.h>
1437
1438 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1439 {
1440         DWORD *vsbin = NULL;
1441         DWORD *psbin = NULL;
1442         fs_offset_t vsbinsize;
1443         fs_offset_t psbinsize;
1444 //      IDirect3DVertexShader9 *vs = NULL;
1445 //      IDirect3DPixelShader9 *ps = NULL;
1446         ID3DXBuffer *vslog = NULL;
1447         ID3DXBuffer *vsbuffer = NULL;
1448         ID3DXConstantTable *vsconstanttable = NULL;
1449         ID3DXBuffer *pslog = NULL;
1450         ID3DXBuffer *psbuffer = NULL;
1451         ID3DXConstantTable *psconstanttable = NULL;
1452         int vsresult = 0;
1453         int psresult = 0;
1454         char temp[MAX_INPUTLINE];
1455         const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1456         qboolean debugshader = gl_paranoid.integer != 0;
1457         if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1458         if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1459         if (!debugshader)
1460         {
1461                 vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1462                 psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1463         }
1464         if ((!vsbin && vertstring) || (!psbin && fragstring))
1465         {
1466                 const char* dllnames_d3dx9 [] =
1467                 {
1468                         "d3dx9_43.dll",
1469                         "d3dx9_42.dll",
1470                         "d3dx9_41.dll",
1471                         "d3dx9_40.dll",
1472                         "d3dx9_39.dll",
1473                         "d3dx9_38.dll",
1474                         "d3dx9_37.dll",
1475                         "d3dx9_36.dll",
1476                         "d3dx9_35.dll",
1477                         "d3dx9_34.dll",
1478                         "d3dx9_33.dll",
1479                         "d3dx9_32.dll",
1480                         "d3dx9_31.dll",
1481                         "d3dx9_30.dll",
1482                         "d3dx9_29.dll",
1483                         "d3dx9_28.dll",
1484                         "d3dx9_27.dll",
1485                         "d3dx9_26.dll",
1486                         "d3dx9_25.dll",
1487                         "d3dx9_24.dll",
1488                         NULL
1489                 };
1490                 dllhandle_t d3dx9_dll = NULL;
1491                 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1492                 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1493                 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1494                 dllfunction_t d3dx9_dllfuncs[] =
1495                 {
1496                         {"D3DXCompileShaderFromFileA",  (void **) &qD3DXCompileShaderFromFileA},
1497                         {"D3DXPreprocessShader",                (void **) &qD3DXPreprocessShader},
1498                         {"D3DXCompileShader",                   (void **) &qD3DXCompileShader},
1499                         {NULL, NULL}
1500                 };
1501                 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1502                 {
1503                         DWORD shaderflags = 0;
1504                         if (debugshader)
1505                                 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1506                         vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1507                         psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1508                         if (vertstring && vertstring[0])
1509                         {
1510                                 if (debugshader)
1511                                 {
1512 //                                      vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
1513 //                                      FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
1514                                         FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring));
1515                                         vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1516                                 }
1517                                 else
1518                                         vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1519                                 if (vsbuffer)
1520                                 {
1521                                         vsbinsize = vsbuffer->GetBufferSize();
1522                                         vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1523                                         memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
1524                                         vsbuffer->Release();
1525                                 }
1526                                 if (vslog)
1527                                 {
1528                                         strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
1529                                         Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1530                                         vslog->Release();
1531                                 }
1532                         }
1533                         if (fragstring && fragstring[0])
1534                         {
1535                                 if (debugshader)
1536                                 {
1537 //                                      psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
1538 //                                      FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
1539                                         FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring));
1540                                         psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1541                                 }
1542                                 else
1543                                         psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1544                                 if (psbuffer)
1545                                 {
1546                                         psbinsize = psbuffer->GetBufferSize();
1547                                         psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1548                                         memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
1549                                         psbuffer->Release();
1550                                 }
1551                                 if (pslog)
1552                                 {
1553                                         strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
1554                                         Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1555                                         pslog->Release();
1556                                 }
1557                         }
1558                         Sys_UnloadLibrary(&d3dx9_dll);
1559                 }
1560                 else
1561                         Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1562         }
1563         if (vsbin && psbin)
1564         {
1565                 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1566                 if (FAILED(vsresult))
1567                         Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1568                 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1569                 if (FAILED(psresult))
1570                         Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1571         }
1572         // free the shader data
1573         vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1574         psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1575 }
1576
1577 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1578 {
1579         int i;
1580         shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1581         int vertstring_length = 0;
1582         int geomstring_length = 0;
1583         int fragstring_length = 0;
1584         char *t;
1585         char *vertexstring, *geometrystring, *fragmentstring;
1586         char *vertstring, *geomstring, *fragstring;
1587         char permutationname[256];
1588         char cachename[256];
1589         int vertstrings_count = 0;
1590         int geomstrings_count = 0;
1591         int fragstrings_count = 0;
1592         const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1593         const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1594         const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1595
1596         if (p->compiled)
1597                 return;
1598         p->compiled = true;
1599         p->vertexshader = NULL;
1600         p->pixelshader = NULL;
1601
1602         permutationname[0] = 0;
1603         cachename[0] = 0;
1604         vertexstring   = R_HLSL_GetText(modeinfo->vertexfilename, true);
1605         geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
1606         fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
1607
1608         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1609         strlcat(cachename, "hlsl/", sizeof(cachename));
1610
1611         // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1612         vertstrings_count = 0;
1613         geomstrings_count = 0;
1614         fragstrings_count = 0;
1615         vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1616         geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1617         fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1618
1619         // the first pretext is which type of shader to compile as
1620         // (later these will all be bound together as a program object)
1621         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1622         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1623         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1624
1625         // the second pretext is the mode (for example a light source)
1626         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1627         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1628         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1629         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1630         strlcat(cachename, modeinfo->name, sizeof(cachename));
1631
1632         // now add all the permutation pretexts
1633         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1634         {
1635                 if (permutation & (1<<i))
1636                 {
1637                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1638                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1639                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1640                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1641                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1642                 }
1643                 else
1644                 {
1645                         // keep line numbers correct
1646                         vertstrings_list[vertstrings_count++] = "\n";
1647                         geomstrings_list[geomstrings_count++] = "\n";
1648                         fragstrings_list[fragstrings_count++] = "\n";
1649                 }
1650         }
1651
1652         // add static parms
1653         R_CompileShader_AddStaticParms(mode, permutation);
1654         memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1655         vertstrings_count += shaderstaticparms_count;
1656         memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1657         geomstrings_count += shaderstaticparms_count;
1658         memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1659         fragstrings_count += shaderstaticparms_count;
1660
1661         // replace spaces in the cachename with _ characters
1662         for (i = 0;cachename[i];i++)
1663                 if (cachename[i] == ' ')
1664                         cachename[i] = '_';
1665
1666         // now append the shader text itself
1667         vertstrings_list[vertstrings_count++] = vertexstring;
1668         geomstrings_list[geomstrings_count++] = geometrystring;
1669         fragstrings_list[fragstrings_count++] = fragmentstring;
1670
1671         // if any sources were NULL, clear the respective list
1672         if (!vertexstring)
1673                 vertstrings_count = 0;
1674         if (!geometrystring)
1675                 geomstrings_count = 0;
1676         if (!fragmentstring)
1677                 fragstrings_count = 0;
1678
1679         vertstring_length = 0;
1680         for (i = 0;i < vertstrings_count;i++)
1681                 vertstring_length += strlen(vertstrings_list[i]);
1682         vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1683         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1684                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1685
1686         geomstring_length = 0;
1687         for (i = 0;i < geomstrings_count;i++)
1688                 geomstring_length += strlen(geomstrings_list[i]);
1689         geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1690         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1691                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1692
1693         fragstring_length = 0;
1694         for (i = 0;i < fragstrings_count;i++)
1695                 fragstring_length += strlen(fragstrings_list[i]);
1696         fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1697         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1698                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1699
1700         // try to load the cached shader, or generate one
1701         R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1702
1703         if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1704                 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1705         else
1706                 Con_Printf("^1HLSL shader %s failed!  some features may not work properly.\n", permutationname);
1707
1708         // free the strings
1709         if (vertstring)
1710                 Mem_Free(vertstring);
1711         if (geomstring)
1712                 Mem_Free(geomstring);
1713         if (fragstring)
1714                 Mem_Free(fragstring);
1715         if (vertexstring)
1716                 Mem_Free(vertexstring);
1717         if (geometrystring)
1718                 Mem_Free(geometrystring);
1719         if (fragmentstring)
1720                 Mem_Free(fragmentstring);
1721 }
1722
1723 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1724 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1725 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);}
1726 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);}
1727 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);}
1728 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);}
1729
1730 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1731 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1732 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);}
1733 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);}
1734 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);}
1735 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);}
1736
1737 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1738 {
1739         r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1740         if (r_hlsl_permutation != perm)
1741         {
1742                 r_hlsl_permutation = perm;
1743                 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1744                 {
1745                         if (!r_hlsl_permutation->compiled)
1746                                 R_HLSL_CompilePermutation(perm, mode, permutation);
1747                         if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1748                         {
1749                                 // remove features until we find a valid permutation
1750                                 int i;
1751                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1752                                 {
1753                                         // reduce i more quickly whenever it would not remove any bits
1754                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1755                                         if (!(permutation & j))
1756                                                 continue;
1757                                         permutation -= j;
1758                                         r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1759                                         if (!r_hlsl_permutation->compiled)
1760                                                 R_HLSL_CompilePermutation(perm, mode, permutation);
1761                                         if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1762                                                 break;
1763                                 }
1764                                 if (i >= SHADERPERMUTATION_COUNT)
1765                                 {
1766                                         //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1767                                         r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1768                                         return; // no bit left to clear, entire mode is broken
1769                                 }
1770                         }
1771                 }
1772                 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1773                 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1774         }
1775         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1776         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1777         hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1778 }
1779 #endif
1780
1781 void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1782 {
1783         DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1784         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1785         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1786         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1787 }
1788
1789 void R_GLSL_Restart_f(void)
1790 {
1791         unsigned int i, limit;
1792         if (glslshaderstring && glslshaderstring != builtinshaderstring)
1793                 Mem_Free(glslshaderstring);
1794         glslshaderstring = NULL;
1795         if (hlslshaderstring && hlslshaderstring != builtinhlslshaderstring)
1796                 Mem_Free(hlslshaderstring);
1797         hlslshaderstring = NULL;
1798         switch(vid.renderpath)
1799         {
1800         case RENDERPATH_D3D9:
1801 #ifdef SUPPORTD3D
1802                 {
1803                         r_hlsl_permutation_t *p;
1804                         r_hlsl_permutation = NULL;
1805                         limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1806                         for (i = 0;i < limit;i++)
1807                         {
1808                                 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1809                                 {
1810                                         if (p->vertexshader)
1811                                                 IDirect3DVertexShader9_Release(p->vertexshader);
1812                                         if (p->pixelshader)
1813                                                 IDirect3DPixelShader9_Release(p->pixelshader);
1814                                         Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1815                                 }
1816                         }
1817                         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1818                 }
1819 #endif
1820                 break;
1821         case RENDERPATH_D3D10:
1822                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1823                 break;
1824         case RENDERPATH_D3D11:
1825                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1826                 break;
1827         case RENDERPATH_GL20:
1828         case RENDERPATH_GLES2:
1829                 {
1830                         r_glsl_permutation_t *p;
1831                         r_glsl_permutation = NULL;
1832                         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1833                         for (i = 0;i < limit;i++)
1834                         {
1835                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1836                                 {
1837                                         GL_Backend_FreeProgram(p->program);
1838                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1839                                 }
1840                         }
1841                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1842                 }
1843                 break;
1844         case RENDERPATH_GL11:
1845         case RENDERPATH_GL13:
1846         case RENDERPATH_GLES1:
1847                 break;
1848         case RENDERPATH_SOFT:
1849                 break;
1850         }
1851 }
1852
1853 void R_GLSL_DumpShader_f(void)
1854 {
1855         int i;
1856         qfile_t *file;
1857
1858         file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1859         if (file)
1860         {
1861                 FS_Print(file, "/* The engine may define the following macros:\n");
1862                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1863                 for (i = 0;i < SHADERMODE_COUNT;i++)
1864                         FS_Print(file, glslshadermodeinfo[i].pretext);
1865                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1866                         FS_Print(file, shaderpermutationinfo[i].pretext);
1867                 FS_Print(file, "*/\n");
1868                 FS_Print(file, builtinshaderstring);
1869                 FS_Close(file);
1870                 Con_Printf("glsl/default.glsl written\n");
1871         }
1872         else
1873                 Con_Printf("failed to write to glsl/default.glsl\n");
1874
1875         file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
1876         if (file)
1877         {
1878                 FS_Print(file, "/* The engine may define the following macros:\n");
1879                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1880                 for (i = 0;i < SHADERMODE_COUNT;i++)
1881                         FS_Print(file, hlslshadermodeinfo[i].pretext);
1882                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1883                         FS_Print(file, shaderpermutationinfo[i].pretext);
1884                 FS_Print(file, "*/\n");
1885                 FS_Print(file, builtinhlslshaderstring);
1886                 FS_Close(file);
1887                 Con_Printf("hlsl/default.hlsl written\n");
1888         }
1889         else
1890                 Con_Printf("failed to write to hlsl/default.hlsl\n");
1891 }
1892
1893 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1894 {
1895         unsigned int permutation = 0;
1896         if (r_trippy.integer && !notrippy)
1897                 permutation |= SHADERPERMUTATION_TRIPPY;
1898         permutation |= SHADERPERMUTATION_VIEWTINT;
1899         if (first)
1900                 permutation |= SHADERPERMUTATION_DIFFUSE;
1901         if (second)
1902                 permutation |= SHADERPERMUTATION_SPECULAR;
1903         if (texturemode == GL_MODULATE)
1904                 permutation |= SHADERPERMUTATION_COLORMAPPING;
1905         else if (texturemode == GL_ADD)
1906                 permutation |= SHADERPERMUTATION_GLOW;
1907         else if (texturemode == GL_DECAL)
1908                 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1909         if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1910                 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1911         if (suppresstexalpha)
1912                 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1913         if (!second)
1914                 texturemode = GL_MODULATE;
1915         if (vid.allowalphatocoverage)
1916                 GL_AlphaToCoverage(false);
1917         switch (vid.renderpath)
1918         {
1919         case RENDERPATH_D3D9:
1920 #ifdef SUPPORTD3D
1921                 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
1922                 R_Mesh_TexBind(GL20TU_FIRST , first );
1923                 R_Mesh_TexBind(GL20TU_SECOND, second);
1924                 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
1925                         R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1926 #endif
1927                 break;
1928         case RENDERPATH_D3D10:
1929                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1930                 break;
1931         case RENDERPATH_D3D11:
1932                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1933                 break;
1934         case RENDERPATH_GL20:
1935         case RENDERPATH_GLES2:
1936                 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1937                 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
1938                 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
1939                 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1940                         R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1941                 break;
1942         case RENDERPATH_GL13:
1943         case RENDERPATH_GLES1:
1944                 R_Mesh_TexBind(0, first );
1945                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
1946                 R_Mesh_TexBind(1, second);
1947                 if (second)
1948                         R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
1949                 break;
1950         case RENDERPATH_GL11:
1951                 R_Mesh_TexBind(0, first );
1952                 break;
1953         case RENDERPATH_SOFT:
1954                 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
1955                 R_Mesh_TexBind(GL20TU_FIRST , first );
1956                 R_Mesh_TexBind(GL20TU_SECOND, second);
1957                 break;
1958         }
1959 }
1960
1961 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
1962 {
1963         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
1964 }
1965
1966 void R_SetupShader_DepthOrShadow(qboolean notrippy)
1967 {
1968         unsigned int permutation = 0;
1969         if (r_trippy.integer && !notrippy)
1970                 permutation |= SHADERPERMUTATION_TRIPPY;
1971         if (vid.allowalphatocoverage)
1972                 GL_AlphaToCoverage(false);
1973         switch (vid.renderpath)
1974         {
1975         case RENDERPATH_D3D9:
1976 #ifdef SUPPORTD3D
1977                 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1978 #endif
1979                 break;
1980         case RENDERPATH_D3D10:
1981                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1982                 break;
1983         case RENDERPATH_D3D11:
1984                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1985                 break;
1986         case RENDERPATH_GL20:
1987         case RENDERPATH_GLES2:
1988                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1989                 break;
1990         case RENDERPATH_GL13:
1991         case RENDERPATH_GLES1:
1992                 R_Mesh_TexBind(0, 0);
1993                 R_Mesh_TexBind(1, 0);
1994                 break;
1995         case RENDERPATH_GL11:
1996                 R_Mesh_TexBind(0, 0);
1997                 break;
1998         case RENDERPATH_SOFT:
1999                 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2000                 break;
2001         }
2002 }
2003
2004 void R_SetupShader_ShowDepth(qboolean notrippy)
2005 {
2006         int permutation = 0;
2007         if (r_trippy.integer && !notrippy)
2008                 permutation |= SHADERPERMUTATION_TRIPPY;
2009         if (vid.allowalphatocoverage)
2010                 GL_AlphaToCoverage(false);
2011         switch (vid.renderpath)
2012         {
2013         case RENDERPATH_D3D9:
2014 #ifdef SUPPORTHLSL
2015                 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, permutation);
2016 #endif
2017                 break;
2018         case RENDERPATH_D3D10:
2019                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2020                 break;
2021         case RENDERPATH_D3D11:
2022                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2023                 break;
2024         case RENDERPATH_GL20:
2025         case RENDERPATH_GLES2:
2026                 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, permutation);
2027                 break;
2028         case RENDERPATH_GL13:
2029         case RENDERPATH_GLES1:
2030                 break;
2031         case RENDERPATH_GL11:
2032                 break;
2033         case RENDERPATH_SOFT:
2034                 R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, permutation);
2035                 break;
2036         }
2037 }
2038
2039 extern qboolean r_shadow_usingdeferredprepass;
2040 extern cvar_t r_shadow_deferred_8bitrange;
2041 extern rtexture_t *r_shadow_attenuationgradienttexture;
2042 extern rtexture_t *r_shadow_attenuation2dtexture;
2043 extern rtexture_t *r_shadow_attenuation3dtexture;
2044 extern qboolean r_shadow_usingshadowmap2d;
2045 extern qboolean r_shadow_usingshadowmaportho;
2046 extern float r_shadow_shadowmap_texturescale[2];
2047 extern float r_shadow_shadowmap_parameters[4];
2048 extern qboolean r_shadow_shadowmapvsdct;
2049 extern qboolean r_shadow_shadowmapsampler;
2050 extern int r_shadow_shadowmappcf;
2051 extern rtexture_t *r_shadow_shadowmap2dtexture;
2052 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
2053 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2054 extern matrix4x4_t r_shadow_shadowmapmatrix;
2055 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2056 extern int r_shadow_prepass_width;
2057 extern int r_shadow_prepass_height;
2058 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
2059 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2060 extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
2061 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2062 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2063
2064 #define BLENDFUNC_ALLOWS_COLORMOD      1
2065 #define BLENDFUNC_ALLOWS_FOG           2
2066 #define BLENDFUNC_ALLOWS_FOG_HACK0     4
2067 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2068 #define BLENDFUNC_ALLOWS_ANYFOG        (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2069 static int R_BlendFuncFlags(int src, int dst)
2070 {
2071         int r = 0;
2072
2073         // a blendfunc allows colormod if:
2074         // a) it can never keep the destination pixel invariant, or
2075         // b) it can keep the destination pixel invariant, and still can do so if colormodded
2076         // this is to prevent unintended side effects from colormod
2077
2078         // a blendfunc allows fog if:
2079         // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2080         // this is to prevent unintended side effects from fog
2081
2082         // these checks are the output of fogeval.pl
2083
2084         r |= BLENDFUNC_ALLOWS_COLORMOD;
2085         if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2086         if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2087         if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2088         if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2089         if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2090         if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2091         if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2092         if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2093         if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2094         if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2095         if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2096         if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2097         if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2098         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2099         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2100         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2101         if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2102         if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2103         if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2104         if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2105         if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2106
2107         return r;
2108 }
2109
2110 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)
2111 {
2112         // select a permutation of the lighting shader appropriate to this
2113         // combination of texture, entity, light source, and fogging, only use the
2114         // minimum features necessary to avoid wasting rendering time in the
2115         // fragment shader on features that are not being used
2116         unsigned int permutation = 0;
2117         unsigned int mode = 0;
2118         int blendfuncflags;
2119         static float dummy_colormod[3] = {1, 1, 1};
2120         float *colormod = rsurface.colormod;
2121         float m16f[16];
2122         matrix4x4_t tempmatrix;
2123         r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2124         if (r_trippy.integer && !notrippy)
2125                 permutation |= SHADERPERMUTATION_TRIPPY;
2126         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2127                 permutation |= SHADERPERMUTATION_ALPHAKILL;
2128         if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2129                 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2130         if (rsurfacepass == RSURFPASS_BACKGROUND)
2131         {
2132                 // distorted background
2133                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2134                 {
2135                         mode = SHADERMODE_WATER;
2136                         if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2137                         {
2138                                 // this is the right thing to do for wateralpha
2139                                 GL_BlendFunc(GL_ONE, GL_ZERO);
2140                                 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2141                         }
2142                         else
2143                         {
2144                                 // this is the right thing to do for entity alpha
2145                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2146                                 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2147                         }
2148                 }
2149                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2150                 {
2151                         mode = SHADERMODE_REFRACTION;
2152                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2153                         blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2154                 }
2155                 else
2156                 {
2157                         mode = SHADERMODE_GENERIC;
2158                         permutation |= SHADERPERMUTATION_DIFFUSE;
2159                         GL_BlendFunc(GL_ONE, GL_ZERO);
2160                         blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2161                 }
2162                 if (vid.allowalphatocoverage)
2163                         GL_AlphaToCoverage(false);
2164         }
2165         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2166         {
2167                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2168                 {
2169                         switch(rsurface.texture->offsetmapping)
2170                         {
2171                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2172                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2173                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2174                         case OFFSETMAPPING_OFF: break;
2175                         }
2176                 }
2177                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2178                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2179                 // normalmap (deferred prepass), may use alpha test on diffuse
2180                 mode = SHADERMODE_DEFERREDGEOMETRY;
2181                 GL_BlendFunc(GL_ONE, GL_ZERO);
2182                 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2183                 if (vid.allowalphatocoverage)
2184                         GL_AlphaToCoverage(false);
2185         }
2186         else if (rsurfacepass == RSURFPASS_RTLIGHT)
2187         {
2188                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2189                 {
2190                         switch(rsurface.texture->offsetmapping)
2191                         {
2192                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2193                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2194                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2195                         case OFFSETMAPPING_OFF: break;
2196                         }
2197                 }
2198                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2199                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2200                 // light source
2201                 mode = SHADERMODE_LIGHTSOURCE;
2202                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2203                         permutation |= SHADERPERMUTATION_CUBEFILTER;
2204                 if (diffusescale > 0)
2205                         permutation |= SHADERPERMUTATION_DIFFUSE;
2206                 if (specularscale > 0)
2207                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2208                 if (r_refdef.fogenabled)
2209                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2210                 if (rsurface.texture->colormapping)
2211                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2212                 if (r_shadow_usingshadowmap2d)
2213                 {
2214                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2215                         if(r_shadow_shadowmapvsdct)
2216                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2217
2218                         if (r_shadow_shadowmapsampler)
2219                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2220                         if (r_shadow_shadowmappcf > 1)
2221                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2222                         else if (r_shadow_shadowmappcf)
2223                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2224                 }
2225                 if (rsurface.texture->reflectmasktexture)
2226                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2227                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2228                 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2229                 if (vid.allowalphatocoverage)
2230                         GL_AlphaToCoverage(false);
2231         }
2232         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2233         {
2234                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2235                 {
2236                         switch(rsurface.texture->offsetmapping)
2237                         {
2238                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2239                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2240                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2241                         case OFFSETMAPPING_OFF: break;
2242                         }
2243                 }
2244                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2245                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2246                 // unshaded geometry (fullbright or ambient model lighting)
2247                 mode = SHADERMODE_FLATCOLOR;
2248                 ambientscale = diffusescale = specularscale = 0;
2249                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2250                         permutation |= SHADERPERMUTATION_GLOW;
2251                 if (r_refdef.fogenabled)
2252                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2253                 if (rsurface.texture->colormapping)
2254                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2255                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2256                 {
2257                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2258                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2259
2260                         if (r_shadow_shadowmapsampler)
2261                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2262                         if (r_shadow_shadowmappcf > 1)
2263                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2264                         else if (r_shadow_shadowmappcf)
2265                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2266                 }
2267                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2268                         permutation |= SHADERPERMUTATION_REFLECTION;
2269                 if (rsurface.texture->reflectmasktexture)
2270                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2271                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2272                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2273                 // when using alphatocoverage, we don't need alphakill
2274                 if (vid.allowalphatocoverage)
2275                 {
2276                         if (r_transparent_alphatocoverage.integer)
2277                         {
2278                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2279                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2280                         }
2281                         else
2282                                 GL_AlphaToCoverage(false);
2283                 }
2284         }
2285         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2286         {
2287                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2288                 {
2289                         switch(rsurface.texture->offsetmapping)
2290                         {
2291                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2292                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2293                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2294                         case OFFSETMAPPING_OFF: break;
2295                         }
2296                 }
2297                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2298                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2299                 // directional model lighting
2300                 mode = SHADERMODE_LIGHTDIRECTION;
2301                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2302                         permutation |= SHADERPERMUTATION_GLOW;
2303                 permutation |= SHADERPERMUTATION_DIFFUSE;
2304                 if (specularscale > 0)
2305                         permutation |= SHADERPERMUTATION_SPECULAR;
2306                 if (r_refdef.fogenabled)
2307                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2308                 if (rsurface.texture->colormapping)
2309                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2310                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2311                 {
2312                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2313                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2314
2315                         if (r_shadow_shadowmapsampler)
2316                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2317                         if (r_shadow_shadowmappcf > 1)
2318                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2319                         else if (r_shadow_shadowmappcf)
2320                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2321                 }
2322                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2323                         permutation |= SHADERPERMUTATION_REFLECTION;
2324                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2325                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2326                 if (rsurface.texture->reflectmasktexture)
2327                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2328                 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2329                 {
2330                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
2331                         if (r_shadow_bouncegriddirectional)
2332                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2333                 }
2334                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2335                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2336                 // when using alphatocoverage, we don't need alphakill
2337                 if (vid.allowalphatocoverage)
2338                 {
2339                         if (r_transparent_alphatocoverage.integer)
2340                         {
2341                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2342                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2343                         }
2344                         else
2345                                 GL_AlphaToCoverage(false);
2346                 }
2347         }
2348         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2349         {
2350                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2351                 {
2352                         switch(rsurface.texture->offsetmapping)
2353                         {
2354                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2355                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2356                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2357                         case OFFSETMAPPING_OFF: break;
2358                         }
2359                 }
2360                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2361                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2362                 // ambient model lighting
2363                 mode = SHADERMODE_LIGHTDIRECTION;
2364                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2365                         permutation |= SHADERPERMUTATION_GLOW;
2366                 if (r_refdef.fogenabled)
2367                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2368                 if (rsurface.texture->colormapping)
2369                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2370                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2371                 {
2372                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2373                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2374
2375                         if (r_shadow_shadowmapsampler)
2376                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2377                         if (r_shadow_shadowmappcf > 1)
2378                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2379                         else if (r_shadow_shadowmappcf)
2380                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2381                 }
2382                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2383                         permutation |= SHADERPERMUTATION_REFLECTION;
2384                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2385                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2386                 if (rsurface.texture->reflectmasktexture)
2387                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2388                 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2389                 {
2390                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
2391                         if (r_shadow_bouncegriddirectional)
2392                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2393                 }
2394                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2395                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2396                 // when using alphatocoverage, we don't need alphakill
2397                 if (vid.allowalphatocoverage)
2398                 {
2399                         if (r_transparent_alphatocoverage.integer)
2400                         {
2401                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2402                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2403                         }
2404                         else
2405                                 GL_AlphaToCoverage(false);
2406                 }
2407         }
2408         else
2409         {
2410                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2411                 {
2412                         switch(rsurface.texture->offsetmapping)
2413                         {
2414                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2415                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2416                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2417                         case OFFSETMAPPING_OFF: break;
2418                         }
2419                 }
2420                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2421                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2422                 // lightmapped wall
2423                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2424                         permutation |= SHADERPERMUTATION_GLOW;
2425                 if (r_refdef.fogenabled)
2426                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2427                 if (rsurface.texture->colormapping)
2428                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2429                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2430                 {
2431                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2432                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2433
2434                         if (r_shadow_shadowmapsampler)
2435                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2436                         if (r_shadow_shadowmappcf > 1)
2437                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2438                         else if (r_shadow_shadowmappcf)
2439                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2440                 }
2441                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2442                         permutation |= SHADERPERMUTATION_REFLECTION;
2443                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2444                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2445                 if (rsurface.texture->reflectmasktexture)
2446                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2447                 if (FAKELIGHT_ENABLED)
2448                 {
2449                         // fake lightmapping (q1bsp, q3bsp, fullbright map)
2450                         mode = SHADERMODE_FAKELIGHT;
2451                         permutation |= SHADERPERMUTATION_DIFFUSE;
2452                         if (specularscale > 0)
2453                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2454                 }
2455                 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2456                 {
2457                         // deluxemapping (light direction texture)
2458                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2459                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2460                         else
2461                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2462                         permutation |= SHADERPERMUTATION_DIFFUSE;
2463                         if (specularscale > 0)
2464                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2465                 }
2466                 else if (r_glsl_deluxemapping.integer >= 2)
2467                 {
2468                         // fake deluxemapping (uniform light direction in tangentspace)
2469                         if (rsurface.uselightmaptexture)
2470                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2471                         else
2472                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2473                         permutation |= SHADERPERMUTATION_DIFFUSE;
2474                         if (specularscale > 0)
2475                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2476                 }
2477                 else if (rsurface.uselightmaptexture)
2478                 {
2479                         // ordinary lightmapping (q1bsp, q3bsp)
2480                         mode = SHADERMODE_LIGHTMAP;
2481                 }
2482                 else
2483                 {
2484                         // ordinary vertex coloring (q3bsp)
2485                         mode = SHADERMODE_VERTEXCOLOR;
2486                 }
2487                 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2488                 {
2489                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
2490                         if (r_shadow_bouncegriddirectional)
2491                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2492                 }
2493                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2494                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2495                 // when using alphatocoverage, we don't need alphakill
2496                 if (vid.allowalphatocoverage)
2497                 {
2498                         if (r_transparent_alphatocoverage.integer)
2499                         {
2500                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2501                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2502                         }
2503                         else
2504                                 GL_AlphaToCoverage(false);
2505                 }
2506         }
2507         if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2508                 colormod = dummy_colormod;
2509         if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2510                 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2511         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2512                 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2513         switch(vid.renderpath)
2514         {
2515         case RENDERPATH_D3D9:
2516 #ifdef SUPPORTD3D
2517                 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2518                 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2519                 R_SetupShader_SetPermutationHLSL(mode, permutation);
2520                 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2521                 if (mode == SHADERMODE_LIGHTSOURCE)
2522                 {
2523                         Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2524                         hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2525                 }
2526                 else
2527                 {
2528                         if (mode == SHADERMODE_LIGHTDIRECTION)
2529                         {
2530                                 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2531                         }
2532                 }
2533                 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2534                 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2535                 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2536                 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2537                 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2538
2539                 if (mode == SHADERMODE_LIGHTSOURCE)
2540                 {
2541                         hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2542                         hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2543                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2544                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2545                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2546
2547                         // additive passes are only darkened by fog, not tinted
2548                         hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2549                         hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2550                 }
2551                 else
2552                 {
2553                         if (mode == SHADERMODE_FLATCOLOR)
2554                         {
2555                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2556                         }
2557                         else if (mode == SHADERMODE_LIGHTDIRECTION)
2558                         {
2559                                 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]);
2560                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2561                                 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);
2562                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2563                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2564                                 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2565                                 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2566                         }
2567                         else
2568                         {
2569                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2570                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2571                                 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);
2572                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2573                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2574                         }
2575                         // additive passes are only darkened by fog, not tinted
2576                         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2577                                 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2578                         else
2579                                 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2580                         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);
2581                         hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2582                         hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2583                         hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2584                         hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2585                         hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2586                         hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2587                         hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2588                         if (mode == SHADERMODE_WATER)
2589                                 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2590                 }
2591                 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2592                 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2593                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2594                 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));
2595                 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2596                 if (rsurface.texture->pantstexture)
2597                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2598                 else
2599                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2600                 if (rsurface.texture->shirttexture)
2601                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2602                 else
2603                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2604                 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2605                 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2606                 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2607                 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2608                 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2609                                 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2610                                 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2611                                 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2612                                 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2613                         );
2614                 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2615                 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2616                 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2617                 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2618
2619                 R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
2620                 R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
2621                 R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
2622                 R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
2623                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
2624                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
2625                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
2626                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
2627                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
2628                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
2629                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
2630                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2631                 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
2632                 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
2633                 R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2634                 R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2635                 if (rsurface.rtlight                                  ) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
2636                 if (rsurfacepass == RSURFPASS_BACKGROUND)
2637                 {
2638                         R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2639                         if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2640                         R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2641                 }
2642                 else
2643                 {
2644                         if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2645                 }
2646 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
2647 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
2648                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
2649                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
2650                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2651                 {
2652                         R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2653                         if (rsurface.rtlight)
2654                         {
2655                                 if (permutation & SHADERPERMUTATION_CUBEFILTER        ) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
2656                                 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT    ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
2657                         }
2658                 }
2659 #endif
2660                 break;
2661         case RENDERPATH_D3D10:
2662                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2663                 break;
2664         case RENDERPATH_D3D11:
2665                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2666                 break;
2667         case RENDERPATH_GL20:
2668         case RENDERPATH_GLES2:
2669                 if (!vid.useinterleavedarrays)
2670                 {
2671                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2672                         R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2673                         R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2674                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2675                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2676                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2677                         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2678                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2679                 }
2680                 else
2681                 {
2682                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2683                         R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2684                 }
2685                 R_SetupShader_SetPermutationGLSL(mode, permutation);
2686                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2687                 if (mode == SHADERMODE_LIGHTSOURCE)
2688                 {
2689                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2690                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2691                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2692                         if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2693                         if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2694                         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);
2695         
2696                         // additive passes are only darkened by fog, not tinted
2697                         if (r_glsl_permutation->loc_FogColor >= 0)
2698                                 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2699                         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);
2700                 }
2701                 else
2702                 {
2703                         if (mode == SHADERMODE_FLATCOLOR)
2704                         {
2705                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2706                         }
2707                         else if (mode == SHADERMODE_LIGHTDIRECTION)
2708                         {
2709                                 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]);
2710                                 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]);
2711                                 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);
2712                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2713                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2714                                 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]);
2715                                 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]);
2716                         }
2717                         else
2718                         {
2719                                 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]);
2720                                 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]);
2721                                 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);
2722                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2723                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2724                         }
2725                         // additive passes are only darkened by fog, not tinted
2726                         if (r_glsl_permutation->loc_FogColor >= 0)
2727                         {
2728                                 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2729                                         qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2730                                 else
2731                                         qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2732                         }
2733                         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);
2734                         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]);
2735                         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]);
2736                         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]);
2737                         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]);
2738                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2739                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2740                         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);
2741                         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]);
2742                 }
2743                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2744                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2745                 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2746                 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]);
2747                 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]);
2748
2749                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2750                 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));
2751                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2752                 if (r_glsl_permutation->loc_Color_Pants >= 0)
2753                 {
2754                         if (rsurface.texture->pantstexture)
2755                                 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2756                         else
2757                                 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2758                 }
2759                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2760                 {
2761                         if (rsurface.texture->shirttexture)
2762                                 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2763                         else
2764                                 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2765                 }
2766                 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]);
2767                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2768                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2769                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2770                 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2771                                 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2772                                 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2773                                 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2774                                 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2775                         );
2776                 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2777                 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2778                 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]);
2779                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2780                 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);}
2781                 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2782
2783                 if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First            , r_texture_white                                     );
2784                 if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second           , r_texture_white                                     );
2785                 if (r_glsl_permutation->tex_Texture_GammaRamps      >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps       , r_texture_gammaramps                                );
2786                 if (r_glsl_permutation->tex_Texture_Normal          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal           , rsurface.texture->nmaptexture                       );
2787                 if (r_glsl_permutation->tex_Texture_Color           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color            , rsurface.texture->basetexture                       );
2788                 if (r_glsl_permutation->tex_Texture_Gloss           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss            , rsurface.texture->glosstexture                      );
2789                 if (r_glsl_permutation->tex_Texture_Glow            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow             , rsurface.texture->glowtexture                       );
2790                 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal  , rsurface.texture->backgroundnmaptexture             );
2791                 if (r_glsl_permutation->tex_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor   , rsurface.texture->backgroundbasetexture             );
2792                 if (r_glsl_permutation->tex_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss   , rsurface.texture->backgroundglosstexture            );
2793                 if (r_glsl_permutation->tex_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow    , rsurface.texture->backgroundglowtexture             );
2794                 if (r_glsl_permutation->tex_Texture_Pants           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants            , rsurface.texture->pantstexture                      );
2795                 if (r_glsl_permutation->tex_Texture_Shirt           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt            , rsurface.texture->shirttexture                      );
2796                 if (r_glsl_permutation->tex_Texture_ReflectMask     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask      , rsurface.texture->reflectmasktexture                );
2797                 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);
2798                 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture                          );
2799                 if (r_glsl_permutation->tex_Texture_FogMask         >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask          , r_texture_fogattenuation                            );
2800                 if (r_glsl_permutation->tex_Texture_Lightmap        >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap         , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2801                 if (r_glsl_permutation->tex_Texture_Deluxemap       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap        , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2802                 if (r_glsl_permutation->tex_Texture_Attenuation     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation      , r_shadow_attenuationgradienttexture                 );
2803                 if (rsurfacepass == RSURFPASS_BACKGROUND)
2804                 {
2805                         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);
2806                         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);
2807                         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);
2808                 }
2809                 else
2810                 {
2811                         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);
2812                 }
2813                 if (r_glsl_permutation->tex_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth       , r_shadow_prepassgeometrydepthtexture                );
2814                 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap   , r_shadow_prepassgeometrynormalmaptexture            );
2815                 if (r_glsl_permutation->tex_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse     , r_shadow_prepasslightingdiffusetexture              );
2816                 if (r_glsl_permutation->tex_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular    , r_shadow_prepasslightingspeculartexture             );
2817                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2818                 {
2819                         if (r_glsl_permutation->tex_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2dtexture                         );
2820                         if (rsurface.rtlight)
2821                         {
2822                                 if (r_glsl_permutation->tex_Texture_Cube            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube              , rsurface.rtlight->currentcubemap                    );
2823                                 if (r_glsl_permutation->tex_Texture_CubeProjection  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection    , r_shadow_shadowmapvsdcttexture                      );
2824                         }
2825                 }
2826                 if (r_glsl_permutation->tex_Texture_BounceGrid  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2827                 CHECKGLERROR
2828                 break;
2829         case RENDERPATH_GL11:
2830         case RENDERPATH_GL13:
2831         case RENDERPATH_GLES1:
2832                 break;
2833         case RENDERPATH_SOFT:
2834                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2835                 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2836                 R_SetupShader_SetPermutationSoft(mode, permutation);
2837                 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2838                 if (mode == SHADERMODE_LIGHTSOURCE)
2839                 {
2840                         {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2841                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2842                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2843                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2844                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2845                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2846         
2847                         // additive passes are only darkened by fog, not tinted
2848                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2849                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2850                 }
2851                 else
2852                 {
2853                         if (mode == SHADERMODE_FLATCOLOR)
2854                         {
2855                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2856                         }
2857                         else if (mode == SHADERMODE_LIGHTDIRECTION)
2858                         {
2859                                 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]);
2860                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2861                                 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);
2862                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2863                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2864                                 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]);
2865                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2866                         }
2867                         else
2868                         {
2869                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2870                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2871                                 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);
2872                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2873                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2874                         }
2875                         // additive passes are only darkened by fog, not tinted
2876                         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2877                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2878                         else
2879                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2880                         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);
2881                         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]);
2882                         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]);
2883                         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]);
2884                         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]);
2885                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2886                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2887                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2888                         DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2889                 }
2890                 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2891                 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2892                 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2893                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2894                 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]);
2895
2896                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2897                 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));
2898                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2899                 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2900                 {
2901                         if (rsurface.texture->pantstexture)
2902                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2903                         else
2904                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2905                 }
2906                 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2907                 {
2908                         if (rsurface.texture->shirttexture)
2909                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2910                         else
2911                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2912                 }
2913                 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2914                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2915                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2916                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2917                 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2918                                 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2919                                 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2920                                 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2921                                 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2922                         );
2923                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2924                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
2925                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2926                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2927
2928                 R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
2929                 R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
2930                 R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
2931                 R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
2932                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
2933                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
2934                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
2935                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
2936                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
2937                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
2938                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
2939                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2940                 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
2941                 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
2942                 R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2943                 R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2944                 if (rsurface.rtlight                                  ) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
2945                 if (rsurfacepass == RSURFPASS_BACKGROUND)
2946                 {
2947                         R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2948                         if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2949                         R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2950                 }
2951                 else
2952                 {
2953                         if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2954                 }
2955 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
2956 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
2957                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
2958                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
2959                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2960                 {
2961                         R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2962                         if (rsurface.rtlight)
2963                         {
2964                                 if (permutation & SHADERPERMUTATION_CUBEFILTER        ) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
2965                                 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT    ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
2966                         }
2967                 }
2968                 break;
2969         }
2970 }
2971
2972 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2973 {
2974         // select a permutation of the lighting shader appropriate to this
2975         // combination of texture, entity, light source, and fogging, only use the
2976         // minimum features necessary to avoid wasting rendering time in the
2977         // fragment shader on features that are not being used
2978         unsigned int permutation = 0;
2979         unsigned int mode = 0;
2980         const float *lightcolorbase = rtlight->currentcolor;
2981         float ambientscale = rtlight->ambientscale;
2982         float diffusescale = rtlight->diffusescale;
2983         float specularscale = rtlight->specularscale;
2984         // this is the location of the light in view space
2985         vec3_t viewlightorigin;
2986         // this transforms from view space (camera) to light space (cubemap)
2987         matrix4x4_t viewtolight;
2988         matrix4x4_t lighttoview;
2989         float viewtolight16f[16];
2990         float range = 1.0f / r_shadow_deferred_8bitrange.value;
2991         // light source
2992         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2993         if (rtlight->currentcubemap != r_texture_whitecube)
2994                 permutation |= SHADERPERMUTATION_CUBEFILTER;
2995         if (diffusescale > 0)
2996                 permutation |= SHADERPERMUTATION_DIFFUSE;
2997         if (specularscale > 0 && r_shadow_gloss.integer > 0)
2998                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2999         if (r_shadow_usingshadowmap2d)
3000         {
3001                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3002                 if (r_shadow_shadowmapvsdct)
3003                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3004
3005                 if (r_shadow_shadowmapsampler)
3006                         permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
3007                 if (r_shadow_shadowmappcf > 1)
3008                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
3009                 else if (r_shadow_shadowmappcf)
3010                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
3011         }
3012         if (vid.allowalphatocoverage)
3013                 GL_AlphaToCoverage(false);
3014         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3015         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3016         Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3017         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3018         switch(vid.renderpath)
3019         {
3020         case RENDERPATH_D3D9:
3021 #ifdef SUPPORTD3D
3022                 R_SetupShader_SetPermutationHLSL(mode, permutation);
3023                 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3024                 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3025                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
3026                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
3027                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3028                 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3029                 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3030                 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);
3031                 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3032                 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3033
3034                 R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
3035                 R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthcolortexture           );
3036                 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
3037                 R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
3038                 R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dcolortexture                    );
3039                 R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
3040 #endif
3041                 break;
3042         case RENDERPATH_D3D10:
3043                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3044                 break;
3045         case RENDERPATH_D3D11:
3046                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3047                 break;
3048         case RENDERPATH_GL20:
3049         case RENDERPATH_GLES2:
3050                 R_SetupShader_SetPermutationGLSL(mode, permutation);
3051                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3f(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3052                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
3053                 if (r_glsl_permutation->loc_DeferredColor_Ambient     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
3054                 if (r_glsl_permutation->loc_DeferredColor_Diffuse     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
3055                 if (r_glsl_permutation->loc_DeferredColor_Specular    >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Specular   , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3056                 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]);
3057                 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]);
3058                 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);
3059                 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]);
3060                 if (r_glsl_permutation->loc_PixelToScreenTexCoord     >= 0) qglUniform2f(       r_glsl_permutation->loc_PixelToScreenTexCoord    , 1.0f/vid.width, 1.0f/vid.height);
3061
3062                 if (r_glsl_permutation->tex_Texture_Attenuation       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation        , r_shadow_attenuationgradienttexture                 );
3063                 if (r_glsl_permutation->tex_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth        , r_shadow_prepassgeometrydepthtexture                );
3064                 if (r_glsl_permutation->tex_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap    , r_shadow_prepassgeometrynormalmaptexture            );
3065                 if (r_glsl_permutation->tex_Texture_Cube              >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube               , rsurface.rtlight->currentcubemap                    );
3066                 if (r_glsl_permutation->tex_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D        , r_shadow_shadowmap2dtexture                         );
3067                 if (r_glsl_permutation->tex_Texture_CubeProjection    >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection     , r_shadow_shadowmapvsdcttexture                      );
3068                 break;
3069         case RENDERPATH_GL11:
3070         case RENDERPATH_GL13:
3071         case RENDERPATH_GLES1:
3072                 break;
3073         case RENDERPATH_SOFT:
3074                 R_SetupShader_SetPermutationGLSL(mode, permutation);
3075                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3076                 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1            , 1, false, viewtolight16f);
3077                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
3078                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
3079                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Specular   , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3080                 DPSOFTRAST_Uniform2f(       DPSOFTRAST_UNIFORM_ShadowMap_TextureScale   , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3081                 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]);
3082                 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);
3083                 DPSOFTRAST_Uniform2f(       DPSOFTRAST_UNIFORM_ScreenToDepth            , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3084                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3085
3086                 R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
3087                 R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
3088                 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
3089                 R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
3090                 R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
3091                 R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
3092                 break;
3093         }
3094 }
3095
3096 #define SKINFRAME_HASH 1024
3097
3098 typedef struct
3099 {
3100         int loadsequence; // incremented each level change
3101         memexpandablearray_t array;
3102         skinframe_t *hash[SKINFRAME_HASH];
3103 }
3104 r_skinframe_t;
3105 r_skinframe_t r_skinframe;
3106
3107 void R_SkinFrame_PrepareForPurge(void)
3108 {
3109         r_skinframe.loadsequence++;
3110         // wrap it without hitting zero
3111         if (r_skinframe.loadsequence >= 200)
3112                 r_skinframe.loadsequence = 1;
3113 }
3114
3115 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3116 {
3117         if (!skinframe)
3118                 return;
3119         // mark the skinframe as used for the purging code
3120         skinframe->loadsequence = r_skinframe.loadsequence;
3121 }
3122
3123 void R_SkinFrame_Purge(void)
3124 {
3125         int i;
3126         skinframe_t *s;
3127         for (i = 0;i < SKINFRAME_HASH;i++)
3128         {
3129                 for (s = r_skinframe.hash[i];s;s = s->next)
3130                 {
3131                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3132                         {
3133                                 if (s->merged == s->base)
3134                                         s->merged = NULL;
3135                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3136                                 R_PurgeTexture(s->stain );s->stain  = NULL;
3137                                 R_PurgeTexture(s->merged);s->merged = NULL;
3138                                 R_PurgeTexture(s->base  );s->base   = NULL;
3139                                 R_PurgeTexture(s->pants );s->pants  = NULL;
3140                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
3141                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
3142                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
3143                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
3144                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
3145                                 R_PurgeTexture(s->reflect);s->reflect = NULL;
3146                                 s->loadsequence = 0;
3147                         }
3148                 }
3149         }
3150 }
3151
3152 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3153         skinframe_t *item;
3154         char basename[MAX_QPATH];
3155
3156         Image_StripImageExtension(name, basename, sizeof(basename));
3157
3158         if( last == NULL ) {
3159                 int hashindex;
3160                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3161                 item = r_skinframe.hash[hashindex];
3162         } else {
3163                 item = last->next;
3164         }
3165
3166         // linearly search through the hash bucket
3167         for( ; item ; item = item->next ) {
3168                 if( !strcmp( item->basename, basename ) ) {
3169                         return item;
3170                 }
3171         }
3172         return NULL;
3173 }
3174
3175 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3176 {
3177         skinframe_t *item;
3178         int hashindex;
3179         char basename[MAX_QPATH];
3180
3181         Image_StripImageExtension(name, basename, sizeof(basename));
3182
3183         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3184         for (item = r_skinframe.hash[hashindex];item;item = item->next)
3185                 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3186                         break;
3187
3188         if (!item) {
3189                 rtexture_t *dyntexture;
3190                 // check whether its a dynamic texture
3191                 dyntexture = CL_GetDynTexture( basename );
3192                 if (!add && !dyntexture)
3193                         return NULL;
3194                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3195                 memset(item, 0, sizeof(*item));
3196                 strlcpy(item->basename, basename, sizeof(item->basename));
3197                 item->base = dyntexture; // either NULL or dyntexture handle
3198                 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3199                 item->comparewidth = comparewidth;
3200                 item->compareheight = compareheight;
3201                 item->comparecrc = comparecrc;
3202                 item->next = r_skinframe.hash[hashindex];
3203                 r_skinframe.hash[hashindex] = item;
3204         }
3205         else if (textureflags & TEXF_FORCE_RELOAD)
3206         {
3207                 rtexture_t *dyntexture;
3208                 // check whether its a dynamic texture
3209                 dyntexture = CL_GetDynTexture( basename );
3210                 if (!add && !dyntexture)
3211                         return NULL;
3212                 if (item->merged == item->base)
3213                         item->merged = NULL;
3214                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3215                 R_PurgeTexture(item->stain );item->stain  = NULL;
3216                 R_PurgeTexture(item->merged);item->merged = NULL;
3217                 R_PurgeTexture(item->base  );item->base   = NULL;
3218                 R_PurgeTexture(item->pants );item->pants  = NULL;
3219                 R_PurgeTexture(item->shirt );item->shirt  = NULL;
3220                 R_PurgeTexture(item->nmap  );item->nmap   = NULL;
3221                 R_PurgeTexture(item->gloss );item->gloss  = NULL;
3222                 R_PurgeTexture(item->glow  );item->glow   = NULL;
3223                 R_PurgeTexture(item->fog   );item->fog    = NULL;
3224         R_PurgeTexture(item->reflect);item->reflect = NULL;
3225                 item->loadsequence = 0;
3226         }
3227         else if( item->base == NULL )
3228         {
3229                 rtexture_t *dyntexture;
3230                 // check whether its a dynamic texture
3231                 // 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]
3232                 dyntexture = CL_GetDynTexture( basename );
3233                 item->base = dyntexture; // either NULL or dyntexture handle
3234         }
3235
3236         R_SkinFrame_MarkUsed(item);
3237         return item;
3238 }
3239
3240 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3241         { \
3242                 unsigned long long avgcolor[5], wsum; \
3243                 int pix, comp, w; \
3244                 avgcolor[0] = 0; \
3245                 avgcolor[1] = 0; \
3246                 avgcolor[2] = 0; \
3247                 avgcolor[3] = 0; \
3248                 avgcolor[4] = 0; \
3249                 wsum = 0; \
3250                 for(pix = 0; pix < cnt; ++pix) \
3251                 { \
3252                         w = 0; \
3253                         for(comp = 0; comp < 3; ++comp) \
3254                                 w += getpixel; \
3255                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3256                         { \
3257                                 ++wsum; \
3258                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3259                                 w = getpixel; \
3260                                 for(comp = 0; comp < 3; ++comp) \
3261                                         avgcolor[comp] += getpixel * w; \
3262                                 avgcolor[3] += w; \
3263                         } \
3264                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3265                         avgcolor[4] += getpixel; \
3266                 } \
3267                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3268                         avgcolor[3] = 1; \
3269                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3270                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3271                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3272                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3273         }
3274
3275 extern cvar_t gl_picmip;
3276 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3277 {
3278         int j;
3279         unsigned char *pixels;
3280         unsigned char *bumppixels;
3281         unsigned char *basepixels = NULL;
3282         int basepixels_width = 0;
3283         int basepixels_height = 0;
3284         skinframe_t *skinframe;
3285         rtexture_t *ddsbase = NULL;
3286         qboolean ddshasalpha = false;
3287         float ddsavgcolor[4];
3288         char basename[MAX_QPATH];
3289         int miplevel = R_PicmipForFlags(textureflags);
3290         int savemiplevel = miplevel;
3291         int mymiplevel;
3292
3293         if (cls.state == ca_dedicated)
3294                 return NULL;
3295
3296         // return an existing skinframe if already loaded
3297         // if loading of the first image fails, don't make a new skinframe as it
3298         // would cause all future lookups of this to be missing
3299         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3300         if (skinframe && skinframe->base)
3301                 return skinframe;
3302
3303         Image_StripImageExtension(name, basename, sizeof(basename));
3304
3305         // check for DDS texture file first
3306         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
3307         {
3308                 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3309                 if (basepixels == NULL)
3310                         return NULL;
3311         }
3312
3313         // FIXME handle miplevel
3314
3315         if (developer_loading.integer)
3316                 Con_Printf("loading skin \"%s\"\n", name);
3317
3318         // we've got some pixels to store, so really allocate this new texture now
3319         if (!skinframe)
3320                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3321         textureflags &= ~TEXF_FORCE_RELOAD;
3322         skinframe->stain = NULL;
3323         skinframe->merged = NULL;
3324         skinframe->base = NULL;
3325         skinframe->pants = NULL;
3326         skinframe->shirt = NULL;
3327         skinframe->nmap = NULL;
3328         skinframe->gloss = NULL;
3329         skinframe->glow = NULL;
3330         skinframe->fog = NULL;
3331         skinframe->reflect = NULL;
3332         skinframe->hasalpha = false;
3333
3334         if (ddsbase)
3335         {
3336                 skinframe->base = ddsbase;
3337                 skinframe->hasalpha = ddshasalpha;
3338                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3339                 if (r_loadfog && skinframe->hasalpha)
3340                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
3341                 //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]);
3342         }
3343         else
3344         {
3345                 basepixels_width = image_width;
3346                 basepixels_height = image_height;
3347                 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);
3348                 if (textureflags & TEXF_ALPHA)
3349                 {
3350                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3351                         {
3352                                 if (basepixels[j] < 255)
3353                                 {
3354                                         skinframe->hasalpha = true;
3355                                         break;
3356                                 }
3357                         }
3358                         if (r_loadfog && skinframe->hasalpha)
3359                         {
3360                                 // has transparent pixels
3361                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3362                                 for (j = 0;j < image_width * image_height * 4;j += 4)
3363                                 {
3364                                         pixels[j+0] = 255;
3365                                         pixels[j+1] = 255;
3366                                         pixels[j+2] = 255;
3367                                         pixels[j+3] = basepixels[j+3];
3368                                 }
3369                                 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3370                                 Mem_Free(pixels);
3371                         }
3372                 }
3373                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3374 #ifndef USE_GLES2
3375                 //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]);
3376                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3377                         R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3378                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3379                         R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3380 #endif
3381         }
3382
3383         if (r_loaddds)
3384         {
3385                 mymiplevel = savemiplevel;
3386                 if (r_loadnormalmap)
3387                         skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
3388                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3389                 if (r_loadgloss)
3390                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3391                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3392                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3393                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3394         }
3395
3396         // _norm is the name used by tenebrae and has been adopted as standard
3397         if (r_loadnormalmap && skinframe->nmap == NULL)
3398         {
3399                 mymiplevel = savemiplevel;
3400                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3401                 {
3402                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3403                         Mem_Free(pixels);
3404                         pixels = NULL;
3405                 }
3406                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3407                 {
3408                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3409                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3410                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3411                         Mem_Free(pixels);
3412                         Mem_Free(bumppixels);
3413                 }
3414                 else if (r_shadow_bumpscale_basetexture.value > 0)
3415                 {
3416                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3417                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3418                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3419                         Mem_Free(pixels);
3420                 }
3421 #ifndef USE_GLES2
3422                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3423                         R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3424 #endif
3425         }
3426
3427         // _luma is supported only for tenebrae compatibility
3428         // _glow is the preferred name
3429         mymiplevel = savemiplevel;
3430         if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow",  skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
3431         {
3432                 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3433 #ifndef USE_GLES2
3434                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3435                         R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3436 #endif
3437                 Mem_Free(pixels);pixels = NULL;
3438         }
3439
3440         mymiplevel = savemiplevel;
3441         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3442         {
3443                 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3444 #ifndef USE_GLES2
3445                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3446                         R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3447 #endif
3448                 Mem_Free(pixels);
3449                 pixels = NULL;
3450         }
3451
3452         mymiplevel = savemiplevel;
3453         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3454         {
3455                 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3456 #ifndef USE_GLES2
3457                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3458                         R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3459 #endif
3460                 Mem_Free(pixels);
3461                 pixels = NULL;
3462         }
3463
3464         mymiplevel = savemiplevel;
3465         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3466         {
3467                 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3468 #ifndef USE_GLES2
3469                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3470                         R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3471 #endif
3472                 Mem_Free(pixels);
3473                 pixels = NULL;
3474         }
3475
3476         mymiplevel = savemiplevel;
3477         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3478         {
3479                 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3480 #ifndef USE_GLES2
3481                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3482                         R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3483 #endif
3484                 Mem_Free(pixels);
3485                 pixels = NULL;
3486         }
3487
3488         if (basepixels)
3489                 Mem_Free(basepixels);
3490
3491         return skinframe;
3492 }
3493
3494 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3495 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3496 {
3497         int i;
3498         unsigned char *temp1, *temp2;
3499         skinframe_t *skinframe;
3500
3501         if (cls.state == ca_dedicated)
3502                 return NULL;
3503
3504         // if already loaded just return it, otherwise make a new skinframe
3505         skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3506         if (skinframe && skinframe->base)
3507                 return skinframe;
3508         textureflags &= ~TEXF_FORCE_RELOAD;
3509
3510         skinframe->stain = NULL;
3511         skinframe->merged = NULL;
3512         skinframe->base = NULL;
3513         skinframe->pants = NULL;
3514         skinframe->shirt = NULL;
3515         skinframe->nmap = NULL;
3516         skinframe->gloss = NULL;
3517         skinframe->glow = NULL;
3518         skinframe->fog = NULL;
3519         skinframe->reflect = NULL;
3520         skinframe->hasalpha = false;
3521
3522         // if no data was provided, then clearly the caller wanted to get a blank skinframe
3523         if (!skindata)
3524                 return NULL;
3525
3526         if (developer_loading.integer)
3527                 Con_Printf("loading 32bit skin \"%s\"\n", name);
3528
3529         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3530         {
3531                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3532                 temp2 = temp1 + width * height * 4;
3533                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3534                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3535                 Mem_Free(temp1);
3536         }
3537         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3538         if (textureflags & TEXF_ALPHA)
3539         {
3540                 for (i = 3;i < width * height * 4;i += 4)
3541                 {
3542                         if (skindata[i] < 255)
3543                         {
3544                                 skinframe->hasalpha = true;
3545                                 break;
3546                         }
3547                 }
3548                 if (r_loadfog && skinframe->hasalpha)
3549                 {
3550                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3551                         memcpy(fogpixels, skindata, width * height * 4);
3552                         for (i = 0;i < width * height * 4;i += 4)
3553                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3554                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3555                         Mem_Free(fogpixels);
3556                 }
3557         }
3558
3559         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3560         //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]);
3561
3562         return skinframe;
3563 }
3564
3565 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3566 {
3567         int i;
3568         int featuresmask;
3569         skinframe_t *skinframe;
3570
3571         if (cls.state == ca_dedicated)
3572                 return NULL;
3573
3574         // if already loaded just return it, otherwise make a new skinframe
3575         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3576         if (skinframe && skinframe->base)
3577                 return skinframe;
3578         textureflags &= ~TEXF_FORCE_RELOAD;
3579
3580         skinframe->stain = NULL;
3581         skinframe->merged = NULL;
3582         skinframe->base = NULL;
3583         skinframe->pants = NULL;
3584         skinframe->shirt = NULL;
3585         skinframe->nmap = NULL;
3586         skinframe->gloss = NULL;
3587         skinframe->glow = NULL;
3588         skinframe->fog = NULL;
3589         skinframe->reflect = NULL;
3590         skinframe->hasalpha = false;
3591
3592         // if no data was provided, then clearly the caller wanted to get a blank skinframe
3593         if (!skindata)
3594                 return NULL;
3595
3596         if (developer_loading.integer)
3597                 Con_Printf("loading quake skin \"%s\"\n", name);
3598
3599         // 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)
3600         skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3601         memcpy(skinframe->qpixels, skindata, width*height);
3602         skinframe->qwidth = width;
3603         skinframe->qheight = height;
3604
3605         featuresmask = 0;
3606         for (i = 0;i < width * height;i++)
3607                 featuresmask |= palette_featureflags[skindata[i]];
3608
3609         skinframe->hasalpha = false;
3610         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3611         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3612         skinframe->qgeneratemerged = true;
3613         skinframe->qgeneratebase = skinframe->qhascolormapping;
3614         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3615
3616         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3617         //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]);
3618
3619         return skinframe;
3620 }
3621
3622 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3623 {
3624         int width;
3625         int height;
3626         unsigned char *skindata;
3627
3628         if (!skinframe->qpixels)
3629                 return;
3630
3631         if (!skinframe->qhascolormapping)
3632                 colormapped = false;
3633
3634         if (colormapped)
3635         {
3636                 if (!skinframe->qgeneratebase)
3637                         return;
3638         }
3639         else
3640         {
3641                 if (!skinframe->qgeneratemerged)
3642                         return;
3643         }
3644
3645         width = skinframe->qwidth;
3646         height = skinframe->qheight;
3647         skindata = skinframe->qpixels;
3648
3649         if (skinframe->qgeneratenmap)
3650         {
3651                 unsigned char *temp1, *temp2;
3652                 skinframe->qgeneratenmap = false;
3653                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3654                 temp2 = temp1 + width * height * 4;
3655                 // use either a custom palette or the quake palette
3656                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3657                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3658                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3659                 Mem_Free(temp1);
3660         }
3661
3662         if (skinframe->qgenerateglow)
3663         {
3664                 skinframe->qgenerateglow = false;
3665                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
3666         }
3667
3668         if (colormapped)
3669         {
3670                 skinframe->qgeneratebase = false;
3671                 skinframe->base  = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
3672                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
3673                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
3674         }
3675         else
3676         {
3677                 skinframe->qgeneratemerged = false;
3678                 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);
3679         }
3680
3681         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3682         {
3683                 Mem_Free(skinframe->qpixels);
3684                 skinframe->qpixels = NULL;
3685         }
3686 }
3687
3688 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)
3689 {
3690         int i;
3691         skinframe_t *skinframe;
3692
3693         if (cls.state == ca_dedicated)
3694                 return NULL;
3695
3696         // if already loaded just return it, otherwise make a new skinframe
3697         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3698         if (skinframe && skinframe->base)
3699                 return skinframe;
3700         textureflags &= ~TEXF_FORCE_RELOAD;
3701
3702         skinframe->stain = NULL;
3703         skinframe->merged = NULL;
3704         skinframe->base = NULL;
3705         skinframe->pants = NULL;
3706         skinframe->shirt = NULL;
3707         skinframe->nmap = NULL;
3708         skinframe->gloss = NULL;
3709         skinframe->glow = NULL;
3710         skinframe->fog = NULL;
3711         skinframe->reflect = NULL;
3712         skinframe->hasalpha = false;
3713
3714         // if no data was provided, then clearly the caller wanted to get a blank skinframe
3715         if (!skindata)
3716                 return NULL;
3717
3718         if (developer_loading.integer)
3719                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3720
3721         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3722         if (textureflags & TEXF_ALPHA)
3723         {
3724                 for (i = 0;i < width * height;i++)
3725                 {
3726                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3727                         {
3728                                 skinframe->hasalpha = true;
3729                                 break;
3730                         }
3731                 }
3732                 if (r_loadfog && skinframe->hasalpha)
3733                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3734         }
3735
3736         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3737         //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]);
3738
3739         return skinframe;
3740 }
3741
3742 skinframe_t *R_SkinFrame_LoadMissing(void)
3743 {
3744         skinframe_t *skinframe;
3745
3746         if (cls.state == ca_dedicated)
3747                 return NULL;
3748
3749         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3750         skinframe->stain = NULL;
3751         skinframe->merged = NULL;
3752         skinframe->base = NULL;
3753         skinframe->pants = NULL;
3754         skinframe->shirt = NULL;
3755         skinframe->nmap = NULL;
3756         skinframe->gloss = NULL;
3757         skinframe->glow = NULL;
3758         skinframe->fog = NULL;
3759         skinframe->reflect = NULL;
3760         skinframe->hasalpha = false;
3761
3762         skinframe->avgcolor[0] = rand() / RAND_MAX;
3763         skinframe->avgcolor[1] = rand() / RAND_MAX;
3764         skinframe->avgcolor[2] = rand() / RAND_MAX;
3765         skinframe->avgcolor[3] = 1;
3766
3767         return skinframe;
3768 }
3769
3770 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3771 typedef struct suffixinfo_s
3772 {
3773         const char *suffix;
3774         qboolean flipx, flipy, flipdiagonal;
3775 }
3776 suffixinfo_t;
3777 static suffixinfo_t suffix[3][6] =
3778 {
3779         {
3780                 {"px",   false, false, false},
3781                 {"nx",   false, false, false},
3782                 {"py",   false, false, false},
3783                 {"ny",   false, false, false},
3784                 {"pz",   false, false, false},
3785                 {"nz",   false, false, false}
3786         },
3787         {
3788                 {"posx", false, false, false},
3789                 {"negx", false, false, false},
3790                 {"posy", false, false, false},
3791                 {"negy", false, false, false},
3792                 {"posz", false, false, false},
3793                 {"negz", false, false, false}
3794         },
3795         {
3796                 {"rt",    true, false,  true},
3797                 {"lf",   false,  true,  true},
3798                 {"ft",    true,  true, false},
3799                 {"bk",   false, false, false},
3800                 {"up",    true, false,  true},
3801                 {"dn",    true, false,  true}
3802         }
3803 };
3804
3805 static int componentorder[4] = {0, 1, 2, 3};
3806
3807 rtexture_t *R_LoadCubemap(const char *basename)
3808 {
3809         int i, j, cubemapsize;
3810         unsigned char *cubemappixels, *image_buffer;
3811         rtexture_t *cubemaptexture;
3812         char name[256];
3813         // must start 0 so the first loadimagepixels has no requested width/height
3814         cubemapsize = 0;
3815         cubemappixels = NULL;
3816         cubemaptexture = NULL;
3817         // keep trying different suffix groups (posx, px, rt) until one loads
3818         for (j = 0;j < 3 && !cubemappixels;j++)
3819         {
3820                 // load the 6 images in the suffix group
3821                 for (i = 0;i < 6;i++)
3822                 {
3823                         // generate an image name based on the base and and suffix
3824                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3825                         // load it
3826                         if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3827                         {
3828                                 // an image loaded, make sure width and height are equal
3829                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3830                                 {
3831                                         // if this is the first image to load successfully, allocate the cubemap memory
3832                                         if (!cubemappixels && image_width >= 1)
3833                                         {
3834                                                 cubemapsize = image_width;
3835                                                 // note this clears to black, so unavailable sides are black
3836                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3837                                         }
3838                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3839                                         if (cubemappixels)
3840                                                 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);
3841                                 }
3842                                 else
3843                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3844                                 // free the image
3845                                 Mem_Free(image_buffer);
3846                         }
3847                 }
3848         }
3849         // if a cubemap loaded, upload it
3850         if (cubemappixels)
3851         {
3852                 if (developer_loading.integer)
3853                         Con_Printf("loading cubemap \"%s\"\n", basename);
3854
3855                 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);
3856                 Mem_Free(cubemappixels);
3857         }
3858         else
3859         {
3860                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3861                 if (developer_loading.integer)
3862                 {
3863                         Con_Printf("(tried tried images ");
3864                         for (j = 0;j < 3;j++)
3865                                 for (i = 0;i < 6;i++)
3866                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3867                         Con_Print(" and was unable to find any of them).\n");
3868                 }
3869         }
3870         return cubemaptexture;
3871 }
3872
3873 rtexture_t *R_GetCubemap(const char *basename)
3874 {
3875         int i;
3876         for (i = 0;i < r_texture_numcubemaps;i++)
3877                 if (r_texture_cubemaps[i] != NULL)
3878                         if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3879                                 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3880         if (i >= MAX_CUBEMAPS || !r_main_mempool)
3881                 return r_texture_whitecube;
3882         r_texture_numcubemaps++;
3883         r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3884         strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3885         r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3886         return r_texture_cubemaps[i]->texture;
3887 }
3888
3889 void R_FreeCubemap(const char *basename)
3890 {
3891         int i;
3892
3893         for (i = 0;i < r_texture_numcubemaps;i++)
3894         {
3895                 if (r_texture_cubemaps[i] != NULL)
3896                 {
3897                         if (r_texture_cubemaps[i]->texture)
3898                         {
3899                                 if (developer_loading.integer)
3900                                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename);
3901                                 R_FreeTexture(r_texture_cubemaps[i]->texture);
3902                                 Mem_Free(r_texture_cubemaps[i]);
3903                                 r_texture_cubemaps[i] = NULL;
3904                         }
3905                 }
3906         }
3907 }
3908
3909 void R_FreeCubemaps(void)
3910 {
3911         int i;
3912         for (i = 0;i < r_texture_numcubemaps;i++)
3913         {
3914                 if (developer_loading.integer)
3915                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename);
3916                 if (r_texture_cubemaps[i] != NULL)
3917                 {
3918                         if (r_texture_cubemaps[i]->texture)
3919                                 R_FreeTexture(r_texture_cubemaps[i]->texture);
3920                         Mem_Free(r_texture_cubemaps[i]);
3921                 }
3922         }
3923         r_texture_numcubemaps = 0;
3924 }
3925
3926 void R_Main_FreeViewCache(void)
3927 {
3928         if (r_refdef.viewcache.entityvisible)
3929                 Mem_Free(r_refdef.viewcache.entityvisible);
3930         if (r_refdef.viewcache.world_pvsbits)
3931                 Mem_Free(r_refdef.viewcache.world_pvsbits);
3932         if (r_refdef.viewcache.world_leafvisible)
3933                 Mem_Free(r_refdef.viewcache.world_leafvisible);
3934         if (r_refdef.viewcache.world_surfacevisible)
3935                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3936         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3937 }
3938
3939 void R_Main_ResizeViewCache(void)
3940 {
3941         int numentities = r_refdef.scene.numentities;
3942         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3943         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3944         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3945         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3946         if (r_refdef.viewcache.maxentities < numentities)
3947         {
3948                 r_refdef.viewcache.maxentities = numentities;
3949                 if (r_refdef.viewcache.entityvisible)
3950                         Mem_Free(r_refdef.viewcache.entityvisible);
3951                 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3952         }
3953         if (r_refdef.viewcache.world_numclusters != numclusters)
3954         {
3955                 r_refdef.viewcache.world_numclusters = numclusters;
3956                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3957                 if (r_refdef.viewcache.world_pvsbits)
3958                         Mem_Free(r_refdef.viewcache.world_pvsbits);
3959                 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3960         }
3961         if (r_refdef.viewcache.world_numleafs != numleafs)
3962         {
3963                 r_refdef.viewcache.world_numleafs = numleafs;
3964                 if (r_refdef.viewcache.world_leafvisible)
3965                         Mem_Free(r_refdef.viewcache.world_leafvisible);
3966                 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3967         }
3968         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3969         {
3970                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3971                 if (r_refdef.viewcache.world_surfacevisible)
3972                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
3973                 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3974         }
3975 }
3976
3977 extern rtexture_t *loadingscreentexture;
3978 void gl_main_start(void)
3979 {
3980         loadingscreentexture = NULL;
3981         r_texture_blanknormalmap = NULL;
3982         r_texture_white = NULL;
3983         r_texture_grey128 = NULL;
3984         r_texture_black = NULL;
3985         r_texture_whitecube = NULL;
3986         r_texture_normalizationcube = NULL;
3987         r_texture_fogattenuation = NULL;
3988         r_texture_fogheighttexture = NULL;
3989         r_texture_gammaramps = NULL;
3990         r_texture_numcubemaps = 0;
3991
3992         r_loaddds = r_texture_dds_load.integer != 0;
3993         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3994
3995         switch(vid.renderpath)
3996         {
3997         case RENDERPATH_GL20:
3998         case RENDERPATH_D3D9:
3999         case RENDERPATH_D3D10:
4000         case RENDERPATH_D3D11:
4001         case RENDERPATH_SOFT:
4002         case RENDERPATH_GLES2:
4003                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4004                 Cvar_SetValueQuick(&gl_combine, 1);
4005                 Cvar_SetValueQuick(&r_glsl, 1);
4006                 r_loadnormalmap = true;
4007                 r_loadgloss = true;
4008                 r_loadfog = false;
4009                 break;
4010         case RENDERPATH_GL13:
4011         case RENDERPATH_GLES1:
4012                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4013                 Cvar_SetValueQuick(&gl_combine, 1);
4014                 Cvar_SetValueQuick(&r_glsl, 0);
4015                 r_loadnormalmap = false;
4016                 r_loadgloss = false;
4017                 r_loadfog = true;
4018                 break;
4019         case RENDERPATH_GL11:
4020                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4021                 Cvar_SetValueQuick(&gl_combine, 0);
4022                 Cvar_SetValueQuick(&r_glsl, 0);
4023                 r_loadnormalmap = false;
4024                 r_loadgloss = false;
4025                 r_loadfog = true;
4026                 break;
4027         }
4028
4029         R_AnimCache_Free();
4030         R_FrameData_Reset();
4031
4032         r_numqueries = 0;
4033         r_maxqueries = 0;
4034         memset(r_queries, 0, sizeof(r_queries));
4035
4036         r_qwskincache = NULL;
4037         r_qwskincache_size = 0;
4038
4039         // due to caching of texture_t references, the collision cache must be reset
4040         Collision_Cache_Reset(true);
4041
4042         // set up r_skinframe loading system for textures
4043         memset(&r_skinframe, 0, sizeof(r_skinframe));
4044         r_skinframe.loadsequence = 1;
4045         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4046
4047         r_main_texturepool = R_AllocTexturePool();
4048         R_BuildBlankTextures();
4049         R_BuildNoTexture();
4050         if (vid.support.arb_texture_cube_map)
4051         {
4052                 R_BuildWhiteCube();
4053                 R_BuildNormalizationCube();
4054         }
4055         r_texture_fogattenuation = NULL;
4056         r_texture_fogheighttexture = NULL;
4057         r_texture_gammaramps = NULL;
4058         //r_texture_fogintensity = NULL;
4059         memset(&r_fb, 0, sizeof(r_fb));
4060         r_glsl_permutation = NULL;
4061         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4062         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4063         glslshaderstring = NULL;
4064 #ifdef SUPPORTD3D
4065         r_hlsl_permutation = NULL;
4066         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4067         Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4068 #endif
4069         hlslshaderstring = NULL;
4070         memset(&r_svbsp, 0, sizeof (r_svbsp));
4071
4072         memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4073         r_texture_numcubemaps = 0;
4074
4075         r_refdef.fogmasktable_density = 0;
4076 }
4077
4078 void gl_main_shutdown(void)
4079 {
4080         R_AnimCache_Free();
4081         R_FrameData_Reset();
4082
4083         R_Main_FreeViewCache();
4084
4085         switch(vid.renderpath)
4086         {
4087         case RENDERPATH_GL11:
4088         case RENDERPATH_GL13:
4089         case RENDERPATH_GL20:
4090         case RENDERPATH_GLES1:
4091         case RENDERPATH_GLES2:
4092 #ifdef GL_SAMPLES_PASSED_ARB
4093                 if (r_maxqueries)
4094                         qglDeleteQueriesARB(r_maxqueries, r_queries);
4095 #endif
4096                 break;
4097         case RENDERPATH_D3D9:
4098                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4099                 break;
4100         case RENDERPATH_D3D10:
4101                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4102                 break;
4103         case RENDERPATH_D3D11:
4104                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4105                 break;
4106         case RENDERPATH_SOFT:
4107                 break;
4108         }
4109
4110         r_numqueries = 0;
4111         r_maxqueries = 0;
4112         memset(r_queries, 0, sizeof(r_queries));
4113
4114         r_qwskincache = NULL;
4115         r_qwskincache_size = 0;
4116
4117         // clear out the r_skinframe state
4118         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4119         memset(&r_skinframe, 0, sizeof(r_skinframe));
4120
4121         if (r_svbsp.nodes)
4122                 Mem_Free(r_svbsp.nodes);
4123         memset(&r_svbsp, 0, sizeof (r_svbsp));
4124         R_FreeTexturePool(&r_main_texturepool);
4125         loadingscreentexture = NULL;
4126         r_texture_blanknormalmap = NULL;
4127         r_texture_white = NULL;
4128         r_texture_grey128 = NULL;
4129         r_texture_black = NULL;
4130         r_texture_whitecube = NULL;
4131         r_texture_normalizationcube = NULL;
4132         r_texture_fogattenuation = NULL;
4133         r_texture_fogheighttexture = NULL;
4134         r_texture_gammaramps = NULL;
4135         r_texture_numcubemaps = 0;
4136         //r_texture_fogintensity = NULL;
4137         memset(&r_fb, 0, sizeof(r_fb));
4138         R_GLSL_Restart_f();
4139
4140         r_glsl_permutation = NULL;
4141         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4142         Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4143         glslshaderstring = NULL;
4144 #ifdef SUPPORTD3D
4145         r_hlsl_permutation = NULL;
4146         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4147         Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4148 #endif
4149         hlslshaderstring = NULL;
4150 }
4151
4152 extern void CL_ParseEntityLump(char *entitystring);
4153 void gl_main_newmap(void)
4154 {
4155         // FIXME: move this code to client
4156         char *entities, entname[MAX_QPATH];
4157         if (r_qwskincache)
4158                 Mem_Free(r_qwskincache);
4159         r_qwskincache = NULL;
4160         r_qwskincache_size = 0;
4161         if (cl.worldmodel)
4162         {
4163                 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4164                 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4165                 {
4166                         CL_ParseEntityLump(entities);
4167                         Mem_Free(entities);
4168                         return;
4169                 }
4170                 if (cl.worldmodel->brush.entities)
4171                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
4172         }
4173         R_Main_FreeViewCache();
4174
4175         R_FrameData_Reset();
4176 }
4177
4178 void GL_Main_Init(void)
4179 {
4180         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4181
4182         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4183         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4184         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4185         if (gamemode == GAME_NEHAHRA)
4186         {
4187                 Cvar_RegisterVariable (&gl_fogenable);
4188                 Cvar_RegisterVariable (&gl_fogdensity);
4189                 Cvar_RegisterVariable (&gl_fogred);
4190                 Cvar_RegisterVariable (&gl_foggreen);
4191                 Cvar_RegisterVariable (&gl_fogblue);
4192                 Cvar_RegisterVariable (&gl_fogstart);
4193                 Cvar_RegisterVariable (&gl_fogend);
4194                 Cvar_RegisterVariable (&gl_skyclip);
4195         }
4196         Cvar_RegisterVariable(&r_motionblur);
4197         Cvar_RegisterVariable(&r_damageblur);
4198         Cvar_RegisterVariable(&r_motionblur_averaging);
4199         Cvar_RegisterVariable(&r_motionblur_randomize);
4200         Cvar_RegisterVariable(&r_motionblur_minblur);
4201         Cvar_RegisterVariable(&r_motionblur_maxblur);
4202         Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4203         Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4204         Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4205         Cvar_RegisterVariable(&r_motionblur_mousefactor);
4206         Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4207         Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4208         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4209         Cvar_RegisterVariable(&r_equalize_entities_minambient);
4210         Cvar_RegisterVariable(&r_equalize_entities_by);
4211         Cvar_RegisterVariable(&r_equalize_entities_to);
4212         Cvar_RegisterVariable(&r_depthfirst);
4213         Cvar_RegisterVariable(&r_useinfinitefarclip);
4214         Cvar_RegisterVariable(&r_farclip_base);
4215         Cvar_RegisterVariable(&r_farclip_world);
4216         Cvar_RegisterVariable(&r_nearclip);
4217         Cvar_RegisterVariable(&r_deformvertexes);
4218         Cvar_RegisterVariable(&r_transparent);
4219         Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4220         Cvar_RegisterVariable(&r_showoverdraw);
4221         Cvar_RegisterVariable(&r_showbboxes);
4222         Cvar_RegisterVariable(&r_showsurfaces);
4223         Cvar_RegisterVariable(&r_showtris);
4224         Cvar_RegisterVariable(&r_shownormals);
4225         Cvar_RegisterVariable(&r_showlighting);
4226         Cvar_RegisterVariable(&r_showshadowvolumes);
4227         Cvar_RegisterVariable(&r_showcollisionbrushes);
4228         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4229         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4230         Cvar_RegisterVariable(&r_showdisabledepthtest);
4231         Cvar_RegisterVariable(&r_drawportals);
4232         Cvar_RegisterVariable(&r_drawentities);
4233         Cvar_RegisterVariable(&r_draw2d);
4234         Cvar_RegisterVariable(&r_drawworld);
4235         Cvar_RegisterVariable(&r_cullentities_trace);
4236         Cvar_RegisterVariable(&r_cullentities_trace_samples);
4237         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4238         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4239         Cvar_RegisterVariable(&r_cullentities_trace_delay);
4240         Cvar_RegisterVariable(&r_sortentities);
4241         Cvar_RegisterVariable(&r_drawviewmodel);
4242         Cvar_RegisterVariable(&r_drawexteriormodel);
4243         Cvar_RegisterVariable(&r_speeds);
4244         Cvar_RegisterVariable(&r_fullbrights);
4245         Cvar_RegisterVariable(&r_wateralpha);
4246         Cvar_RegisterVariable(&r_dynamic);
4247         Cvar_RegisterVariable(&r_fakelight);
4248         Cvar_RegisterVariable(&r_fakelight_intensity);
4249         Cvar_RegisterVariable(&r_fullbright);
4250         Cvar_RegisterVariable(&r_shadows);
4251         Cvar_RegisterVariable(&r_shadows_darken);
4252         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4253         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4254         Cvar_RegisterVariable(&r_shadows_throwdistance);
4255         Cvar_RegisterVariable(&r_shadows_throwdirection);
4256         Cvar_RegisterVariable(&r_shadows_focus);
4257         Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4258         Cvar_RegisterVariable(&r_q1bsp_skymasking);
4259         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4260         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4261         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4262         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4263         Cvar_RegisterVariable(&r_fog_exp2);
4264         Cvar_RegisterVariable(&r_fog_clear);
4265         Cvar_RegisterVariable(&r_drawfog);
4266         Cvar_RegisterVariable(&r_transparentdepthmasking);
4267         Cvar_RegisterVariable(&r_transparent_sortmindist);
4268         Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4269         Cvar_RegisterVariable(&r_transparent_sortarraysize);
4270         Cvar_RegisterVariable(&r_texture_dds_load);
4271         Cvar_RegisterVariable(&r_texture_dds_save);
4272         Cvar_RegisterVariable(&r_textureunits);
4273         Cvar_RegisterVariable(&gl_combine);
4274         Cvar_RegisterVariable(&r_viewfbo);
4275         Cvar_RegisterVariable(&r_viewscale);
4276         Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4277         Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4278         Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4279         Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4280         Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4281         Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4282         Cvar_RegisterVariable(&r_glsl);
4283         Cvar_RegisterVariable(&r_glsl_deluxemapping);
4284         Cvar_RegisterVariable(&r_glsl_offsetmapping);
4285         Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4286         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4287         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4288         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4289         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4290         Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4291         Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4292         Cvar_RegisterVariable(&r_glsl_postprocess);
4293         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4294         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4295         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4296         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4297         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4298         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4299         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4300         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4301
4302         Cvar_RegisterVariable(&r_water);
4303         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4304         Cvar_RegisterVariable(&r_water_clippingplanebias);
4305         Cvar_RegisterVariable(&r_water_refractdistort);
4306         Cvar_RegisterVariable(&r_water_reflectdistort);
4307         Cvar_RegisterVariable(&r_water_scissormode);
4308         Cvar_RegisterVariable(&r_water_lowquality);
4309         Cvar_RegisterVariable(&r_water_hideplayer);
4310         Cvar_RegisterVariable(&r_water_fbo);
4311
4312         Cvar_RegisterVariable(&r_lerpsprites);
4313         Cvar_RegisterVariable(&r_lerpmodels);
4314         Cvar_RegisterVariable(&r_lerplightstyles);
4315         Cvar_RegisterVariable(&r_waterscroll);
4316         Cvar_RegisterVariable(&r_bloom);
4317         Cvar_RegisterVariable(&r_bloom_colorscale);
4318         Cvar_RegisterVariable(&r_bloom_brighten);
4319         Cvar_RegisterVariable(&r_bloom_blur);
4320         Cvar_RegisterVariable(&r_bloom_resolution);
4321         Cvar_RegisterVariable(&r_bloom_colorexponent);
4322         Cvar_RegisterVariable(&r_bloom_colorsubtract);
4323         Cvar_RegisterVariable(&r_hdr_scenebrightness);
4324         Cvar_RegisterVariable(&r_hdr_glowintensity);
4325         Cvar_RegisterVariable(&r_hdr_irisadaptation);
4326         Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4327         Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4328         Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4329         Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4330         Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4331         Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4332         Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
4333         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4334         Cvar_RegisterVariable(&developer_texturelogging);
4335         Cvar_RegisterVariable(&gl_lightmaps);
4336         Cvar_RegisterVariable(&r_test);
4337         Cvar_RegisterVariable(&r_glsl_saturation);
4338         Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4339         Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4340         Cvar_RegisterVariable(&r_framedatasize);
4341         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4342                 Cvar_SetValue("r_fullbrights", 0);
4343         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4344 }
4345
4346 extern void R_Textures_Init(void);
4347 extern void GL_Draw_Init(void);
4348 extern void GL_Main_Init(void);
4349 extern void R_Shadow_Init(void);
4350 extern void R_Sky_Init(void);
4351 extern void GL_Surf_Init(void);
4352 extern void R_Particles_Init(void);
4353 extern void R_Explosion_Init(void);
4354 extern void gl_backend_init(void);
4355 extern void Sbar_Init(void);
4356 extern void R_LightningBeams_Init(void);
4357 extern void Mod_RenderInit(void);
4358 extern void Font_Init(void);
4359
4360 void Render_Init(void)
4361 {
4362         gl_backend_init();
4363         R_Textures_Init();
4364         GL_Main_Init();
4365         Font_Init();
4366         GL_Draw_Init();
4367         R_Shadow_Init();
4368         R_Sky_Init();
4369         GL_Surf_Init();
4370         Sbar_Init();
4371         R_Particles_Init();
4372         R_Explosion_Init();
4373         R_LightningBeams_Init();
4374         Mod_RenderInit();
4375 }
4376
4377 /*
4378 ===============
4379 GL_Init
4380 ===============
4381 */
4382 #ifndef USE_GLES2
4383 extern char *ENGINE_EXTENSIONS;
4384 void GL_Init (void)
4385 {
4386         gl_renderer = (const char *)qglGetString(GL_RENDERER);
4387         gl_vendor = (const char *)qglGetString(GL_VENDOR);
4388         gl_version = (const char *)qglGetString(GL_VERSION);
4389         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4390
4391         if (!gl_extensions)
4392                 gl_extensions = "";
4393         if (!gl_platformextensions)
4394                 gl_platformextensions = "";
4395
4396         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4397         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4398         Con_Printf("GL_VERSION: %s\n", gl_version);
4399         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4400         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4401
4402         VID_CheckExtensions();
4403
4404         // LordHavoc: report supported extensions
4405         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4406
4407         // clear to black (loading plaque will be seen over this)
4408         GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4409 }
4410 #endif
4411
4412 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4413 {
4414         int i;
4415         mplane_t *p;
4416         if (r_trippy.integer)
4417                 return false;
4418         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4419         {
4420                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4421                 if (i == 4)
4422                         continue;
4423                 p = r_refdef.view.frustum + i;
4424                 switch(p->signbits)
4425                 {
4426                 default:
4427                 case 0:
4428                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4429                                 return true;
4430                         break;
4431                 case 1:
4432                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4433                                 return true;
4434                         break;
4435                 case 2:
4436                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4437                                 return true;
4438                         break;
4439                 case 3:
4440                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4441                                 return true;
4442                         break;
4443                 case 4:
4444                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4445                                 return true;
4446                         break;
4447                 case 5:
4448                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4449                                 return true;
4450                         break;
4451                 case 6:
4452                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4453                                 return true;
4454                         break;
4455                 case 7:
4456                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4457                                 return true;
4458                         break;
4459                 }
4460         }
4461         return false;
4462 }
4463
4464 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4465 {
4466         int i;
4467         const mplane_t *p;
4468         if (r_trippy.integer)
4469                 return false;
4470         for (i = 0;i < numplanes;i++)
4471         {
4472                 p = planes + i;
4473                 switch(p->signbits)
4474                 {
4475                 default:
4476                 case 0:
4477                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4478                                 return true;
4479                         break;
4480                 case 1:
4481                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4482                                 return true;
4483                         break;
4484                 case 2:
4485                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4486                                 return true;
4487                         break;
4488                 case 3:
4489                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4490                                 return true;
4491                         break;
4492                 case 4:
4493                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4494                                 return true;
4495                         break;
4496                 case 5:
4497                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4498                                 return true;
4499                         break;
4500                 case 6:
4501                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4502                                 return true;
4503                         break;
4504                 case 7:
4505                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4506                                 return true;
4507                         break;
4508                 }
4509         }
4510         return false;
4511 }
4512
4513 //==================================================================================
4514
4515 // LordHavoc: this stores temporary data used within the same frame
4516
4517 typedef struct r_framedata_mem_s
4518 {
4519         struct r_framedata_mem_s *purge; // older mem block to free on next frame
4520         size_t size; // how much usable space
4521         size_t current; // how much space in use
4522         size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4523         size_t wantedsize; // how much space was allocated
4524         unsigned char *data; // start of real data (16byte aligned)
4525 }
4526 r_framedata_mem_t;
4527
4528 static r_framedata_mem_t *r_framedata_mem;
4529
4530 void R_FrameData_Reset(void)
4531 {
4532         while (r_framedata_mem)
4533         {
4534                 r_framedata_mem_t *next = r_framedata_mem->purge;
4535                 Mem_Free(r_framedata_mem);
4536                 r_framedata_mem = next;
4537         }
4538 }
4539
4540 void R_FrameData_Resize(void)
4541 {
4542         size_t wantedsize;
4543         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4544         wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4545         if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize)
4546         {
4547                 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4548                 newmem->wantedsize = wantedsize;
4549                 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4550                 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4551                 newmem->current = 0;
4552                 newmem->mark = 0;
4553                 newmem->purge = r_framedata_mem;
4554                 r_framedata_mem = newmem;
4555         }
4556 }
4557
4558 void R_FrameData_NewFrame(void)
4559 {
4560         R_FrameData_Resize();
4561         if (!r_framedata_mem)
4562                 return;
4563         // if we ran out of space on the last frame, free the old memory now
4564         while (r_framedata_mem->purge)
4565         {
4566                 // repeatedly remove the second item in the list, leaving only head
4567                 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4568                 Mem_Free(r_framedata_mem->purge);
4569                 r_framedata_mem->purge = next;
4570         }
4571         // reset the current mem pointer
4572         r_framedata_mem->current = 0;
4573         r_framedata_mem->mark = 0;
4574 }
4575
4576 void *R_FrameData_Alloc(size_t size)
4577 {
4578         void *data;
4579
4580         // align to 16 byte boundary - the data pointer is already aligned, so we
4581         // only need to ensure the size of every allocation is also aligned
4582         size = (size + 15) & ~15;
4583
4584         while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4585         {
4586                 // emergency - we ran out of space, allocate more memory
4587                 Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f));
4588                 R_FrameData_Resize();
4589         }
4590
4591         data = r_framedata_mem->data + r_framedata_mem->current;
4592         r_framedata_mem->current += size;
4593
4594         // count the usage for stats
4595         r_refdef.stats.framedatacurrent = max(r_refdef.stats.framedatacurrent, (int)r_framedata_mem->current);
4596         r_refdef.stats.framedatasize = max(r_refdef.stats.framedatasize, (int)r_framedata_mem->size);
4597
4598         return (void *)data;
4599 }
4600
4601 void *R_FrameData_Store(size_t size, void *data)
4602 {
4603         void *d = R_FrameData_Alloc(size);
4604         if (d && data)
4605                 memcpy(d, data, size);
4606         return d;
4607 }
4608
4609 void R_FrameData_SetMark(void)
4610 {
4611         if (!r_framedata_mem)
4612                 return;
4613         r_framedata_mem->mark = r_framedata_mem->current;
4614 }
4615
4616 void R_FrameData_ReturnToMark(void)
4617 {
4618         if (!r_framedata_mem)
4619                 return;
4620         r_framedata_mem->current = r_framedata_mem->mark;
4621 }
4622
4623 //==================================================================================
4624
4625 // LordHavoc: animcache originally written by Echon, rewritten since then
4626
4627 /**
4628  * Animation cache prevents re-generating mesh data for an animated model
4629  * multiple times in one frame for lighting, shadowing, reflections, etc.
4630  */
4631
4632 void R_AnimCache_Free(void)
4633 {
4634 }
4635
4636 void R_AnimCache_ClearCache(void)
4637 {
4638         int i;
4639         entity_render_t *ent;
4640
4641         for (i = 0;i < r_refdef.scene.numentities;i++)
4642         {
4643                 ent = r_refdef.scene.entities[i];
4644                 ent->animcache_vertex3f = NULL;
4645                 ent->animcache_normal3f = NULL;
4646                 ent->animcache_svector3f = NULL;
4647                 ent->animcache_tvector3f = NULL;
4648                 ent->animcache_vertexmesh = NULL;
4649                 ent->animcache_vertex3fbuffer = NULL;
4650                 ent->animcache_vertexmeshbuffer = NULL;
4651         }
4652 }
4653
4654 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4655 {
4656         int i;
4657
4658         // check if we need the meshbuffers
4659         if (!vid.useinterleavedarrays)
4660                 return;
4661
4662         if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4663                 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4664         // TODO: upload vertex3f buffer?
4665         if (ent->animcache_vertexmesh)
4666         {
4667                 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4668                 for (i = 0;i < numvertices;i++)
4669                         memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4670                 if (ent->animcache_svector3f)
4671                         for (i = 0;i < numvertices;i++)
4672                                 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4673                 if (ent->animcache_tvector3f)
4674                         for (i = 0;i < numvertices;i++)
4675                                 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4676                 if (ent->animcache_normal3f)
4677                         for (i = 0;i < numvertices;i++)
4678                                 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4679                 // TODO: upload vertexmeshbuffer?
4680         }
4681 }
4682
4683 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4684 {
4685         dp_model_t *model = ent->model;
4686         int numvertices;
4687         // see if it's already cached this frame
4688         if (ent->animcache_vertex3f)
4689         {
4690                 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
4691                 if (wantnormals || wanttangents)
4692                 {
4693                         if (ent->animcache_normal3f)
4694                                 wantnormals = false;
4695                         if (ent->animcache_svector3f)
4696                                 wanttangents = false;
4697                         if (wantnormals || wanttangents)
4698                         {
4699                                 numvertices = model->surfmesh.num_vertices;
4700                                 if (wantnormals)
4701                                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4702                                 if (wanttangents)
4703                                 {
4704                                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4705                                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4706                                 }
4707                                 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4708                                 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4709                         }
4710                 }
4711         }
4712         else
4713         {
4714                 // see if this ent is worth caching
4715                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices)
4716                         return false;
4717                 // get some memory for this entity and generate mesh data
4718                 numvertices = model->surfmesh.num_vertices;
4719                 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4720                 if (wantnormals)
4721                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4722                 if (wanttangents)
4723                 {
4724                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4725                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4726                 }
4727                 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4728                 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4729         }
4730         return true;
4731 }
4732
4733 void R_AnimCache_CacheVisibleEntities(void)
4734 {
4735         int i;
4736         qboolean wantnormals = true;
4737         qboolean wanttangents = !r_showsurfaces.integer;
4738
4739         switch(vid.renderpath)
4740         {
4741         case RENDERPATH_GL20:
4742         case RENDERPATH_D3D9:
4743         case RENDERPATH_D3D10:
4744         case RENDERPATH_D3D11:
4745         case RENDERPATH_GLES2:
4746                 break;
4747         case RENDERPATH_GL11:
4748         case RENDERPATH_GL13:
4749         case RENDERPATH_GLES1:
4750                 wanttangents = false;
4751                 break;
4752         case RENDERPATH_SOFT:
4753                 break;
4754         }
4755
4756         if (r_shownormals.integer)
4757                 wanttangents = wantnormals = true;
4758
4759         // TODO: thread this
4760         // NOTE: R_PrepareRTLights() also caches entities
4761
4762         for (i = 0;i < r_refdef.scene.numentities;i++)
4763                 if (r_refdef.viewcache.entityvisible[i])
4764                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
4765 }
4766
4767 //==================================================================================
4768
4769 extern cvar_t r_overheadsprites_pushback;
4770
4771 static void R_View_UpdateEntityLighting (void)
4772 {
4773         int i;
4774         entity_render_t *ent;
4775         vec3_t tempdiffusenormal, avg;
4776         vec_t f, fa, fd, fdd;
4777         qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
4778
4779         for (i = 0;i < r_refdef.scene.numentities;i++)
4780         {
4781                 ent = r_refdef.scene.entities[i];
4782
4783                 // skip unseen models and models that updated by CSQC
4784                 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen) || ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
4785                         continue;
4786
4787                 // skip bsp models
4788                 if (ent->model && (ent->model == cl.worldmodel || ent->model->brush.parentmodel == cl.worldmodel))
4789                 {
4790                         // TODO: use modellight for r_ambient settings on world?
4791                         VectorSet(ent->modellight_ambient, 0, 0, 0);
4792                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
4793                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
4794                         continue;
4795                 }
4796
4797                 // fetch the lighting from the worldmodel data
4798                 VectorClear(ent->modellight_ambient);
4799                 VectorClear(ent->modellight_diffuse);
4800                 VectorClear(tempdiffusenormal);
4801                 if (ent->flags & RENDER_LIGHT)
4802                 {
4803                         vec3_t org;
4804                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4805
4806                         // complete lightning for lit sprites
4807                         // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
4808                         if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
4809                         {
4810                                 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
4811                                         org[2] = org[2] + r_overheadsprites_pushback.value;
4812                                 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
4813                         }
4814                         else
4815                                 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
4816
4817                         if(ent->flags & RENDER_EQUALIZE)
4818                         {
4819                                 // first fix up ambient lighting...
4820                                 if(r_equalize_entities_minambient.value > 0)
4821                                 {
4822                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4823                                         if(fd > 0)
4824                                         {
4825                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
4826                                                 if(fa < r_equalize_entities_minambient.value * fd)
4827                                                 {
4828                                                         // solve:
4829                                                         //   fa'/fd' = minambient
4830                                                         //   fa'+0.25*fd' = fa+0.25*fd
4831                                                         //   ...
4832                                                         //   fa' = fd' * minambient
4833                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
4834                                                         //   ...
4835                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
4836                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
4837                                                         //   ...
4838                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
4839                                                         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
4840                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
4841                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
4842                                                 }
4843                                         }
4844                                 }
4845
4846                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
4847                                 {
4848                                         fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
4849                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4850                                         f = fa + 0.25 * fd;
4851                                         if(f > 0)
4852                                         {
4853                                                 // adjust brightness and saturation to target
4854                                                 avg[0] = avg[1] = avg[2] = fa / f;
4855                                                 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
4856                                                 avg[0] = avg[1] = avg[2] = fd / f;
4857                                                 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
4858                                         }
4859                                 }
4860                         }
4861                 }
4862                 else // highly rare
4863                         VectorSet(ent->modellight_ambient, 1, 1, 1);
4864
4865                 // move the light direction into modelspace coordinates for lighting code
4866                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
4867                 if(VectorLength2(ent->modellight_lightdir) == 0)
4868                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
4869                 VectorNormalize(ent->modellight_lightdir);
4870         }
4871 }
4872
4873 #define MAX_LINEOFSIGHTTRACES 64
4874
4875 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
4876 {
4877         int i;
4878         vec3_t boxmins, boxmaxs;
4879         vec3_t start;
4880         vec3_t end;
4881         dp_model_t *model = r_refdef.scene.worldmodel;
4882
4883         if (!model || !model->brush.TraceLineOfSight)
4884                 return true;
4885
4886         // expand the box a little
4887         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
4888         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
4889         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
4890         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
4891         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
4892         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
4893
4894         // return true if eye is inside enlarged box
4895         if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
4896                 return true;
4897
4898         // try center
4899         VectorCopy(eye, start);
4900         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
4901         if (model->brush.TraceLineOfSight(model, start, end))
4902                 return true;
4903
4904         // try various random positions
4905         for (i = 0;i < numsamples;i++)
4906         {
4907                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4908                 if (model->brush.TraceLineOfSight(model, start, end))
4909                         return true;
4910         }
4911
4912         return false;
4913 }
4914
4915
4916 static void R_View_UpdateEntityVisible (void)
4917 {
4918         int i;
4919         int renderimask;
4920         int samples;
4921         entity_render_t *ent;
4922
4923         renderimask = r_refdef.envmap                                    ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4924                 : r_fb.water.hideplayer                                      ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4925                 : (chase_active.integer || r_fb.water.renderingscene)  ? RENDER_VIEWMODEL
4926                 :                                                          RENDER_EXTERIORMODEL;
4927         if (!r_drawviewmodel.integer)
4928                 renderimask |= RENDER_VIEWMODEL;
4929         if (!r_drawexteriormodel.integer)
4930                 renderimask |= RENDER_EXTERIORMODEL;
4931         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4932         {
4933                 // worldmodel can check visibility
4934                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4935                 for (i = 0;i < r_refdef.scene.numentities;i++)
4936                 {
4937                         ent = r_refdef.scene.entities[i];
4938                         if (!(ent->flags & renderimask))
4939                         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)))
4940                         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))
4941                                 r_refdef.viewcache.entityvisible[i] = true;
4942                 }
4943         }
4944         else
4945         {
4946                 // no worldmodel or it can't check visibility
4947                 for (i = 0;i < r_refdef.scene.numentities;i++)
4948                 {
4949                         ent = r_refdef.scene.entities[i];
4950                         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));
4951                 }
4952         }
4953         if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
4954                 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
4955         {
4956                 for (i = 0;i < r_refdef.scene.numentities;i++)
4957                 {
4958                         if (!r_refdef.viewcache.entityvisible[i])
4959                                 continue;
4960                         ent = r_refdef.scene.entities[i];
4961                         if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4962                         {
4963                                 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
4964                                 if (samples < 0)
4965                                         continue; // temp entities do pvs only
4966                                 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
4967                                         ent->last_trace_visibility = realtime;
4968                                 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4969                                         r_refdef.viewcache.entityvisible[i] = 0;
4970                         }
4971                 }
4972         }
4973 }
4974
4975 /// only used if skyrendermasked, and normally returns false
4976 int R_DrawBrushModelsSky (void)
4977 {
4978         int i, sky;
4979         entity_render_t *ent;
4980
4981         sky = false;
4982         for (i = 0;i < r_refdef.scene.numentities;i++)
4983         {
4984                 if (!r_refdef.viewcache.entityvisible[i])
4985                         continue;
4986                 ent = r_refdef.scene.entities[i];
4987                 if (!ent->model || !ent->model->DrawSky)
4988                         continue;
4989                 ent->model->DrawSky(ent);
4990                 sky = true;
4991         }
4992         return sky;
4993 }
4994
4995 static void R_DrawNoModel(entity_render_t *ent);
4996 static void R_DrawModels(void)
4997 {
4998         int i;
4999         entity_render_t *ent;
5000
5001         for (i = 0;i < r_refdef.scene.numentities;i++)
5002         {
5003                 if (!r_refdef.viewcache.entityvisible[i])
5004                         continue;
5005                 ent = r_refdef.scene.entities[i];
5006                 r_refdef.stats.entities++;
5007                 /*
5008                 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
5009                 {
5010                         vec3_t f, l, u, o;
5011                         Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
5012                         Con_Printf("R_DrawModels\n");
5013                         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]);
5014                         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);
5015                         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);
5016                 }
5017                 */
5018                 if (ent->model && ent->model->Draw != NULL)
5019                         ent->model->Draw(ent);
5020                 else
5021                         R_DrawNoModel(ent);
5022         }
5023 }
5024
5025 static void R_DrawModelsDepth(void)
5026 {
5027         int i;
5028         entity_render_t *ent;
5029
5030         for (i = 0;i < r_refdef.scene.numentities;i++)
5031         {
5032                 if (!r_refdef.viewcache.entityvisible[i])
5033                         continue;
5034                 ent = r_refdef.scene.entities[i];
5035                 if (ent->model && ent->model->DrawDepth != NULL)
5036                         ent->model->DrawDepth(ent);
5037         }
5038 }
5039
5040 static void R_DrawModelsDebug(void)
5041 {
5042         int i;
5043         entity_render_t *ent;
5044
5045         for (i = 0;i < r_refdef.scene.numentities;i++)
5046         {
5047                 if (!r_refdef.viewcache.entityvisible[i])
5048                         continue;
5049                 ent = r_refdef.scene.entities[i];
5050                 if (ent->model && ent->model->DrawDebug != NULL)
5051                         ent->model->DrawDebug(ent);
5052         }
5053 }
5054
5055 static void R_DrawModelsAddWaterPlanes(void)
5056 {
5057         int i;
5058         entity_render_t *ent;
5059
5060         for (i = 0;i < r_refdef.scene.numentities;i++)
5061         {
5062                 if (!r_refdef.viewcache.entityvisible[i])
5063                         continue;
5064                 ent = r_refdef.scene.entities[i];
5065                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5066                         ent->model->DrawAddWaterPlanes(ent);
5067         }
5068 }
5069
5070 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}};
5071
5072 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5073 {
5074         if (r_hdr_irisadaptation.integer)
5075         {
5076                 vec3_t p;
5077                 vec3_t ambient;
5078                 vec3_t diffuse;
5079                 vec3_t diffusenormal;
5080                 vec3_t forward;
5081                 vec_t brightness = 0.0f;
5082                 vec_t goal;
5083                 vec_t current;
5084                 vec_t d;
5085                 int c;
5086                 VectorCopy(r_refdef.view.forward, forward);
5087                 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
5088                 {
5089                         p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
5090                         p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
5091                         p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
5092                         R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5093                         d = DotProduct(forward, diffusenormal);
5094                         brightness += VectorLength(ambient);
5095                         if (d > 0)
5096                                 brightness += d * VectorLength(diffuse);
5097                 }
5098                 brightness *= 1.0f / c;
5099                 brightness += 0.00001f; // make sure it's never zero
5100                 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5101                 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5102                 current = r_hdr_irisadaptation_value.value;
5103                 if (current < goal)
5104                         current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5105                 else if (current > goal)
5106                         current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5107                 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5108                         Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5109         }
5110         else if (r_hdr_irisadaptation_value.value != 1.0f)
5111                 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5112 }
5113
5114 static void R_View_SetFrustum(const int *scissor)
5115 {
5116         int i;
5117         double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5118         vec3_t forward, left, up, origin, v;
5119
5120         if(scissor)
5121         {
5122                 // flipped x coordinates (because x points left here)
5123                 fpx =  1.0 - 2.0 * (scissor[0]              - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5124                 fnx =  1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5125
5126                 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5127                 switch(vid.renderpath)
5128                 {
5129                         case RENDERPATH_D3D9:
5130                         case RENDERPATH_D3D10:
5131                         case RENDERPATH_D3D11:
5132                                 // non-flipped y coordinates
5133                                 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5134                                 fpy = -1.0 + 2.0 * (vid.height - scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5135                                 break;
5136                         case RENDERPATH_SOFT:
5137                         case RENDERPATH_GL11:
5138                         case RENDERPATH_GL13:
5139                         case RENDERPATH_GL20:
5140                         case RENDERPATH_GLES1:
5141                         case RENDERPATH_GLES2:
5142                                 // non-flipped y coordinates
5143                                 fny = -1.0 + 2.0 * (scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5144                                 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5145                                 break;
5146                 }
5147         }
5148
5149         // we can't trust r_refdef.view.forward and friends in reflected scenes
5150         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5151
5152 #if 0
5153         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5154         r_refdef.view.frustum[0].normal[1] = 0 - 0;
5155         r_refdef.view.frustum[0].normal[2] = -1 - 0;
5156         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5157         r_refdef.view.frustum[1].normal[1] = 0 + 0;
5158         r_refdef.view.frustum[1].normal[2] = -1 + 0;
5159         r_refdef.view.frustum[2].normal[0] = 0 - 0;
5160         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5161         r_refdef.view.frustum[2].normal[2] = -1 - 0;
5162         r_refdef.view.frustum[3].normal[0] = 0 + 0;
5163         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5164         r_refdef.view.frustum[3].normal[2] = -1 + 0;
5165 #endif
5166
5167 #if 0
5168         zNear = r_refdef.nearclip;
5169         nudge = 1.0 - 1.0 / (1<<23);
5170         r_refdef.view.frustum[4].normal[0] = 0 - 0;
5171         r_refdef.view.frustum[4].normal[1] = 0 - 0;
5172         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5173         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5174         r_refdef.view.frustum[5].normal[0] = 0 + 0;
5175         r_refdef.view.frustum[5].normal[1] = 0 + 0;
5176         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5177         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5178 #endif
5179
5180
5181
5182 #if 0
5183         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5184         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5185         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5186         r_refdef.view.frustum[0].dist = m[15] - m[12];
5187
5188         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5189         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5190         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5191         r_refdef.view.frustum[1].dist = m[15] + m[12];
5192
5193         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5194         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5195         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5196         r_refdef.view.frustum[2].dist = m[15] - m[13];
5197
5198         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5199         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5200         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5201         r_refdef.view.frustum[3].dist = m[15] + m[13];
5202
5203         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5204         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5205         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5206         r_refdef.view.frustum[4].dist = m[15] - m[14];
5207
5208         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5209         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5210         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5211         r_refdef.view.frustum[5].dist = m[15] + m[14];
5212 #endif
5213
5214         if (r_refdef.view.useperspective)
5215         {
5216                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5217                 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]);
5218                 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]);
5219                 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]);
5220                 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]);
5221
5222                 // then the normals from the corners relative to origin
5223                 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5224                 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5225                 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5226                 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5227
5228                 // in a NORMAL view, forward cross left == up
5229                 // in a REFLECTED view, forward cross left == down
5230                 // so our cross products above need to be adjusted for a left handed coordinate system
5231                 CrossProduct(forward, left, v);
5232                 if(DotProduct(v, up) < 0)
5233                 {
5234                         VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5235                         VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5236                         VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5237                         VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5238                 }
5239
5240                 // Leaving those out was a mistake, those were in the old code, and they
5241                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5242                 // I couldn't reproduce it after adding those normalizations. --blub
5243                 VectorNormalize(r_refdef.view.frustum[0].normal);
5244                 VectorNormalize(r_refdef.view.frustum[1].normal);
5245                 VectorNormalize(r_refdef.view.frustum[2].normal);
5246                 VectorNormalize(r_refdef.view.frustum[3].normal);
5247
5248                 // make the corners absolute
5249                 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5250                 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5251                 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5252                 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5253
5254                 // one more normal
5255                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5256
5257                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5258                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5259                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5260                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5261                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5262         }
5263         else
5264         {
5265                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5266                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5267                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5268                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5269                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5270                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5271                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5272                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5273                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5274                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5275         }
5276         r_refdef.view.numfrustumplanes = 5;
5277
5278         if (r_refdef.view.useclipplane)
5279         {
5280                 r_refdef.view.numfrustumplanes = 6;
5281                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5282         }
5283
5284         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5285                 PlaneClassify(r_refdef.view.frustum + i);
5286
5287         // LordHavoc: note to all quake engine coders, Quake had a special case
5288         // for 90 degrees which assumed a square view (wrong), so I removed it,
5289         // Quake2 has it disabled as well.
5290
5291         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5292         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5293         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5294         //PlaneClassify(&frustum[0]);
5295
5296         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5297         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5298         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5299         //PlaneClassify(&frustum[1]);
5300
5301         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5302         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5303         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5304         //PlaneClassify(&frustum[2]);
5305
5306         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5307         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5308         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5309         //PlaneClassify(&frustum[3]);
5310
5311         // nearclip plane
5312         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5313         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5314         //PlaneClassify(&frustum[4]);
5315 }
5316
5317 void R_View_UpdateWithScissor(const int *myscissor)
5318 {
5319         R_Main_ResizeViewCache();
5320         R_View_SetFrustum(myscissor);
5321         R_View_WorldVisibility(r_refdef.view.useclipplane);
5322         R_View_UpdateEntityVisible();
5323         R_View_UpdateEntityLighting();
5324         R_AnimCache_CacheVisibleEntities();
5325 }
5326
5327 void R_View_Update(void)
5328 {
5329         R_Main_ResizeViewCache();
5330         R_View_SetFrustum(NULL);
5331         R_View_WorldVisibility(r_refdef.view.useclipplane);
5332         R_View_UpdateEntityVisible();
5333         R_View_UpdateEntityLighting();
5334         R_AnimCache_CacheVisibleEntities();
5335 }
5336
5337 float viewscalefpsadjusted = 1.0f;
5338
5339 void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5340 {
5341         float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5342         scale = bound(0.03125f, scale, 1.0f);
5343         *outwidth = (int)ceil(width * scale);
5344         *outheight = (int)ceil(height * scale);
5345 }
5346
5347 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5348 {
5349         const float *customclipplane = NULL;
5350         float plane[4];
5351         int /*rtwidth,*/ rtheight, scaledwidth, scaledheight;
5352         if (r_refdef.view.useclipplane && allowwaterclippingplane)
5353         {
5354                 // LordHavoc: couldn't figure out how to make this approach the
5355                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5356                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5357                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5358                         dist = r_refdef.view.clipplane.dist;
5359                 plane[0] = r_refdef.view.clipplane.normal[0];
5360                 plane[1] = r_refdef.view.clipplane.normal[1];
5361                 plane[2] = r_refdef.view.clipplane.normal[2];
5362                 plane[3] = -dist;
5363                 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5364         }
5365
5366         //rtwidth = fbo ? R_TextureWidth(depthtexture ? depthtexture : colortexture) : vid.width;
5367         rtheight = fbo ? R_TextureHeight(depthtexture ? depthtexture : colortexture) : vid.height;
5368
5369         R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5370         if (!r_refdef.view.useperspective)
5371                 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);
5372         else if (vid.stencil && r_useinfinitefarclip.integer)
5373                 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);
5374         else
5375                 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);
5376         R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5377         R_SetViewport(&r_refdef.view.viewport);
5378         if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5379         {
5380                 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5381                 float screenplane[4];
5382                 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5383                 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5384                 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5385                 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5386                 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5387         }
5388 }
5389
5390 void R_EntityMatrix(const matrix4x4_t *matrix)
5391 {
5392         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5393         {
5394                 gl_modelmatrixchanged = false;
5395                 gl_modelmatrix = *matrix;
5396                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5397                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5398                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5399                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5400                 CHECKGLERROR
5401                 switch(vid.renderpath)
5402                 {
5403                 case RENDERPATH_D3D9:
5404 #ifdef SUPPORTD3D
5405                         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5406                         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5407 #endif
5408                         break;
5409                 case RENDERPATH_D3D10:
5410                         Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5411                         break;
5412                 case RENDERPATH_D3D11:
5413                         Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5414                         break;
5415                 case RENDERPATH_GL11:
5416                 case RENDERPATH_GL13:
5417                 case RENDERPATH_GLES1:
5418                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5419                         break;
5420                 case RENDERPATH_SOFT:
5421                         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5422                         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5423                         break;
5424                 case RENDERPATH_GL20:
5425                 case RENDERPATH_GLES2:
5426                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5427                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5428                         break;
5429                 }
5430         }
5431 }
5432
5433 void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, float x2, float y2)
5434 {
5435         r_viewport_t viewport;
5436
5437         CHECKGLERROR
5438
5439         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5440         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);
5441         R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5442         R_SetViewport(&viewport);
5443         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5444         GL_Color(1, 1, 1, 1);
5445         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5446         GL_BlendFunc(GL_ONE, GL_ZERO);
5447         GL_ScissorTest(false);
5448         GL_DepthMask(false);
5449         GL_DepthRange(0, 1);
5450         GL_DepthTest(false);
5451         GL_DepthFunc(GL_LEQUAL);
5452         R_EntityMatrix(&identitymatrix);
5453         R_Mesh_ResetTextureState();
5454         GL_PolygonOffset(0, 0);
5455         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5456         switch(vid.renderpath)
5457         {
5458         case RENDERPATH_GL11:
5459         case RENDERPATH_GL13:
5460         case RENDERPATH_GL20:
5461         case RENDERPATH_GLES1:
5462         case RENDERPATH_GLES2:
5463                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5464                 break;
5465         case RENDERPATH_D3D9:
5466         case RENDERPATH_D3D10:
5467         case RENDERPATH_D3D11:
5468         case RENDERPATH_SOFT:
5469                 break;
5470         }
5471         GL_CullFace(GL_NONE);
5472
5473         CHECKGLERROR
5474 }
5475
5476 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5477 {
5478         DrawQ_Finish();
5479
5480         R_ResetViewRendering2D_Common(fbo, depthtexture, colortexture, 1, 1);
5481 }
5482
5483 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5484 {
5485         DrawQ_Finish();
5486
5487         R_SetupView(true, fbo, depthtexture, colortexture);
5488         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5489         GL_Color(1, 1, 1, 1);
5490         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5491         GL_BlendFunc(GL_ONE, GL_ZERO);
5492         GL_ScissorTest(true);
5493         GL_DepthMask(true);
5494         GL_DepthRange(0, 1);
5495         GL_DepthTest(true);
5496         GL_DepthFunc(GL_LEQUAL);
5497         R_EntityMatrix(&identitymatrix);
5498         R_Mesh_ResetTextureState();
5499         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5500         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5501         switch(vid.renderpath)
5502         {
5503         case RENDERPATH_GL11:
5504         case RENDERPATH_GL13:
5505         case RENDERPATH_GL20:
5506         case RENDERPATH_GLES1:
5507         case RENDERPATH_GLES2:
5508                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5509                 break;
5510         case RENDERPATH_D3D9:
5511         case RENDERPATH_D3D10:
5512         case RENDERPATH_D3D11:
5513         case RENDERPATH_SOFT:
5514                 break;
5515         }
5516         GL_CullFace(r_refdef.view.cullface_back);
5517 }
5518
5519 /*
5520 ================
5521 R_RenderView_UpdateViewVectors
5522 ================
5523 */
5524 static void R_RenderView_UpdateViewVectors(void)
5525 {
5526         // break apart the view matrix into vectors for various purposes
5527         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5528         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5529         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5530         VectorNegate(r_refdef.view.left, r_refdef.view.right);
5531         // make an inverted copy of the view matrix for tracking sprites
5532         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5533 }
5534
5535 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5536 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5537
5538 static void R_Water_StartFrame(void)
5539 {
5540         int i;
5541         int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5542         r_waterstate_waterplane_t *p;
5543         qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.samples < 2;
5544
5545         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5546                 return;
5547
5548         switch(vid.renderpath)
5549         {
5550         case RENDERPATH_GL20:
5551         case RENDERPATH_D3D9:
5552         case RENDERPATH_D3D10:
5553         case RENDERPATH_D3D11:
5554         case RENDERPATH_SOFT:
5555         case RENDERPATH_GLES2:
5556                 break;
5557         case RENDERPATH_GL11:
5558         case RENDERPATH_GL13:
5559         case RENDERPATH_GLES1:
5560                 return;
5561         }
5562
5563         // set waterwidth and waterheight to the water resolution that will be
5564         // used (often less than the screen resolution for faster rendering)
5565         R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5566
5567         // calculate desired texture sizes
5568         // can't use water if the card does not support the texture size
5569         if (!r_water.integer || r_showsurfaces.integer)
5570                 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5571         else if (vid.support.arb_texture_non_power_of_two)
5572         {
5573                 texturewidth = waterwidth;
5574                 textureheight = waterheight;
5575                 camerawidth = waterwidth;
5576                 cameraheight = waterheight;
5577         }
5578         else
5579         {
5580                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
5581                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
5582                 for (camerawidth    = 1;camerawidth   <= waterwidth; camerawidth    *= 2); camerawidth  /= 2;
5583                 for (cameraheight   = 1;cameraheight  <= waterheight;cameraheight   *= 2); cameraheight /= 2;
5584         }
5585
5586         // allocate textures as needed
5587         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))
5588         {
5589                 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5590                 for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++)
5591                 {
5592                         if (p->texture_refraction)
5593                                 R_FreeTexture(p->texture_refraction);
5594                         p->texture_refraction = NULL;
5595                         if (p->fbo_refraction)
5596                                 R_Mesh_DestroyFramebufferObject(p->fbo_refraction);
5597                         p->fbo_refraction = 0;
5598                         if (p->texture_reflection)
5599                                 R_FreeTexture(p->texture_reflection);
5600                         p->texture_reflection = NULL;
5601                         if (p->fbo_reflection)
5602                                 R_Mesh_DestroyFramebufferObject(p->fbo_reflection);
5603                         p->fbo_reflection = 0;
5604                         if (p->texture_camera)
5605                                 R_FreeTexture(p->texture_camera);
5606                         p->texture_camera = NULL;
5607                         if (p->fbo_camera)
5608                                 R_Mesh_DestroyFramebufferObject(p->fbo_camera);
5609                         p->fbo_camera = 0;
5610                 }
5611                 memset(&r_fb.water, 0, sizeof(r_fb.water));
5612                 r_fb.water.texturewidth = texturewidth;
5613                 r_fb.water.textureheight = textureheight;
5614                 r_fb.water.camerawidth = camerawidth;
5615                 r_fb.water.cameraheight = cameraheight;
5616         }
5617
5618         if (r_fb.water.texturewidth)
5619         {
5620                 int scaledwidth, scaledheight;
5621
5622                 r_fb.water.enabled = true;
5623
5624                 // water resolution is usually reduced
5625                 r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5626                 r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5627                 R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight);
5628
5629                 // set up variables that will be used in shader setup
5630                 r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5631                 r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5632                 r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5633                 r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5634         }
5635
5636         r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5637         r_fb.water.numwaterplanes = 0;
5638 }
5639
5640 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5641 {
5642         int planeindex, bestplaneindex, vertexindex;
5643         vec3_t mins, maxs, normal, center, v, n;
5644         vec_t planescore, bestplanescore;
5645         mplane_t plane;
5646         r_waterstate_waterplane_t *p;
5647         texture_t *t = R_GetCurrentTexture(surface->texture);
5648
5649         rsurface.texture = t;
5650         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5651         // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
5652         if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
5653                 return;
5654         // average the vertex normals, find the surface bounds (after deformvertexes)
5655         Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
5656         Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
5657         VectorCopy(n, normal);
5658         VectorCopy(v, mins);
5659         VectorCopy(v, maxs);
5660         for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
5661         {
5662                 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5663                 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5664                 VectorAdd(normal, n, normal);
5665                 mins[0] = min(mins[0], v[0]);
5666                 mins[1] = min(mins[1], v[1]);
5667                 mins[2] = min(mins[2], v[2]);
5668                 maxs[0] = max(maxs[0], v[0]);
5669                 maxs[1] = max(maxs[1], v[1]);
5670                 maxs[2] = max(maxs[2], v[2]);
5671         }
5672         VectorNormalize(normal);
5673         VectorMAM(0.5f, mins, 0.5f, maxs, center);
5674
5675         VectorCopy(normal, plane.normal);
5676         VectorNormalize(plane.normal);
5677         plane.dist = DotProduct(center, plane.normal);
5678         PlaneClassify(&plane);
5679         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5680         {
5681                 // skip backfaces (except if nocullface is set)
5682 //              if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5683 //                      return;
5684                 VectorNegate(plane.normal, plane.normal);
5685                 plane.dist *= -1;
5686                 PlaneClassify(&plane);
5687         }
5688
5689
5690         // find a matching plane if there is one
5691         bestplaneindex = -1;
5692         bestplanescore = 1048576.0f;
5693         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5694         {
5695                 if(p->camera_entity == t->camera_entity)
5696                 {
5697                         planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
5698                         if (bestplaneindex < 0 || bestplanescore > planescore)
5699                         {
5700                                 bestplaneindex = planeindex;
5701                                 bestplanescore = planescore;
5702                         }
5703                 }
5704         }
5705         planeindex = bestplaneindex;
5706         p = r_fb.water.waterplanes + planeindex;
5707
5708         // if this surface does not fit any known plane rendered this frame, add one
5709         if ((planeindex < 0 || bestplanescore > 0.001f) && r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
5710         {
5711                 // store the new plane
5712                 planeindex = r_fb.water.numwaterplanes++;
5713                 p = r_fb.water.waterplanes + planeindex;
5714                 p->plane = plane;
5715                 // clear materialflags and pvs
5716                 p->materialflags = 0;
5717                 p->pvsvalid = false;
5718                 p->camera_entity = t->camera_entity;
5719                 VectorCopy(mins, p->mins);
5720                 VectorCopy(maxs, p->maxs);
5721         }
5722         else
5723         {
5724                 // merge mins/maxs when we're adding this surface to the plane
5725                 p->mins[0] = min(p->mins[0], mins[0]);
5726                 p->mins[1] = min(p->mins[1], mins[1]);
5727                 p->mins[2] = min(p->mins[2], mins[2]);
5728                 p->maxs[0] = max(p->maxs[0], maxs[0]);
5729                 p->maxs[1] = max(p->maxs[1], maxs[1]);
5730                 p->maxs[2] = max(p->maxs[2], maxs[2]);
5731         }
5732         // merge this surface's materialflags into the waterplane
5733         p->materialflags |= t->currentmaterialflags;
5734         if(!(p->materialflags & MATERIALFLAG_CAMERA))
5735         {
5736                 // merge this surface's PVS into the waterplane
5737                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5738                  && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5739                 {
5740                         r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
5741                         p->pvsvalid = true;
5742                 }
5743         }
5744 }
5745
5746 extern cvar_t r_drawparticles;
5747 extern cvar_t r_drawdecals;
5748
5749 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5750 {
5751         int myscissor[4];
5752         r_refdef_view_t originalview;
5753         r_refdef_view_t myview;
5754         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;
5755         r_waterstate_waterplane_t *p;
5756         vec3_t visorigin;
5757         qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.samples < 2;
5758
5759         originalview = r_refdef.view;
5760
5761         // lowquality hack, temporarily shut down some cvars and restore afterwards
5762         qualityreduction = r_water_lowquality.integer;
5763         if (qualityreduction > 0)
5764         {
5765                 if (qualityreduction >= 1)
5766                 {
5767                         old_r_shadows = r_shadows.integer;
5768                         old_r_worldrtlight = r_shadow_realtime_world.integer;
5769                         old_r_dlight = r_shadow_realtime_dlight.integer;
5770                         Cvar_SetValueQuick(&r_shadows, 0);
5771                         Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
5772                         Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
5773                 }
5774                 if (qualityreduction >= 2)
5775                 {
5776                         old_r_dynamic = r_dynamic.integer;
5777                         old_r_particles = r_drawparticles.integer;
5778                         old_r_decals = r_drawdecals.integer;
5779                         Cvar_SetValueQuick(&r_dynamic, 0);
5780                         Cvar_SetValueQuick(&r_drawparticles, 0);
5781                         Cvar_SetValueQuick(&r_drawdecals, 0);
5782                 }
5783         }
5784
5785         // make sure enough textures are allocated
5786         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5787         {
5788                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5789                 {
5790                         if (!p->texture_refraction)
5791                                 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5792                         if (!p->texture_refraction)
5793                                 goto error;
5794                         if (usewaterfbo)
5795                         {
5796                                 if (r_fb.water.depthtexture == NULL)
5797                                         r_fb.water.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, 24, false, vid.support.ext_packed_depth_stencil);
5798                                 if (p->fbo_refraction == 0)
5799                                         p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
5800                         }
5801                 }
5802                 else if (p->materialflags & MATERIALFLAG_CAMERA)
5803                 {
5804                         if (!p->texture_camera)
5805                                 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_fb.water.camerawidth, r_fb.water.cameraheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
5806                         if (!p->texture_camera)
5807                                 goto error;
5808                         if (usewaterfbo)
5809                         {
5810                                 if (r_fb.water.depthtexture == NULL)
5811                                         r_fb.water.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, 24, false, vid.support.ext_packed_depth_stencil);
5812                                 if (p->fbo_camera == 0)
5813                                         p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
5814                         }
5815                 }
5816
5817                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5818                 {
5819                         if (!p->texture_reflection)
5820                                 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5821                         if (!p->texture_reflection)
5822                                 goto error;
5823                         if (usewaterfbo)
5824                         {
5825                                 if (r_fb.water.depthtexture == NULL)
5826                                         r_fb.water.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, 24, false, vid.support.ext_packed_depth_stencil);
5827                                 if (p->fbo_reflection == 0)
5828                                         p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
5829                         }
5830                 }
5831         }
5832
5833         // render views
5834         r_refdef.view = originalview;
5835         r_refdef.view.showdebug = false;
5836         r_refdef.view.width = r_fb.water.waterwidth;
5837         r_refdef.view.height = r_fb.water.waterheight;
5838         r_refdef.view.useclipplane = true;
5839         myview = r_refdef.view;
5840         r_fb.water.renderingscene = true;
5841         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5842         {
5843                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5844                 {
5845                         r_refdef.view = myview;
5846                         if(r_water_scissormode.integer)
5847                         {
5848                                 R_SetupView(true, p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5849                                 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5850                                         continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5851                         }
5852
5853                         // render reflected scene and copy into texture
5854                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
5855                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
5856                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
5857                         r_refdef.view.clipplane = p->plane;
5858                         // reverse the cullface settings for this render
5859                         r_refdef.view.cullface_front = GL_FRONT;
5860                         r_refdef.view.cullface_back = GL_BACK;
5861                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
5862                         {
5863                                 r_refdef.view.usecustompvs = true;
5864                                 if (p->pvsvalid)
5865                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5866                                 else
5867                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5868                         }
5869
5870                         r_fb.water.hideplayer = r_water_hideplayer.integer >= 2;
5871                         R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5872                         R_ClearScreen(r_refdef.fogenabled);
5873                         if(r_water_scissormode.integer & 2)
5874                                 R_View_UpdateWithScissor(myscissor);
5875                         else
5876                                 R_View_Update();
5877                         if(r_water_scissormode.integer & 1)
5878                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5879                         R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5880
5881                         if (!p->fbo_reflection)
5882                                 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);
5883                         r_fb.water.hideplayer = false;
5884                 }
5885
5886                 // render the normal view scene and copy into texture
5887                 // (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)
5888                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5889                 {
5890                         r_refdef.view = myview;
5891                         if(r_water_scissormode.integer)
5892                         {
5893                                 R_SetupView(true, p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5894                                 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5895                                         continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5896                         }
5897
5898                         r_fb.water.hideplayer = r_water_hideplayer.integer >= 1;
5899
5900                         r_refdef.view.clipplane = p->plane;
5901                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5902                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5903
5904                         if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
5905                         {
5906                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5907                                 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
5908                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5909                                 R_RenderView_UpdateViewVectors();
5910                                 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5911                                 {
5912                                         r_refdef.view.usecustompvs = true;
5913                                         r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
5914                                 }
5915                         }
5916
5917                         PlaneClassify(&r_refdef.view.clipplane);
5918
5919                         R_ResetViewRendering3D(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5920                         R_ClearScreen(r_refdef.fogenabled);
5921                         if(r_water_scissormode.integer & 2)
5922                                 R_View_UpdateWithScissor(myscissor);
5923                         else
5924                                 R_View_Update();
5925                         if(r_water_scissormode.integer & 1)
5926                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5927                         R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5928
5929                         if (!p->fbo_refraction)
5930                                 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);
5931                         r_fb.water.hideplayer = false;
5932                 }
5933                 else if (p->materialflags & MATERIALFLAG_CAMERA)
5934                 {
5935                         r_refdef.view = myview;
5936
5937                         r_refdef.view.clipplane = p->plane;
5938                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5939                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5940
5941                         r_refdef.view.width = r_fb.water.camerawidth;
5942                         r_refdef.view.height = r_fb.water.cameraheight;
5943                         r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5944                         r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5945                         r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
5946                         r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
5947
5948                         if(p->camera_entity)
5949                         {
5950                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5951                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5952                         }
5953
5954                         // note: all of the view is used for displaying... so
5955                         // there is no use in scissoring
5956
5957                         // reverse the cullface settings for this render
5958                         r_refdef.view.cullface_front = GL_FRONT;
5959                         r_refdef.view.cullface_back = GL_BACK;
5960                         // also reverse the view matrix
5961                         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
5962                         R_RenderView_UpdateViewVectors();
5963                         if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5964                         {
5965                                 r_refdef.view.usecustompvs = true;
5966                                 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);
5967                         }
5968                         
5969                         // camera needs no clipplane
5970                         r_refdef.view.useclipplane = false;
5971
5972                         PlaneClassify(&r_refdef.view.clipplane);
5973
5974                         r_fb.water.hideplayer = false;
5975
5976                         R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
5977                         R_ClearScreen(r_refdef.fogenabled);
5978                         R_View_Update();
5979                         R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
5980
5981                         if (!p->fbo_camera)
5982                                 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);
5983                         r_fb.water.hideplayer = false;
5984                 }
5985
5986         }
5987         if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
5988         r_fb.water.renderingscene = false;
5989         r_refdef.view = originalview;
5990         R_ResetViewRendering3D(fbo, depthtexture, colortexture);
5991         if (!r_fb.water.depthtexture)
5992                 R_ClearScreen(r_refdef.fogenabled);
5993         R_View_Update();
5994         goto finish;
5995 error:
5996         r_refdef.view = originalview;
5997         r_fb.water.renderingscene = false;
5998         Cvar_SetValueQuick(&r_water, 0);
5999         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
6000 finish:
6001         // lowquality hack, restore cvars
6002         if (qualityreduction > 0)
6003         {
6004                 if (qualityreduction >= 1)
6005                 {
6006                         Cvar_SetValueQuick(&r_shadows, old_r_shadows);
6007                         Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
6008                         Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
6009                 }
6010                 if (qualityreduction >= 2)
6011                 {
6012                         Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
6013                         Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
6014                         Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
6015                 }
6016         }
6017 }
6018
6019 void R_Bloom_StartFrame(void)
6020 {
6021         int i;
6022         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
6023         int viewwidth, viewheight;
6024         qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.samples < 2;
6025         textype_t textype = TEXTYPE_COLORBUFFER;
6026
6027         switch (vid.renderpath)
6028         {
6029         case RENDERPATH_GL20:
6030         case RENDERPATH_GLES2:
6031                 if (vid.support.ext_framebuffer_object)
6032                 {
6033                         if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
6034                         if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
6035                 }
6036                 break;
6037         case RENDERPATH_GL11:
6038         case RENDERPATH_GL13:
6039         case RENDERPATH_GLES1:
6040         case RENDERPATH_D3D9:
6041         case RENDERPATH_D3D10:
6042         case RENDERPATH_D3D11:
6043         case RENDERPATH_SOFT:
6044                 break;
6045         }
6046
6047         if (r_viewscale_fpsscaling.integer)
6048         {
6049                 double actualframetime;
6050                 double targetframetime;
6051                 double adjust;
6052                 actualframetime = r_refdef.lastdrawscreentime;
6053                 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
6054                 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
6055                 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
6056                 if (r_viewscale_fpsscaling_stepsize.value > 0)
6057                         adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
6058                 viewscalefpsadjusted += adjust;
6059                 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
6060         }
6061         else
6062                 viewscalefpsadjusted = 1.0f;
6063
6064         R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
6065
6066         switch(vid.renderpath)
6067         {
6068         case RENDERPATH_GL20:
6069         case RENDERPATH_D3D9:
6070         case RENDERPATH_D3D10:
6071         case RENDERPATH_D3D11:
6072         case RENDERPATH_SOFT:
6073         case RENDERPATH_GLES2:
6074                 break;
6075         case RENDERPATH_GL11:
6076         case RENDERPATH_GL13:
6077         case RENDERPATH_GLES1:
6078                 return;
6079         }
6080
6081         // set bloomwidth and bloomheight to the bloom resolution that will be
6082         // used (often less than the screen resolution for faster rendering)
6083         r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
6084         r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
6085         r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
6086         r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
6087         r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
6088
6089         // calculate desired texture sizes
6090         if (vid.support.arb_texture_non_power_of_two)
6091         {
6092                 screentexturewidth = vid.width;
6093                 screentextureheight = vid.height;
6094                 bloomtexturewidth = r_fb.bloomwidth;
6095                 bloomtextureheight = r_fb.bloomheight;
6096         }
6097         else
6098         {
6099                 for (screentexturewidth  = 1;screentexturewidth  < vid.width       ;screentexturewidth  *= 2);
6100                 for (screentextureheight = 1;screentextureheight < vid.height      ;screentextureheight *= 2);
6101                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_fb.bloomwidth ;bloomtexturewidth   *= 2);
6102                 for (bloomtextureheight  = 1;bloomtextureheight  < r_fb.bloomheight;bloomtextureheight  *= 2);
6103         }
6104
6105         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))
6106         {
6107                 Cvar_SetValueQuick(&r_bloom, 0);
6108                 Cvar_SetValueQuick(&r_motionblur, 0);
6109                 Cvar_SetValueQuick(&r_damageblur, 0);
6110         }
6111
6112         if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))
6113          && !r_bloom.integer
6114          && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0))
6115          && !useviewfbo
6116          && r_viewscale.value == 1.0f
6117          && !r_viewscale_fpsscaling.integer)
6118                 screentexturewidth = screentextureheight = 0;
6119         if (!r_bloom.integer)
6120                 bloomtexturewidth = bloomtextureheight = 0;
6121
6122         // allocate textures as needed
6123         if (r_fb.screentexturewidth != screentexturewidth
6124          || r_fb.screentextureheight != screentextureheight
6125          || r_fb.bloomtexturewidth != bloomtexturewidth
6126          || r_fb.bloomtextureheight != bloomtextureheight
6127          || r_fb.textype != textype
6128          || useviewfbo != (r_fb.fbo != 0))
6129         {
6130                 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6131                 {
6132                         if (r_fb.bloomtexture[i])
6133                                 R_FreeTexture(r_fb.bloomtexture[i]);
6134                         r_fb.bloomtexture[i] = NULL;
6135
6136                         if (r_fb.bloomfbo[i])
6137                                 R_Mesh_DestroyFramebufferObject(r_fb.bloomfbo[i]);
6138                         r_fb.bloomfbo[i] = 0;
6139                 }
6140
6141                 if (r_fb.fbo)
6142                         R_Mesh_DestroyFramebufferObject(r_fb.fbo);
6143                 r_fb.fbo = 0;
6144
6145                 if (r_fb.colortexture)
6146                         R_FreeTexture(r_fb.colortexture);
6147                 r_fb.colortexture = NULL;
6148
6149                 if (r_fb.depthtexture)
6150                         R_FreeTexture(r_fb.depthtexture);
6151                 r_fb.depthtexture = NULL;
6152
6153                 if (r_fb.ghosttexture)
6154                         R_FreeTexture(r_fb.ghosttexture);
6155                 r_fb.ghosttexture = NULL;
6156
6157                 r_fb.screentexturewidth = screentexturewidth;
6158                 r_fb.screentextureheight = screentextureheight;
6159                 r_fb.bloomtexturewidth = bloomtexturewidth;
6160                 r_fb.bloomtextureheight = bloomtextureheight;
6161                 r_fb.textype = textype;
6162
6163                 if (r_fb.screentexturewidth && r_fb.screentextureheight)
6164                 {
6165                         if (r_motionblur.value > 0 || r_damageblur.value > 0)
6166                                 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);
6167                         r_fb.ghosttexture_valid = false;
6168                         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);
6169                         if (useviewfbo)
6170                         {
6171                                 // FIXME: choose depth bits based on a cvar
6172                                 r_fb.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, 24, false, vid.support.ext_packed_depth_stencil);
6173                                 r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6174                                 R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6175 #ifndef USE_GLES2
6176                                 // render depth into one texture and color into the other
6177                                 if (qglDrawBuffer)
6178                                 {
6179                                         int status;
6180                                         qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
6181                                         qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
6182                                         status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
6183                                         if (status != GL_FRAMEBUFFER_COMPLETE)
6184                                                 Con_Printf("R_Bloom_StartFrame: glCheckFramebufferStatusEXT returned %i\n", status);
6185                                 }
6186 #endif
6187                         }
6188                 }
6189
6190                 if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight)
6191                 {
6192                         for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6193                         {
6194                                 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);
6195                                 if (useviewfbo)
6196                                         r_fb.bloomfbo[i] = R_Mesh_CreateFramebufferObject(NULL, r_fb.bloomtexture[i], NULL, NULL, NULL);
6197                         }
6198                 }
6199         }
6200
6201         // bloom texture is a different resolution
6202         r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
6203         r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6204         r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
6205         r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
6206         r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight);
6207
6208         // set up a texcoord array for the full resolution screen image
6209         // (we have to keep this around to copy back during final render)
6210         r_fb.screentexcoord2f[0] = 0;
6211         r_fb.screentexcoord2f[1] = (float)viewheight    / (float)r_fb.screentextureheight;
6212         r_fb.screentexcoord2f[2] = (float)viewwidth     / (float)r_fb.screentexturewidth;
6213         r_fb.screentexcoord2f[3] = (float)viewheight    / (float)r_fb.screentextureheight;
6214         r_fb.screentexcoord2f[4] = (float)viewwidth     / (float)r_fb.screentexturewidth;
6215         r_fb.screentexcoord2f[5] = 0;
6216         r_fb.screentexcoord2f[6] = 0;
6217         r_fb.screentexcoord2f[7] = 0;
6218
6219         // set up a texcoord array for the reduced resolution bloom image
6220         // (which will be additive blended over the screen image)
6221         r_fb.bloomtexcoord2f[0] = 0;
6222         r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6223         r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth  / (float)r_fb.bloomtexturewidth;
6224         r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6225         r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth  / (float)r_fb.bloomtexturewidth;
6226         r_fb.bloomtexcoord2f[5] = 0;
6227         r_fb.bloomtexcoord2f[6] = 0;
6228         r_fb.bloomtexcoord2f[7] = 0;
6229
6230         switch(vid.renderpath)
6231         {
6232         case RENDERPATH_GL11:
6233         case RENDERPATH_GL13:
6234         case RENDERPATH_GL20:
6235         case RENDERPATH_SOFT:
6236         case RENDERPATH_GLES1:
6237         case RENDERPATH_GLES2:
6238                 break;
6239         case RENDERPATH_D3D9:
6240         case RENDERPATH_D3D10:
6241         case RENDERPATH_D3D11:
6242                 {
6243                         int i;
6244                         for (i = 0;i < 4;i++)
6245                         {
6246                                 r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
6247                                 r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
6248                                 r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
6249                                 r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
6250                         }
6251                 }
6252                 break;
6253         }
6254
6255         R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, r_refdef.view.x, (r_fb.bloomfbo[0] ? r_fb.bloomtextureheight : vid.height) - r_fb.bloomheight - r_refdef.view.y, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6256
6257         if (r_fb.fbo)
6258                 r_refdef.view.clear = true;
6259 }
6260
6261 void R_Bloom_MakeTexture(void)
6262 {
6263         int x, range, dir;
6264         float xoffset, yoffset, r, brighten;
6265         rtexture_t *intex;
6266         float colorscale = r_bloom_colorscale.value;
6267
6268         r_refdef.stats.bloom++;
6269
6270         if (!r_fb.fbo)
6271         {
6272                 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);
6273                 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6274         }
6275
6276         // scale down screen texture to the bloom texture size
6277         CHECKGLERROR
6278         r_fb.bloomindex = 0;
6279         R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6280         R_SetViewport(&r_fb.bloomviewport);
6281         GL_BlendFunc(GL_ONE, GL_ZERO);
6282         GL_Color(colorscale, colorscale, colorscale, 1);
6283         // 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...
6284         switch(vid.renderpath)
6285         {
6286         case RENDERPATH_GL11:
6287         case RENDERPATH_GL13:
6288         case RENDERPATH_GL20:
6289         case RENDERPATH_GLES1:
6290         case RENDERPATH_GLES2:
6291         case RENDERPATH_SOFT:
6292                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6293                 break;
6294         case RENDERPATH_D3D9:
6295         case RENDERPATH_D3D10:
6296         case RENDERPATH_D3D11:
6297                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6298                 break;
6299         }
6300         // TODO: do boxfilter scale-down in shader?
6301         R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true, true);
6302         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6303         r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6304
6305         // we now have a properly scaled bloom image
6306         if (!r_fb.bloomfbo[r_fb.bloomindex])
6307         {
6308                 // copy it into the bloom texture
6309                 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);
6310                 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6311         }
6312
6313         // multiply bloom image by itself as many times as desired
6314         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6315         {
6316                 intex = r_fb.bloomtexture[r_fb.bloomindex];
6317                 r_fb.bloomindex ^= 1;
6318                 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6319                 x *= 2;
6320                 r = bound(0, r_bloom_colorexponent.value / x, 1);
6321                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6322                 GL_Color(r,r,r,1);
6323                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
6324                 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6325                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6326                 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6327
6328                 if (!r_fb.bloomfbo[r_fb.bloomindex])
6329                 {
6330                         // copy the darkened image to a texture
6331                         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);
6332                         r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6333                 }
6334         }
6335
6336         range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
6337         brighten = r_bloom_brighten.value;
6338         brighten = sqrt(brighten);
6339         if(range >= 1)
6340                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6341
6342         for (dir = 0;dir < 2;dir++)
6343         {
6344                 intex = r_fb.bloomtexture[r_fb.bloomindex];
6345                 r_fb.bloomindex ^= 1;
6346                 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6347                 // blend on at multiple vertical offsets to achieve a vertical blur
6348                 // TODO: do offset blends using GLSL
6349                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6350                 GL_BlendFunc(GL_ONE, GL_ZERO);
6351                 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6352                 for (x = -range;x <= range;x++)
6353                 {
6354                         if (!dir){xoffset = 0;yoffset = x;}
6355                         else {xoffset = x;yoffset = 0;}
6356                         xoffset /= (float)r_fb.bloomtexturewidth;
6357                         yoffset /= (float)r_fb.bloomtextureheight;
6358                         // compute a texcoord array with the specified x and y offset
6359                         r_fb.offsettexcoord2f[0] = xoffset+0;
6360                         r_fb.offsettexcoord2f[1] = yoffset+(float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6361                         r_fb.offsettexcoord2f[2] = xoffset+(float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6362                         r_fb.offsettexcoord2f[3] = yoffset+(float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6363                         r_fb.offsettexcoord2f[4] = xoffset+(float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6364                         r_fb.offsettexcoord2f[5] = yoffset+0;
6365                         r_fb.offsettexcoord2f[6] = xoffset+0;
6366                         r_fb.offsettexcoord2f[7] = yoffset+0;
6367                         // this r value looks like a 'dot' particle, fading sharply to
6368                         // black at the edges
6369                         // (probably not realistic but looks good enough)
6370                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6371                         //r = brighten/(range*2+1);
6372                         r = brighten / (range * 2 + 1);
6373                         if(range >= 1)
6374                                 r *= (1 - x*x/(float)(range*range));
6375                         GL_Color(r, r, r, 1);
6376                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
6377                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6378                         r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6379                         GL_BlendFunc(GL_ONE, GL_ONE);
6380                 }
6381
6382                 if (!r_fb.bloomfbo[r_fb.bloomindex])
6383                 {
6384                         // copy the vertically or horizontally blurred bloom view to a texture
6385                         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);
6386                         r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6387                 }
6388         }
6389 }
6390
6391 static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6392 {
6393         unsigned int permutation;
6394         float uservecs[4][4];
6395
6396         switch (vid.renderpath)
6397         {
6398         case RENDERPATH_GL20:
6399         case RENDERPATH_D3D9:
6400         case RENDERPATH_D3D10:
6401         case RENDERPATH_D3D11:
6402         case RENDERPATH_SOFT:
6403         case RENDERPATH_GLES2:
6404                 permutation =
6405                           (r_fb.bloomtexture[r_fb.bloomindex] ? SHADERPERMUTATION_BLOOM : 0)
6406                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6407                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6408                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6409                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6410
6411                 if (r_fb.colortexture)
6412                 {
6413                         if (!r_fb.fbo)
6414                         {
6415                                 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);
6416                                 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6417                         }
6418
6419                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
6420                         {
6421                                 // declare variables
6422                                 float blur_factor, blur_mouseaccel, blur_velocity;
6423                                 static float blur_average; 
6424                                 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6425
6426                                 // set a goal for the factoring
6427                                 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value) 
6428                                         / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6429                                 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value) 
6430                                         / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6431                                 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value) 
6432                                         + (blur_mouseaccel * r_motionblur_mousefactor.value));
6433
6434                                 // from the goal, pick an averaged value between goal and last value
6435                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6436                                 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6437
6438                                 // enforce minimum amount of blur 
6439                                 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6440
6441                                 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6442
6443                                 // calculate values into a standard alpha
6444                                 cl.motionbluralpha = 1 - exp(-
6445                                                 (
6446                                                  (r_motionblur.value * blur_factor / 80)
6447                                                  +
6448                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6449                                                 )
6450                                                 /
6451                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
6452                                           );
6453
6454                                 // randomization for the blur value to combat persistent ghosting
6455                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6456                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6457
6458                                 // apply the blur
6459                                 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
6460                                 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
6461                                 {
6462                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6463                                         GL_Color(1, 1, 1, cl.motionbluralpha);
6464                                         switch(vid.renderpath)
6465                                         {
6466                                         case RENDERPATH_GL11:
6467                                         case RENDERPATH_GL13:
6468                                         case RENDERPATH_GL20:
6469                                         case RENDERPATH_GLES1:
6470                                         case RENDERPATH_GLES2:
6471                                         case RENDERPATH_SOFT:
6472                                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6473                                                 break;
6474                                         case RENDERPATH_D3D9:
6475                                         case RENDERPATH_D3D10:
6476                                         case RENDERPATH_D3D11:
6477                                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6478                                                 break;
6479                                         }
6480                                         R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
6481                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6482                                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6483                                 }
6484
6485                                 // updates old view angles for next pass
6486                                 VectorCopy(cl.viewangles, blur_oldangles);
6487
6488                                 // copy view into the ghost texture
6489                                 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);
6490                                 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6491                                 r_fb.ghosttexture_valid = true;
6492                         }
6493                 }
6494                 else
6495                 {
6496                         // no r_fb.colortexture means we're rendering to the real fb
6497                         // we may still have to do view tint...
6498                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6499                         {
6500                                 // apply a color tint to the whole view
6501                                 R_ResetViewRendering2D(0, NULL, NULL);
6502                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6503                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6504                                 R_SetupShader_Generic_NoTexture(false, true);
6505                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6506                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6507                         }
6508                         break; // no screen processing, no bloom, skip it
6509                 }
6510
6511                 if (r_fb.bloomtexture[0])
6512                 {
6513                         // make the bloom texture
6514                         R_Bloom_MakeTexture();
6515                 }
6516
6517 #if _MSC_VER >= 1400
6518 #define sscanf sscanf_s
6519 #endif
6520                 memset(uservecs, 0, sizeof(uservecs));
6521                 if (r_glsl_postprocess_uservec1_enable.integer)
6522                         sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6523                 if (r_glsl_postprocess_uservec2_enable.integer)
6524                         sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6525                 if (r_glsl_postprocess_uservec3_enable.integer)
6526                         sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6527                 if (r_glsl_postprocess_uservec4_enable.integer)
6528                         sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6529
6530                 R_ResetViewRendering2D(0, NULL, NULL); // here we render to the real framebuffer!
6531                 GL_Color(1, 1, 1, 1);
6532                 GL_BlendFunc(GL_ONE, GL_ZERO);
6533
6534                 switch(vid.renderpath)
6535                 {
6536                 case RENDERPATH_GL20:
6537                 case RENDERPATH_GLES2:
6538                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6539                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6540                         if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First     , r_fb.colortexture);
6541                         if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second    , r_fb.bloomtexture[r_fb.bloomindex]);
6542                         if (r_glsl_permutation->tex_Texture_GammaRamps      >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps       );
6543                         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]);
6544                         if (r_glsl_permutation->loc_PixelSize               >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize         , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6545                         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]);
6546                         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]);
6547                         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]);
6548                         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]);
6549                         if (r_glsl_permutation->loc_Saturation              >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
6550                         if (r_glsl_permutation->loc_PixelToScreenTexCoord   >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6551                         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);
6552                         break;
6553                 case RENDERPATH_D3D9:
6554 #ifdef SUPPORTD3D
6555                         // 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...
6556                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6557                         R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6558                         R_Mesh_TexBind(GL20TU_FIRST     , r_fb.colortexture);
6559                         R_Mesh_TexBind(GL20TU_SECOND    , r_fb.bloomtexture[r_fb.bloomindex]);
6560                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
6561                         hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor        , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6562                         hlslPSSetParameter2f(D3DPSREGISTER_PixelSize            , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6563                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec1             , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6564                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec2             , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6565                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec3             , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6566                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec4             , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6567                         hlslPSSetParameter1f(D3DPSREGISTER_Saturation           , r_glsl_saturation.value);
6568                         hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6569                         hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6570 #endif
6571                         break;
6572                 case RENDERPATH_D3D10:
6573                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6574                         break;
6575                 case RENDERPATH_D3D11:
6576                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6577                         break;
6578                 case RENDERPATH_SOFT:
6579                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6580                         R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6581                         R_Mesh_TexBind(GL20TU_FIRST     , r_fb.colortexture);
6582                         R_Mesh_TexBind(GL20TU_SECOND    , r_fb.bloomtexture[r_fb.bloomindex]);
6583                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
6584                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor     , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6585                         DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize         , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6586                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1          , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6587                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2          , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6588                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3          , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6589                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4          , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6590                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation        , r_glsl_saturation.value);
6591                         DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6592                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6593                         break;
6594                 default:
6595                         break;
6596                 }
6597                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6598                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
6599                 break;
6600         case RENDERPATH_GL11:
6601         case RENDERPATH_GL13:
6602         case RENDERPATH_GLES1:
6603                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6604                 {
6605                         // apply a color tint to the whole view
6606                         R_ResetViewRendering2D(0, NULL, NULL);
6607                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6608                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6609                         R_SetupShader_Generic_NoTexture(false, true);
6610                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6611                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6612                 }
6613                 break;
6614         }
6615 }
6616
6617 matrix4x4_t r_waterscrollmatrix;
6618
6619 void R_UpdateFog(void)
6620 {
6621         // Nehahra fog
6622         if (gamemode == GAME_NEHAHRA)
6623         {
6624                 if (gl_fogenable.integer)
6625                 {
6626                         r_refdef.oldgl_fogenable = true;
6627                         r_refdef.fog_density = gl_fogdensity.value;
6628                         r_refdef.fog_red = gl_fogred.value;
6629                         r_refdef.fog_green = gl_foggreen.value;
6630                         r_refdef.fog_blue = gl_fogblue.value;
6631                         r_refdef.fog_alpha = 1;
6632                         r_refdef.fog_start = 0;
6633                         r_refdef.fog_end = gl_skyclip.value;
6634                         r_refdef.fog_height = 1<<30;
6635                         r_refdef.fog_fadedepth = 128;
6636                 }
6637                 else if (r_refdef.oldgl_fogenable)
6638                 {
6639                         r_refdef.oldgl_fogenable = false;
6640                         r_refdef.fog_density = 0;
6641                         r_refdef.fog_red = 0;
6642                         r_refdef.fog_green = 0;
6643                         r_refdef.fog_blue = 0;
6644                         r_refdef.fog_alpha = 0;
6645                         r_refdef.fog_start = 0;
6646                         r_refdef.fog_end = 0;
6647                         r_refdef.fog_height = 1<<30;
6648                         r_refdef.fog_fadedepth = 128;
6649                 }
6650         }
6651
6652         // fog parms
6653         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6654         r_refdef.fog_start = max(0, r_refdef.fog_start);
6655         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6656
6657         if (r_refdef.fog_density && r_drawfog.integer)
6658         {
6659                 r_refdef.fogenabled = true;
6660                 // this is the point where the fog reaches 0.9986 alpha, which we
6661                 // consider a good enough cutoff point for the texture
6662                 // (0.9986 * 256 == 255.6)
6663                 if (r_fog_exp2.integer)
6664                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6665                 else
6666                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6667                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6668                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6669                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6670                 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6671                         R_BuildFogHeightTexture();
6672                 // fog color was already set
6673                 // update the fog texture
6674                 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)
6675                         R_BuildFogTexture();
6676                 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6677                 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6678         }
6679         else
6680                 r_refdef.fogenabled = false;
6681
6682         // fog color
6683         if (r_refdef.fog_density)
6684         {
6685                 r_refdef.fogcolor[0] = r_refdef.fog_red;
6686                 r_refdef.fogcolor[1] = r_refdef.fog_green;
6687                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6688
6689                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6690                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6691                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6692                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6693
6694                 {
6695                         vec3_t fogvec;
6696                         VectorCopy(r_refdef.fogcolor, fogvec);
6697                         //   color.rgb *= ContrastBoost * SceneBrightness;
6698                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6699                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6700                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6701                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6702                 }
6703         }
6704 }
6705
6706 void R_UpdateVariables(void)
6707 {
6708         R_Textures_Frame();
6709
6710         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
6711
6712         r_refdef.farclip = r_farclip_base.value;
6713         if (r_refdef.scene.worldmodel)
6714                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6715         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6716
6717         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6718                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6719         r_refdef.polygonfactor = 0;
6720         r_refdef.polygonoffset = 0;
6721         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6722         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6723
6724         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6725         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6726         r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6727         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6728         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6729         if (FAKELIGHT_ENABLED)
6730         {
6731                 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
6732         }
6733         if (r_showsurfaces.integer)
6734         {
6735                 r_refdef.scene.rtworld = false;
6736                 r_refdef.scene.rtworldshadows = false;
6737                 r_refdef.scene.rtdlight = false;
6738                 r_refdef.scene.rtdlightshadows = false;
6739                 r_refdef.lightmapintensity = 0;
6740         }
6741
6742         switch(vid.renderpath)
6743         {
6744         case RENDERPATH_GL20:
6745         case RENDERPATH_D3D9:
6746         case RENDERPATH_D3D10:
6747         case RENDERPATH_D3D11:
6748         case RENDERPATH_SOFT:
6749         case RENDERPATH_GLES2:
6750                 if(v_glslgamma.integer && !vid_gammatables_trivial)
6751                 {
6752                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
6753                         {
6754                                 // build GLSL gamma texture
6755 #define RAMPWIDTH 256
6756                                 unsigned short ramp[RAMPWIDTH * 3];
6757                                 unsigned char rampbgr[RAMPWIDTH][4];
6758                                 int i;
6759
6760                                 r_texture_gammaramps_serial = vid_gammatables_serial;
6761
6762                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
6763                                 for(i = 0; i < RAMPWIDTH; ++i)
6764                                 {
6765                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6766                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6767                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
6768                                         rampbgr[i][3] = 0;
6769                                 }
6770                                 if (r_texture_gammaramps)
6771                                 {
6772                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
6773                                 }
6774                                 else
6775                                 {
6776                                         r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
6777                                 }
6778                         }
6779                 }
6780                 else
6781                 {
6782                         // remove GLSL gamma texture
6783                 }
6784                 break;
6785         case RENDERPATH_GL11:
6786         case RENDERPATH_GL13:
6787         case RENDERPATH_GLES1:
6788                 break;
6789         }
6790 }
6791
6792 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
6793 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
6794 /*
6795 ================
6796 R_SelectScene
6797 ================
6798 */
6799 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
6800         if( scenetype != r_currentscenetype ) {
6801                 // store the old scenetype
6802                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
6803                 r_currentscenetype = scenetype;
6804                 // move in the new scene
6805                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
6806         }
6807 }
6808
6809 /*
6810 ================
6811 R_GetScenePointer
6812 ================
6813 */
6814 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
6815 {
6816         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
6817         if( scenetype == r_currentscenetype ) {
6818                 return &r_refdef.scene;
6819         } else {
6820                 return &r_scenes_store[ scenetype ];
6821         }
6822 }
6823
6824 int R_SortEntities_Compare(const void *ap, const void *bp)
6825 {
6826         const entity_render_t *a = *(const entity_render_t **)ap;
6827         const entity_render_t *b = *(const entity_render_t **)bp;
6828
6829         // 1. compare model
6830         if(a->model < b->model)
6831                 return -1;
6832         if(a->model > b->model)
6833                 return +1;
6834
6835         // 2. compare skin
6836         // TODO possibly calculate the REAL skinnum here first using
6837         // skinscenes?
6838         if(a->skinnum < b->skinnum)
6839                 return -1;
6840         if(a->skinnum > b->skinnum)
6841                 return +1;
6842
6843         // everything we compared is equal
6844         return 0;
6845 }
6846 void R_SortEntities(void)
6847 {
6848         // below or equal 2 ents, sorting never gains anything
6849         if(r_refdef.scene.numentities <= 2)
6850                 return;
6851         // sort
6852         qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
6853 }
6854
6855 /*
6856 ================
6857 R_RenderView
6858 ================
6859 */
6860 int dpsoftrast_test;
6861 extern void R_Shadow_UpdateBounceGridTexture(void);
6862 extern cvar_t r_shadow_bouncegrid;
6863 void R_RenderView(void)
6864 {
6865         matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
6866         int fbo;
6867         rtexture_t *depthtexture;
6868         rtexture_t *colortexture;
6869
6870         dpsoftrast_test = r_test.integer;
6871
6872         if (r_timereport_active)
6873                 R_TimeReport("start");
6874         r_textureframe++; // used only by R_GetCurrentTexture
6875         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6876
6877         if(R_CompileShader_CheckStaticParms())
6878                 R_GLSL_Restart_f();
6879
6880         if (!r_drawentities.integer)
6881                 r_refdef.scene.numentities = 0;
6882         else if (r_sortentities.integer)
6883                 R_SortEntities();
6884
6885         R_AnimCache_ClearCache();
6886         R_FrameData_NewFrame();
6887
6888         /* adjust for stereo display */
6889         if(R_Stereo_Active())
6890         {
6891                 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);
6892                 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
6893         }
6894
6895         if (r_refdef.view.isoverlay)
6896         {
6897                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
6898                 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
6899                 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
6900                 R_TimeReport("depthclear");
6901
6902                 r_refdef.view.showdebug = false;
6903
6904                 r_fb.water.enabled = false;
6905                 r_fb.water.numwaterplanes = 0;
6906
6907                 R_RenderScene(0, NULL, NULL);
6908
6909                 r_refdef.view.matrix = originalmatrix;
6910
6911                 CHECKGLERROR
6912                 return;
6913         }
6914
6915         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
6916         {
6917                 r_refdef.view.matrix = originalmatrix;
6918                 return; //Host_Error ("R_RenderView: NULL worldmodel");
6919         }
6920
6921         r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
6922
6923         R_RenderView_UpdateViewVectors();
6924
6925         R_Shadow_UpdateWorldLightSelection();
6926
6927         R_Bloom_StartFrame();
6928         R_Water_StartFrame();
6929
6930         // now we probably have an fbo to render into
6931         fbo = r_fb.fbo;
6932         depthtexture = r_fb.depthtexture;
6933         colortexture = r_fb.colortexture;
6934
6935         CHECKGLERROR
6936         if (r_timereport_active)
6937                 R_TimeReport("viewsetup");
6938
6939         R_ResetViewRendering3D(fbo, depthtexture, colortexture);
6940
6941         if (r_refdef.view.clear || r_refdef.fogenabled || fbo)
6942         {
6943                 R_ClearScreen(r_refdef.fogenabled);
6944                 if (r_timereport_active)
6945                         R_TimeReport("viewclear");
6946         }
6947         r_refdef.view.clear = true;
6948
6949         r_refdef.view.showdebug = true;
6950
6951         R_View_Update();
6952         if (r_timereport_active)
6953                 R_TimeReport("visibility");
6954
6955         R_Shadow_UpdateBounceGridTexture();
6956         if (r_timereport_active && r_shadow_bouncegrid.integer)
6957                 R_TimeReport("bouncegrid");
6958
6959         r_fb.water.numwaterplanes = 0;
6960         if (r_fb.water.enabled)
6961                 R_RenderWaterPlanes(fbo, depthtexture, colortexture);
6962
6963         R_RenderScene(fbo, depthtexture, colortexture);
6964         r_fb.water.numwaterplanes = 0;
6965
6966         R_BlendView(fbo, depthtexture, colortexture);
6967         if (r_timereport_active)
6968                 R_TimeReport("blendview");
6969
6970         GL_Scissor(0, 0, vid.width, vid.height);
6971         GL_ScissorTest(false);
6972
6973         r_refdef.view.matrix = originalmatrix;
6974
6975         CHECKGLERROR
6976 }
6977
6978 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6979 {
6980         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
6981         {
6982                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
6983                 if (r_timereport_active)
6984                         R_TimeReport("waterworld");
6985         }
6986
6987         // don't let sound skip if going slow
6988         if (r_refdef.scene.extraupdate)
6989                 S_ExtraUpdate ();
6990
6991         R_DrawModelsAddWaterPlanes();
6992         if (r_timereport_active)
6993                 R_TimeReport("watermodels");
6994
6995         if (r_fb.water.numwaterplanes)
6996         {
6997                 R_Water_ProcessPlanes(fbo, depthtexture, colortexture);
6998                 if (r_timereport_active)
6999                         R_TimeReport("waterscenes");
7000         }
7001 }
7002
7003 extern void R_DrawLightningBeams (void);
7004 extern void VM_CL_AddPolygonsToMeshQueue (void);
7005 extern void R_DrawPortals (void);
7006 extern cvar_t cl_locs_show;
7007 static void R_DrawLocs(void);
7008 static void R_DrawEntityBBoxes(void);
7009 static void R_DrawModelDecals(void);
7010 extern cvar_t cl_decals_newsystem;
7011 extern qboolean r_shadow_usingdeferredprepass;
7012 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7013 {
7014         qboolean shadowmapping = false;
7015
7016         if (r_timereport_active)
7017                 R_TimeReport("beginscene");
7018
7019         r_refdef.stats.renders++;
7020
7021         R_UpdateFog();
7022
7023         // don't let sound skip if going slow
7024         if (r_refdef.scene.extraupdate)
7025                 S_ExtraUpdate ();
7026
7027         R_MeshQueue_BeginScene();
7028
7029         R_SkyStartFrame();
7030
7031         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);
7032
7033         if (r_timereport_active)
7034                 R_TimeReport("skystartframe");
7035
7036         if (cl.csqc_vidvars.drawworld)
7037         {
7038                 // don't let sound skip if going slow
7039                 if (r_refdef.scene.extraupdate)
7040                         S_ExtraUpdate ();
7041
7042                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7043                 {
7044                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7045                         if (r_timereport_active)
7046                                 R_TimeReport("worldsky");
7047                 }
7048
7049                 if (R_DrawBrushModelsSky() && r_timereport_active)
7050                         R_TimeReport("bmodelsky");
7051
7052                 if (skyrendermasked && skyrenderlater)
7053                 {
7054                         // we have to force off the water clipping plane while rendering sky
7055                         R_SetupView(false, fbo, depthtexture, colortexture);
7056                         R_Sky();
7057                         R_SetupView(true, fbo, depthtexture, colortexture);
7058                         if (r_timereport_active)
7059                                 R_TimeReport("sky");
7060                 }
7061         }
7062
7063         R_Shadow_PrepareLights(fbo, depthtexture, colortexture);
7064         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
7065                 R_Shadow_PrepareModelShadows();
7066         if (r_timereport_active)
7067                 R_TimeReport("preparelights");
7068
7069         if (R_Shadow_ShadowMappingEnabled())
7070                 shadowmapping = true;
7071
7072         if (r_shadow_usingdeferredprepass)
7073                 R_Shadow_DrawPrepass();
7074
7075         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7076         {
7077                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7078                 if (r_timereport_active)
7079                         R_TimeReport("worlddepth");
7080         }
7081         if (r_depthfirst.integer >= 2)
7082         {
7083                 R_DrawModelsDepth();
7084                 if (r_timereport_active)
7085                         R_TimeReport("modeldepth");
7086         }
7087
7088         if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
7089         {
7090                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7091                 R_DrawModelShadowMaps(fbo, depthtexture, colortexture);
7092                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7093                 // don't let sound skip if going slow
7094                 if (r_refdef.scene.extraupdate)
7095                         S_ExtraUpdate ();
7096         }
7097
7098         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7099         {
7100                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7101                 if (r_timereport_active)
7102                         R_TimeReport("world");
7103         }
7104
7105         // don't let sound skip if going slow
7106         if (r_refdef.scene.extraupdate)
7107                 S_ExtraUpdate ();
7108
7109         R_DrawModels();
7110         if (r_timereport_active)
7111                 R_TimeReport("models");
7112
7113         // don't let sound skip if going slow
7114         if (r_refdef.scene.extraupdate)
7115                 S_ExtraUpdate ();
7116
7117         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7118         {
7119                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7120                 R_DrawModelShadows(fbo, depthtexture, colortexture);
7121                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7122                 // don't let sound skip if going slow
7123                 if (r_refdef.scene.extraupdate)
7124                         S_ExtraUpdate ();
7125         }
7126
7127         if (!r_shadow_usingdeferredprepass)
7128         {
7129                 R_Shadow_DrawLights();
7130                 if (r_timereport_active)
7131                         R_TimeReport("rtlights");
7132         }
7133
7134         // don't let sound skip if going slow
7135         if (r_refdef.scene.extraupdate)
7136                 S_ExtraUpdate ();
7137
7138         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7139         {
7140                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7141                 R_DrawModelShadows(fbo, depthtexture, colortexture);
7142                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7143                 // don't let sound skip if going slow
7144                 if (r_refdef.scene.extraupdate)
7145                         S_ExtraUpdate ();
7146         }
7147
7148         if (cl.csqc_vidvars.drawworld)
7149         {
7150                 if (cl_decals_newsystem.integer)
7151                 {
7152                         R_DrawModelDecals();
7153                         if (r_timereport_active)
7154                                 R_TimeReport("modeldecals");
7155                 }
7156                 else
7157                 {
7158                         R_DrawDecals();
7159                         if (r_timereport_active)
7160                                 R_TimeReport("decals");
7161                 }
7162
7163                 R_DrawParticles();
7164                 if (r_timereport_active)
7165                         R_TimeReport("particles");
7166
7167                 R_DrawExplosions();
7168                 if (r_timereport_active)
7169                         R_TimeReport("explosions");
7170
7171                 R_DrawLightningBeams();
7172                 if (r_timereport_active)
7173                         R_TimeReport("lightning");
7174         }
7175
7176         VM_CL_AddPolygonsToMeshQueue();
7177
7178         if (r_refdef.view.showdebug)
7179         {
7180                 if (cl_locs_show.integer)
7181                 {
7182                         R_DrawLocs();
7183                         if (r_timereport_active)
7184                                 R_TimeReport("showlocs");
7185                 }
7186
7187                 if (r_drawportals.integer)
7188                 {
7189                         R_DrawPortals();
7190                         if (r_timereport_active)
7191                                 R_TimeReport("portals");
7192                 }
7193
7194                 if (r_showbboxes.value > 0)
7195                 {
7196                         R_DrawEntityBBoxes();
7197                         if (r_timereport_active)
7198                                 R_TimeReport("bboxes");
7199                 }
7200         }
7201
7202         if (r_transparent.integer)
7203         {
7204                 R_MeshQueue_RenderTransparent();
7205                 if (r_timereport_active)
7206                         R_TimeReport("drawtrans");
7207         }
7208
7209         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))
7210         {
7211                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7212                 if (r_timereport_active)
7213                         R_TimeReport("worlddebug");
7214                 R_DrawModelsDebug();
7215                 if (r_timereport_active)
7216                         R_TimeReport("modeldebug");
7217         }
7218
7219         if (cl.csqc_vidvars.drawworld)
7220         {
7221                 R_Shadow_DrawCoronas();
7222                 if (r_timereport_active)
7223                         R_TimeReport("coronas");
7224         }
7225
7226 #if 0
7227         {
7228                 GL_DepthTest(false);
7229                 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7230                 GL_Color(1, 1, 1, 1);
7231                 qglBegin(GL_POLYGON);
7232                 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7233                 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7234                 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7235                 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7236                 qglEnd();
7237                 qglBegin(GL_POLYGON);
7238                 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]);
7239                 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]);
7240                 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]);
7241                 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]);
7242                 qglEnd();
7243                 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7244         }
7245 #endif
7246
7247         // don't let sound skip if going slow
7248         if (r_refdef.scene.extraupdate)
7249                 S_ExtraUpdate ();
7250 }
7251
7252 static const unsigned short bboxelements[36] =
7253 {
7254         5, 1, 3, 5, 3, 7,
7255         6, 2, 0, 6, 0, 4,
7256         7, 3, 2, 7, 2, 6,
7257         4, 0, 1, 4, 1, 5,
7258         4, 5, 7, 4, 7, 6,
7259         1, 0, 2, 1, 2, 3,
7260 };
7261
7262 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7263 {
7264         int i;
7265         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7266
7267         RSurf_ActiveWorldEntity();
7268
7269         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7270         GL_DepthMask(false);
7271         GL_DepthRange(0, 1);
7272         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7273 //      R_Mesh_ResetTextureState();
7274
7275         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7276         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7277         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7278         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7279         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7280         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7281         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7282         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7283         R_FillColors(color4f, 8, cr, cg, cb, ca);
7284         if (r_refdef.fogenabled)
7285         {
7286                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7287                 {
7288                         f1 = RSurf_FogVertex(v);
7289                         f2 = 1 - f1;
7290                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7291                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7292                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7293                 }
7294         }
7295         R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7296         R_Mesh_ResetTextureState();
7297         R_SetupShader_Generic_NoTexture(false, false);
7298         R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7299 }
7300
7301 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7302 {
7303         int i;
7304         float color[4];
7305         prvm_edict_t *edict;
7306         prvm_prog_t *prog_save = prog;
7307
7308         // this function draws bounding boxes of server entities
7309         if (!sv.active)
7310                 return;
7311
7312         GL_CullFace(GL_NONE);
7313         R_SetupShader_Generic_NoTexture(false, false);
7314
7315         prog = 0;
7316         SV_VM_Begin();
7317         for (i = 0;i < numsurfaces;i++)
7318         {
7319                 edict = PRVM_EDICT_NUM(surfacelist[i]);
7320                 switch ((int)PRVM_serveredictfloat(edict, solid))
7321                 {
7322                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
7323                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
7324                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
7325                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7326                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
7327                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
7328                 }
7329                 color[3] *= r_showbboxes.value;
7330                 color[3] = bound(0, color[3], 1);
7331                 GL_DepthTest(!r_showdisabledepthtest.integer);
7332                 GL_CullFace(r_refdef.view.cullface_front);
7333                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7334         }
7335         SV_VM_End();
7336         prog = prog_save;
7337 }
7338
7339 static void R_DrawEntityBBoxes(void)
7340 {
7341         int i;
7342         prvm_edict_t *edict;
7343         vec3_t center;
7344         prvm_prog_t *prog_save = prog;
7345
7346         // this function draws bounding boxes of server entities
7347         if (!sv.active)
7348                 return;
7349
7350         prog = 0;
7351         SV_VM_Begin();
7352         for (i = 0;i < prog->num_edicts;i++)
7353         {
7354                 edict = PRVM_EDICT_NUM(i);
7355                 if (edict->priv.server->free)
7356                         continue;
7357                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7358                 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7359                         continue;
7360                 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7361                         continue;
7362                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7363                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7364         }
7365         SV_VM_End();
7366         prog = prog_save;
7367 }
7368
7369 static const int nomodelelement3i[24] =
7370 {
7371         5, 2, 0,
7372         5, 1, 2,
7373         5, 0, 3,
7374         5, 3, 1,
7375         0, 2, 4,
7376         2, 1, 4,
7377         3, 0, 4,
7378         1, 3, 4
7379 };
7380
7381 static const unsigned short nomodelelement3s[24] =
7382 {
7383         5, 2, 0,
7384         5, 1, 2,
7385         5, 0, 3,
7386         5, 3, 1,
7387         0, 2, 4,
7388         2, 1, 4,
7389         3, 0, 4,
7390         1, 3, 4
7391 };
7392
7393 static const float nomodelvertex3f[6*3] =
7394 {
7395         -16,   0,   0,
7396          16,   0,   0,
7397           0, -16,   0,
7398           0,  16,   0,
7399           0,   0, -16,
7400           0,   0,  16
7401 };
7402
7403 static const float nomodelcolor4f[6*4] =
7404 {
7405         0.0f, 0.0f, 0.5f, 1.0f,
7406         0.0f, 0.0f, 0.5f, 1.0f,
7407         0.0f, 0.5f, 0.0f, 1.0f,
7408         0.0f, 0.5f, 0.0f, 1.0f,
7409         0.5f, 0.0f, 0.0f, 1.0f,
7410         0.5f, 0.0f, 0.0f, 1.0f
7411 };
7412
7413 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7414 {
7415         int i;
7416         float f1, f2, *c;
7417         float color4f[6*4];
7418
7419         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);
7420
7421         // this is only called once per entity so numsurfaces is always 1, and
7422         // surfacelist is always {0}, so this code does not handle batches
7423
7424         if (rsurface.ent_flags & RENDER_ADDITIVE)
7425         {
7426                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7427                 GL_DepthMask(false);
7428         }
7429         else if (rsurface.colormod[3] < 1)
7430         {
7431                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7432                 GL_DepthMask(false);
7433         }
7434         else
7435         {
7436                 GL_BlendFunc(GL_ONE, GL_ZERO);
7437                 GL_DepthMask(true);
7438         }
7439         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7440         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7441         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7442         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7443         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7444         for (i = 0, c = color4f;i < 6;i++, c += 4)
7445         {
7446                 c[0] *= rsurface.colormod[0];
7447                 c[1] *= rsurface.colormod[1];
7448                 c[2] *= rsurface.colormod[2];
7449                 c[3] *= rsurface.colormod[3];
7450         }
7451         if (r_refdef.fogenabled)
7452         {
7453                 for (i = 0, c = color4f;i < 6;i++, c += 4)
7454                 {
7455                         f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7456                         f2 = 1 - f1;
7457                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7458                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7459                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7460                 }
7461         }
7462 //      R_Mesh_ResetTextureState();
7463         R_SetupShader_Generic_NoTexture(false, false);
7464         R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7465         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7466 }
7467
7468 void R_DrawNoModel(entity_render_t *ent)
7469 {
7470         vec3_t org;
7471         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7472         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7473                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7474         else
7475                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7476 }
7477
7478 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
7479 {
7480         vec3_t right1, right2, diff, normal;
7481
7482         VectorSubtract (org2, org1, normal);
7483
7484         // calculate 'right' vector for start
7485         VectorSubtract (r_refdef.view.origin, org1, diff);
7486         CrossProduct (normal, diff, right1);
7487         VectorNormalize (right1);
7488
7489         // calculate 'right' vector for end
7490         VectorSubtract (r_refdef.view.origin, org2, diff);
7491         CrossProduct (normal, diff, right2);
7492         VectorNormalize (right2);
7493
7494         vert[ 0] = org1[0] + width * right1[0];
7495         vert[ 1] = org1[1] + width * right1[1];
7496         vert[ 2] = org1[2] + width * right1[2];
7497         vert[ 3] = org1[0] - width * right1[0];
7498         vert[ 4] = org1[1] - width * right1[1];
7499         vert[ 5] = org1[2] - width * right1[2];
7500         vert[ 6] = org2[0] - width * right2[0];
7501         vert[ 7] = org2[1] - width * right2[1];
7502         vert[ 8] = org2[2] - width * right2[2];
7503         vert[ 9] = org2[0] + width * right2[0];
7504         vert[10] = org2[1] + width * right2[1];
7505         vert[11] = org2[2] + width * right2[2];
7506 }
7507
7508 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)
7509 {
7510         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7511         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7512         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7513         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7514         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7515         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7516         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7517         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7518         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7519         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7520         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7521         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7522 }
7523
7524 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7525 {
7526         int i;
7527         float *vertex3f;
7528         float v[3];
7529         VectorSet(v, x, y, z);
7530         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7531                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7532                         break;
7533         if (i == mesh->numvertices)
7534         {
7535                 if (mesh->numvertices < mesh->maxvertices)
7536                 {
7537                         VectorCopy(v, vertex3f);
7538                         mesh->numvertices++;
7539                 }
7540                 return mesh->numvertices;
7541         }
7542         else
7543                 return i;
7544 }
7545
7546 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7547 {
7548         int i;
7549         int *e, element[3];
7550         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7551         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7552         e = mesh->element3i + mesh->numtriangles * 3;
7553         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7554         {
7555                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7556                 if (mesh->numtriangles < mesh->maxtriangles)
7557                 {
7558                         *e++ = element[0];
7559                         *e++ = element[1];
7560                         *e++ = element[2];
7561                         mesh->numtriangles++;
7562                 }
7563                 element[1] = element[2];
7564         }
7565 }
7566
7567 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7568 {
7569         int i;
7570         int *e, element[3];
7571         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7572         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7573         e = mesh->element3i + mesh->numtriangles * 3;
7574         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7575         {
7576                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7577                 if (mesh->numtriangles < mesh->maxtriangles)
7578                 {
7579                         *e++ = element[0];
7580                         *e++ = element[1];
7581                         *e++ = element[2];
7582                         mesh->numtriangles++;
7583                 }
7584                 element[1] = element[2];
7585         }
7586 }
7587
7588 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7589 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7590 {
7591         int planenum, planenum2;
7592         int w;
7593         int tempnumpoints;
7594         mplane_t *plane, *plane2;
7595         double maxdist;
7596         double temppoints[2][256*3];
7597         // figure out how large a bounding box we need to properly compute this brush
7598         maxdist = 0;
7599         for (w = 0;w < numplanes;w++)
7600                 maxdist = max(maxdist, fabs(planes[w].dist));
7601         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7602         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7603         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7604         {
7605                 w = 0;
7606                 tempnumpoints = 4;
7607                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7608                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7609                 {
7610                         if (planenum2 == planenum)
7611                                 continue;
7612                         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);
7613                         w = !w;
7614                 }
7615                 if (tempnumpoints < 3)
7616                         continue;
7617                 // generate elements forming a triangle fan for this polygon
7618                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7619         }
7620 }
7621
7622 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)
7623 {
7624         texturelayer_t *layer;
7625         layer = t->currentlayers + t->currentnumlayers++;
7626         layer->type = type;
7627         layer->depthmask = depthmask;
7628         layer->blendfunc1 = blendfunc1;
7629         layer->blendfunc2 = blendfunc2;
7630         layer->texture = texture;
7631         layer->texmatrix = *matrix;
7632         layer->color[0] = r;
7633         layer->color[1] = g;
7634         layer->color[2] = b;
7635         layer->color[3] = a;
7636 }
7637
7638 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7639 {
7640         if(parms[0] == 0 && parms[1] == 0)
7641                 return false;
7642         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7643                 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7644                         return false;
7645         return true;
7646 }
7647
7648 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7649 {
7650         double index, f;
7651         index = parms[2] + rsurface.shadertime * parms[3];
7652         index -= floor(index);
7653         switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7654         {
7655         default:
7656         case Q3WAVEFUNC_NONE:
7657         case Q3WAVEFUNC_NOISE:
7658         case Q3WAVEFUNC_COUNT:
7659                 f = 0;
7660                 break;
7661         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7662         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7663         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7664         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7665         case Q3WAVEFUNC_TRIANGLE:
7666                 index *= 4;
7667                 f = index - floor(index);
7668                 if (index < 1)
7669                 {
7670                         // f = f;
7671                 }
7672                 else if (index < 2)
7673                         f = 1 - f;
7674                 else if (index < 3)
7675                         f = -f;
7676                 else
7677                         f = -(1 - f);
7678                 break;
7679         }
7680         f = parms[0] + parms[1] * f;
7681         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7682                 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
7683         return (float) f;
7684 }
7685
7686 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
7687 {
7688         int w, h, idx;
7689         double f;
7690         double offsetd[2];
7691         float tcmat[12];
7692         matrix4x4_t matrix, temp;
7693         switch(tcmod->tcmod)
7694         {
7695                 case Q3TCMOD_COUNT:
7696                 case Q3TCMOD_NONE:
7697                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7698                                 matrix = r_waterscrollmatrix;
7699                         else
7700                                 matrix = identitymatrix;
7701                         break;
7702                 case Q3TCMOD_ENTITYTRANSLATE:
7703                         // this is used in Q3 to allow the gamecode to control texcoord
7704                         // scrolling on the entity, which is not supported in darkplaces yet.
7705                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
7706                         break;
7707                 case Q3TCMOD_ROTATE:
7708                         f = tcmod->parms[0] * rsurface.shadertime;
7709                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
7710                         Matrix4x4_ConcatRotate(&matrix, (f / 360 - floor(f / 360)) * 360, 0, 0, 1);
7711                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
7712                         break;
7713                 case Q3TCMOD_SCALE:
7714                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
7715                         break;
7716                 case Q3TCMOD_SCROLL:
7717                         // extra care is needed because of precision breakdown with large values of time
7718                         offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
7719                         offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
7720                         Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
7721                         break;
7722                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
7723                         w = (int) tcmod->parms[0];
7724                         h = (int) tcmod->parms[1];
7725                         f = rsurface.shadertime / (tcmod->parms[2] * w * h);
7726                         f = f - floor(f);
7727                         idx = (int) floor(f * w * h);
7728                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
7729                         break;
7730                 case Q3TCMOD_STRETCH:
7731                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
7732                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
7733                         break;
7734                 case Q3TCMOD_TRANSFORM:
7735                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
7736                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
7737                         VectorSet(tcmat +  6, 0                   , 0                , 1);
7738                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
7739                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
7740                         break;
7741                 case Q3TCMOD_TURBULENT:
7742                         // this is handled in the RSurf_PrepareVertices function
7743                         matrix = identitymatrix;
7744                         break;
7745         }
7746         temp = *texmatrix;
7747         Matrix4x4_Concat(texmatrix, &matrix, &temp);
7748 }
7749
7750 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
7751 {
7752         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
7753         char name[MAX_QPATH];
7754         skinframe_t *skinframe;
7755         unsigned char pixels[296*194];
7756         strlcpy(cache->name, skinname, sizeof(cache->name));
7757         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
7758         if (developer_loading.integer)
7759                 Con_Printf("loading %s\n", name);
7760         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
7761         if (!skinframe || !skinframe->base)
7762         {
7763                 unsigned char *f;
7764                 fs_offset_t filesize;
7765                 skinframe = NULL;
7766                 f = FS_LoadFile(name, tempmempool, true, &filesize);
7767                 if (f)
7768                 {
7769                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
7770                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
7771                         Mem_Free(f);
7772                 }
7773         }
7774         cache->skinframe = skinframe;
7775 }
7776
7777 texture_t *R_GetCurrentTexture(texture_t *t)
7778 {
7779         int i;
7780         const entity_render_t *ent = rsurface.entity;
7781         dp_model_t *model = ent->model;
7782         q3shaderinfo_layer_tcmod_t *tcmod;
7783
7784         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
7785                 return t->currentframe;
7786         t->update_lastrenderframe = r_textureframe;
7787         t->update_lastrenderentity = (void *)ent;
7788
7789         if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
7790                 t->camera_entity = ent->entitynumber;
7791         else
7792                 t->camera_entity = 0;
7793
7794         // switch to an alternate material if this is a q1bsp animated material
7795         {
7796                 texture_t *texture = t;
7797                 int s = rsurface.ent_skinnum;
7798                 if ((unsigned int)s >= (unsigned int)model->numskins)
7799                         s = 0;
7800                 if (model->skinscenes)
7801                 {
7802                         if (model->skinscenes[s].framecount > 1)
7803                                 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
7804                         else
7805                                 s = model->skinscenes[s].firstframe;
7806                 }
7807                 if (s > 0)
7808                         t = t + s * model->num_surfaces;
7809                 if (t->animated)
7810                 {
7811                         // use an alternate animation if the entity's frame is not 0,
7812                         // and only if the texture has an alternate animation
7813                         if (rsurface.ent_alttextures && t->anim_total[1])
7814                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
7815                         else
7816                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
7817                 }
7818                 texture->currentframe = t;
7819         }
7820
7821         // update currentskinframe to be a qw skin or animation frame
7822         if (rsurface.ent_qwskin >= 0)
7823         {
7824                 i = rsurface.ent_qwskin;
7825                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
7826                 {
7827                         r_qwskincache_size = cl.maxclients;
7828                         if (r_qwskincache)
7829                                 Mem_Free(r_qwskincache);
7830                         r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
7831                 }
7832                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
7833                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
7834                 t->currentskinframe = r_qwskincache[i].skinframe;
7835                 if (t->currentskinframe == NULL)
7836                         t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7837         }
7838         else if (t->numskinframes >= 2)
7839                 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7840         if (t->backgroundnumskinframes >= 2)
7841                 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
7842
7843         t->currentmaterialflags = t->basematerialflags;
7844         t->currentalpha = rsurface.colormod[3];
7845         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
7846                 t->currentalpha *= r_wateralpha.value;
7847         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
7848                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
7849         if(!r_fb.water.enabled || r_refdef.view.isoverlay)
7850                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
7851         if (!(rsurface.ent_flags & RENDER_LIGHT))
7852                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
7853         else if (FAKELIGHT_ENABLED)
7854         {
7855                 // no modellight if using fakelight for the map
7856         }
7857         else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7858         {
7859                 // pick a model lighting mode
7860                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
7861                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
7862                 else
7863                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
7864         }
7865         if (rsurface.ent_flags & RENDER_ADDITIVE)
7866                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7867         else if (t->currentalpha < 1)
7868                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7869         // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
7870         if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7871                 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
7872         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
7873                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
7874         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
7875                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
7876         if (t->backgroundnumskinframes)
7877                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
7878         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
7879         {
7880                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
7881                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
7882         }
7883         else
7884                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
7885         if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
7886         {
7887                 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
7888                 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
7889         }
7890         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
7891                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
7892
7893         // there is no tcmod
7894         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7895         {
7896                 t->currenttexmatrix = r_waterscrollmatrix;
7897                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
7898         }
7899         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
7900         {
7901                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
7902                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
7903         }
7904
7905         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7906                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
7907         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7908                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
7909
7910         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
7911         if (t->currentskinframe->qpixels)
7912                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
7913         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
7914         if (!t->basetexture)
7915                 t->basetexture = r_texture_notexture;
7916         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
7917         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
7918         t->nmaptexture = t->currentskinframe->nmap;
7919         if (!t->nmaptexture)
7920                 t->nmaptexture = r_texture_blanknormalmap;
7921         t->glosstexture = r_texture_black;
7922         t->glowtexture = t->currentskinframe->glow;
7923         t->fogtexture = t->currentskinframe->fog;
7924         t->reflectmasktexture = t->currentskinframe->reflect;
7925         if (t->backgroundnumskinframes)
7926         {
7927                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
7928                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
7929                 t->backgroundglosstexture = r_texture_black;
7930                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
7931                 if (!t->backgroundnmaptexture)
7932                         t->backgroundnmaptexture = r_texture_blanknormalmap;
7933         }
7934         else
7935         {
7936                 t->backgroundbasetexture = r_texture_white;
7937                 t->backgroundnmaptexture = r_texture_blanknormalmap;
7938                 t->backgroundglosstexture = r_texture_black;
7939                 t->backgroundglowtexture = NULL;
7940         }
7941         t->specularpower = r_shadow_glossexponent.value;
7942         // TODO: store reference values for these in the texture?
7943         t->specularscale = 0;
7944         if (r_shadow_gloss.integer > 0)
7945         {
7946                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
7947                 {
7948                         if (r_shadow_glossintensity.value > 0)
7949                         {
7950                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
7951                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
7952                                 t->specularscale = r_shadow_glossintensity.value;
7953                         }
7954                 }
7955                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
7956                 {
7957                         t->glosstexture = r_texture_white;
7958                         t->backgroundglosstexture = r_texture_white;
7959                         t->specularscale = r_shadow_gloss2intensity.value;
7960                         t->specularpower = r_shadow_gloss2exponent.value;
7961                 }
7962         }
7963         t->specularscale *= t->specularscalemod;
7964         t->specularpower *= t->specularpowermod;
7965         t->rtlightambient = 0;
7966
7967         // lightmaps mode looks bad with dlights using actual texturing, so turn
7968         // off the colormap and glossmap, but leave the normalmap on as it still
7969         // accurately represents the shading involved
7970         if (gl_lightmaps.integer)
7971         {
7972                 t->basetexture = r_texture_grey128;
7973                 t->pantstexture = r_texture_black;
7974                 t->shirttexture = r_texture_black;
7975                 t->nmaptexture = r_texture_blanknormalmap;
7976                 t->glosstexture = r_texture_black;
7977                 t->glowtexture = NULL;
7978                 t->fogtexture = NULL;
7979                 t->reflectmasktexture = NULL;
7980                 t->backgroundbasetexture = NULL;
7981                 t->backgroundnmaptexture = r_texture_blanknormalmap;
7982                 t->backgroundglosstexture = r_texture_black;
7983                 t->backgroundglowtexture = NULL;
7984                 t->specularscale = 0;
7985                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
7986         }
7987
7988         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
7989         VectorClear(t->dlightcolor);
7990         t->currentnumlayers = 0;
7991         if (t->currentmaterialflags & MATERIALFLAG_WALL)
7992         {
7993                 int blendfunc1, blendfunc2;
7994                 qboolean depthmask;
7995                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
7996                 {
7997                         blendfunc1 = GL_SRC_ALPHA;
7998                         blendfunc2 = GL_ONE;
7999                 }
8000                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
8001                 {
8002                         blendfunc1 = GL_SRC_ALPHA;
8003                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
8004                 }
8005                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8006                 {
8007                         blendfunc1 = t->customblendfunc[0];
8008                         blendfunc2 = t->customblendfunc[1];
8009                 }
8010                 else
8011                 {
8012                         blendfunc1 = GL_ONE;
8013                         blendfunc2 = GL_ZERO;
8014                 }
8015                 // don't colormod evilblend textures
8016                 if(!R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD)
8017                         VectorSet(t->lightmapcolor, 1, 1, 1);
8018                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
8019                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
8020                 {
8021                         // fullbright is not affected by r_refdef.lightmapintensity
8022                         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]);
8023                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8024                                 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]);
8025                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8026                                 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]);
8027                 }
8028                 else
8029                 {
8030                         vec3_t ambientcolor;
8031                         float colorscale;
8032                         // set the color tint used for lights affecting this surface
8033                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8034                         colorscale = 2;
8035                         // q3bsp has no lightmap updates, so the lightstylevalue that
8036                         // would normally be baked into the lightmap must be
8037                         // applied to the color
8038                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8039                         if (model->type == mod_brushq3)
8040                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8041                         colorscale *= r_refdef.lightmapintensity;
8042                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8043                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8044                         // basic lit geometry
8045                         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]);
8046                         // add pants/shirt if needed
8047                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8048                                 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]);
8049                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8050                                 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]);
8051                         // now add ambient passes if needed
8052                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8053                         {
8054                                 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]);
8055                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8056                                         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]);
8057                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8058                                         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]);
8059                         }
8060                 }
8061                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8062                         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]);
8063                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8064                 {
8065                         // if this is opaque use alpha blend which will darken the earlier
8066                         // passes cheaply.
8067                         //
8068                         // if this is an alpha blended material, all the earlier passes
8069                         // were darkened by fog already, so we only need to add the fog
8070                         // color ontop through the fog mask texture
8071                         //
8072                         // if this is an additive blended material, all the earlier passes
8073                         // were darkened by fog already, and we should not add fog color
8074                         // (because the background was not darkened, there is no fog color
8075                         // that was lost behind it).
8076                         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]);
8077                 }
8078         }
8079
8080         return t->currentframe;
8081 }
8082
8083 rsurfacestate_t rsurface;
8084
8085 void RSurf_ActiveWorldEntity(void)
8086 {
8087         dp_model_t *model = r_refdef.scene.worldmodel;
8088         //if (rsurface.entity == r_refdef.scene.worldentity)
8089         //      return;
8090         rsurface.entity = r_refdef.scene.worldentity;
8091         rsurface.skeleton = NULL;
8092         memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8093         rsurface.ent_skinnum = 0;
8094         rsurface.ent_qwskin = -1;
8095         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8096         rsurface.shadertime = r_refdef.scene.time;
8097         rsurface.matrix = identitymatrix;
8098         rsurface.inversematrix = identitymatrix;
8099         rsurface.matrixscale = 1;
8100         rsurface.inversematrixscale = 1;
8101         R_EntityMatrix(&identitymatrix);
8102         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8103         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8104         rsurface.fograngerecip = r_refdef.fograngerecip;
8105         rsurface.fogheightfade = r_refdef.fogheightfade;
8106         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8107         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8108         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8109         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8110         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8111         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8112         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8113         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8114         rsurface.colormod[3] = 1;
8115         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);
8116         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8117         rsurface.frameblend[0].lerp = 1;
8118         rsurface.ent_alttextures = false;
8119         rsurface.basepolygonfactor = r_refdef.polygonfactor;
8120         rsurface.basepolygonoffset = r_refdef.polygonoffset;
8121         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
8122         rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8123         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8124         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8125         rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8126         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8127         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8128         rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8129         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8130         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
8131         rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8132         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8133         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
8134         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8135         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8136         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
8137         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8138         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8139         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
8140         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8141         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8142         rsurface.modelelement3i = model->surfmesh.data_element3i;
8143         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8144         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8145         rsurface.modelelement3s = model->surfmesh.data_element3s;
8146         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8147         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8148         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8149         rsurface.modelnumvertices = model->surfmesh.num_vertices;
8150         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8151         rsurface.modelsurfaces = model->data_surfaces;
8152         rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8153         rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8154         rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8155         rsurface.modelgeneratedvertex = false;
8156         rsurface.batchgeneratedvertex = false;
8157         rsurface.batchfirstvertex = 0;
8158         rsurface.batchnumvertices = 0;
8159         rsurface.batchfirsttriangle = 0;
8160         rsurface.batchnumtriangles = 0;
8161         rsurface.batchvertex3f  = NULL;
8162         rsurface.batchvertex3f_vertexbuffer = NULL;
8163         rsurface.batchvertex3f_bufferoffset = 0;
8164         rsurface.batchsvector3f = NULL;
8165         rsurface.batchsvector3f_vertexbuffer = NULL;
8166         rsurface.batchsvector3f_bufferoffset = 0;
8167         rsurface.batchtvector3f = NULL;
8168         rsurface.batchtvector3f_vertexbuffer = NULL;
8169         rsurface.batchtvector3f_bufferoffset = 0;
8170         rsurface.batchnormal3f  = NULL;
8171         rsurface.batchnormal3f_vertexbuffer = NULL;
8172         rsurface.batchnormal3f_bufferoffset = 0;
8173         rsurface.batchlightmapcolor4f = NULL;
8174         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8175         rsurface.batchlightmapcolor4f_bufferoffset = 0;
8176         rsurface.batchtexcoordtexture2f = NULL;
8177         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8178         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8179         rsurface.batchtexcoordlightmap2f = NULL;
8180         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8181         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8182         rsurface.batchvertexmesh = NULL;
8183         rsurface.batchvertexmeshbuffer = NULL;
8184         rsurface.batchvertex3fbuffer = NULL;
8185         rsurface.batchelement3i = NULL;
8186         rsurface.batchelement3i_indexbuffer = NULL;
8187         rsurface.batchelement3i_bufferoffset = 0;
8188         rsurface.batchelement3s = NULL;
8189         rsurface.batchelement3s_indexbuffer = NULL;
8190         rsurface.batchelement3s_bufferoffset = 0;
8191         rsurface.passcolor4f = NULL;
8192         rsurface.passcolor4f_vertexbuffer = NULL;
8193         rsurface.passcolor4f_bufferoffset = 0;
8194 }
8195
8196 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8197 {
8198         dp_model_t *model = ent->model;
8199         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8200         //      return;
8201         rsurface.entity = (entity_render_t *)ent;
8202         rsurface.skeleton = ent->skeleton;
8203         memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8204         rsurface.ent_skinnum = ent->skinnum;
8205         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;
8206         rsurface.ent_flags = ent->flags;
8207         rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8208         rsurface.matrix = ent->matrix;
8209         rsurface.inversematrix = ent->inversematrix;
8210         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8211         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8212         R_EntityMatrix(&rsurface.matrix);
8213         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8214         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8215         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8216         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8217         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8218         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8219         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8220         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8221         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8222         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8223         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8224         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8225         rsurface.colormod[3] = ent->alpha;
8226         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8227         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8228         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8229         rsurface.basepolygonfactor = r_refdef.polygonfactor;
8230         rsurface.basepolygonoffset = r_refdef.polygonoffset;
8231         if (ent->model->brush.submodel && !prepass)
8232         {
8233                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8234                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8235         }
8236         if (model->surfmesh.isanimated && model->AnimateVertices)
8237         {
8238                 if (ent->animcache_vertex3f)
8239                 {
8240                         rsurface.modelvertex3f = ent->animcache_vertex3f;
8241                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8242                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8243                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8244                         rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8245                         rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
8246                         rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer;
8247                 }
8248                 else if (wanttangents)
8249                 {
8250                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8251                         rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8252                         rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8253                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8254                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8255                         rsurface.modelvertexmesh = NULL;
8256                         rsurface.modelvertexmeshbuffer = NULL;
8257                         rsurface.modelvertex3fbuffer = NULL;
8258                 }
8259                 else if (wantnormals)
8260                 {
8261                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8262                         rsurface.modelsvector3f = NULL;
8263                         rsurface.modeltvector3f = NULL;
8264                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8265                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8266                         rsurface.modelvertexmesh = NULL;
8267                         rsurface.modelvertexmeshbuffer = NULL;
8268                         rsurface.modelvertex3fbuffer = NULL;
8269                 }
8270                 else
8271                 {
8272                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8273                         rsurface.modelsvector3f = NULL;
8274                         rsurface.modeltvector3f = NULL;
8275                         rsurface.modelnormal3f = NULL;
8276                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8277                         rsurface.modelvertexmesh = NULL;
8278                         rsurface.modelvertexmeshbuffer = NULL;
8279                         rsurface.modelvertex3fbuffer = NULL;
8280                 }
8281                 rsurface.modelvertex3f_vertexbuffer = 0;
8282                 rsurface.modelvertex3f_bufferoffset = 0;
8283                 rsurface.modelsvector3f_vertexbuffer = 0;
8284                 rsurface.modelsvector3f_bufferoffset = 0;
8285                 rsurface.modeltvector3f_vertexbuffer = 0;
8286                 rsurface.modeltvector3f_bufferoffset = 0;
8287                 rsurface.modelnormal3f_vertexbuffer = 0;
8288                 rsurface.modelnormal3f_bufferoffset = 0;
8289                 rsurface.modelgeneratedvertex = true;
8290         }
8291         else
8292         {
8293                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
8294                 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8295                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8296                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8297                 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8298                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8299                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8300                 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8301                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8302                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
8303                 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8304                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8305                 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8306                 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8307                 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8308                 rsurface.modelgeneratedvertex = false;
8309         }
8310         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
8311         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8312         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8313         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
8314         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8315         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8316         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
8317         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8318         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8319         rsurface.modelelement3i = model->surfmesh.data_element3i;
8320         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8321         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8322         rsurface.modelelement3s = model->surfmesh.data_element3s;
8323         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8324         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8325         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8326         rsurface.modelnumvertices = model->surfmesh.num_vertices;
8327         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8328         rsurface.modelsurfaces = model->data_surfaces;
8329         rsurface.batchgeneratedvertex = false;
8330         rsurface.batchfirstvertex = 0;
8331         rsurface.batchnumvertices = 0;
8332         rsurface.batchfirsttriangle = 0;
8333         rsurface.batchnumtriangles = 0;
8334         rsurface.batchvertex3f  = NULL;
8335         rsurface.batchvertex3f_vertexbuffer = NULL;
8336         rsurface.batchvertex3f_bufferoffset = 0;
8337         rsurface.batchsvector3f = NULL;
8338         rsurface.batchsvector3f_vertexbuffer = NULL;
8339         rsurface.batchsvector3f_bufferoffset = 0;
8340         rsurface.batchtvector3f = NULL;
8341         rsurface.batchtvector3f_vertexbuffer = NULL;
8342         rsurface.batchtvector3f_bufferoffset = 0;
8343         rsurface.batchnormal3f  = NULL;
8344         rsurface.batchnormal3f_vertexbuffer = NULL;
8345         rsurface.batchnormal3f_bufferoffset = 0;
8346         rsurface.batchlightmapcolor4f = NULL;
8347         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8348         rsurface.batchlightmapcolor4f_bufferoffset = 0;
8349         rsurface.batchtexcoordtexture2f = NULL;
8350         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8351         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8352         rsurface.batchtexcoordlightmap2f = NULL;
8353         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8354         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8355         rsurface.batchvertexmesh = NULL;
8356         rsurface.batchvertexmeshbuffer = NULL;
8357         rsurface.batchvertex3fbuffer = NULL;
8358         rsurface.batchelement3i = NULL;
8359         rsurface.batchelement3i_indexbuffer = NULL;
8360         rsurface.batchelement3i_bufferoffset = 0;
8361         rsurface.batchelement3s = NULL;
8362         rsurface.batchelement3s_indexbuffer = NULL;
8363         rsurface.batchelement3s_bufferoffset = 0;
8364         rsurface.passcolor4f = NULL;
8365         rsurface.passcolor4f_vertexbuffer = NULL;
8366         rsurface.passcolor4f_bufferoffset = 0;
8367 }
8368
8369 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)
8370 {
8371         rsurface.entity = r_refdef.scene.worldentity;
8372         rsurface.skeleton = NULL;
8373         rsurface.ent_skinnum = 0;
8374         rsurface.ent_qwskin = -1;
8375         rsurface.ent_flags = entflags;
8376         rsurface.shadertime = r_refdef.scene.time - shadertime;
8377         rsurface.modelnumvertices = numvertices;
8378         rsurface.modelnumtriangles = numtriangles;
8379         rsurface.matrix = *matrix;
8380         rsurface.inversematrix = *inversematrix;
8381         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8382         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8383         R_EntityMatrix(&rsurface.matrix);
8384         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8385         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8386         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8387         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8388         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8389         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8390         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8391         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8392         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8393         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8394         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8395         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8396         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);
8397         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8398         rsurface.frameblend[0].lerp = 1;
8399         rsurface.ent_alttextures = false;
8400         rsurface.basepolygonfactor = r_refdef.polygonfactor;
8401         rsurface.basepolygonoffset = r_refdef.polygonoffset;
8402         if (wanttangents)
8403         {
8404                 rsurface.modelvertex3f = (float *)vertex3f;
8405                 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8406                 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8407                 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8408         }
8409         else if (wantnormals)
8410         {
8411                 rsurface.modelvertex3f = (float *)vertex3f;
8412                 rsurface.modelsvector3f = NULL;
8413                 rsurface.modeltvector3f = NULL;
8414                 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8415         }
8416         else
8417         {
8418                 rsurface.modelvertex3f = (float *)vertex3f;
8419                 rsurface.modelsvector3f = NULL;
8420                 rsurface.modeltvector3f = NULL;
8421                 rsurface.modelnormal3f = NULL;
8422         }
8423         rsurface.modelvertexmesh = NULL;
8424         rsurface.modelvertexmeshbuffer = NULL;
8425         rsurface.modelvertex3fbuffer = NULL;
8426         rsurface.modelvertex3f_vertexbuffer = 0;
8427         rsurface.modelvertex3f_bufferoffset = 0;
8428         rsurface.modelsvector3f_vertexbuffer = 0;
8429         rsurface.modelsvector3f_bufferoffset = 0;
8430         rsurface.modeltvector3f_vertexbuffer = 0;
8431         rsurface.modeltvector3f_bufferoffset = 0;
8432         rsurface.modelnormal3f_vertexbuffer = 0;
8433         rsurface.modelnormal3f_bufferoffset = 0;
8434         rsurface.modelgeneratedvertex = true;
8435         rsurface.modellightmapcolor4f  = (float *)color4f;
8436         rsurface.modellightmapcolor4f_vertexbuffer = 0;
8437         rsurface.modellightmapcolor4f_bufferoffset = 0;
8438         rsurface.modeltexcoordtexture2f  = (float *)texcoord2f;
8439         rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8440         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8441         rsurface.modeltexcoordlightmap2f  = NULL;
8442         rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8443         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8444         rsurface.modelelement3i = (int *)element3i;
8445         rsurface.modelelement3i_indexbuffer = NULL;
8446         rsurface.modelelement3i_bufferoffset = 0;
8447         rsurface.modelelement3s = (unsigned short *)element3s;
8448         rsurface.modelelement3s_indexbuffer = NULL;
8449         rsurface.modelelement3s_bufferoffset = 0;
8450         rsurface.modellightmapoffsets = NULL;
8451         rsurface.modelsurfaces = NULL;
8452         rsurface.batchgeneratedvertex = false;
8453         rsurface.batchfirstvertex = 0;
8454         rsurface.batchnumvertices = 0;
8455         rsurface.batchfirsttriangle = 0;
8456         rsurface.batchnumtriangles = 0;
8457         rsurface.batchvertex3f  = NULL;
8458         rsurface.batchvertex3f_vertexbuffer = NULL;
8459         rsurface.batchvertex3f_bufferoffset = 0;
8460         rsurface.batchsvector3f = NULL;
8461         rsurface.batchsvector3f_vertexbuffer = NULL;
8462         rsurface.batchsvector3f_bufferoffset = 0;
8463         rsurface.batchtvector3f = NULL;
8464         rsurface.batchtvector3f_vertexbuffer = NULL;
8465         rsurface.batchtvector3f_bufferoffset = 0;
8466         rsurface.batchnormal3f  = NULL;
8467         rsurface.batchnormal3f_vertexbuffer = NULL;
8468         rsurface.batchnormal3f_bufferoffset = 0;
8469         rsurface.batchlightmapcolor4f = NULL;
8470         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8471         rsurface.batchlightmapcolor4f_bufferoffset = 0;
8472         rsurface.batchtexcoordtexture2f = NULL;
8473         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8474         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8475         rsurface.batchtexcoordlightmap2f = NULL;
8476         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8477         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8478         rsurface.batchvertexmesh = NULL;
8479         rsurface.batchvertexmeshbuffer = NULL;
8480         rsurface.batchvertex3fbuffer = NULL;
8481         rsurface.batchelement3i = NULL;
8482         rsurface.batchelement3i_indexbuffer = NULL;
8483         rsurface.batchelement3i_bufferoffset = 0;
8484         rsurface.batchelement3s = NULL;
8485         rsurface.batchelement3s_indexbuffer = NULL;
8486         rsurface.batchelement3s_bufferoffset = 0;
8487         rsurface.passcolor4f = NULL;
8488         rsurface.passcolor4f_vertexbuffer = NULL;
8489         rsurface.passcolor4f_bufferoffset = 0;
8490
8491         if (rsurface.modelnumvertices && rsurface.modelelement3i)
8492         {
8493                 if ((wantnormals || wanttangents) && !normal3f)
8494                 {
8495                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8496                         Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8497                 }
8498                 if (wanttangents && !svector3f)
8499                 {
8500                         rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8501                         rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8502                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8503                 }
8504         }
8505 }
8506
8507 float RSurf_FogPoint(const float *v)
8508 {
8509         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8510         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8511         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8512         float FogHeightFade = r_refdef.fogheightfade;
8513         float fogfrac;
8514         unsigned int fogmasktableindex;
8515         if (r_refdef.fogplaneviewabove)
8516                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8517         else
8518                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8519         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8520         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8521 }
8522
8523 float RSurf_FogVertex(const float *v)
8524 {
8525         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8526         float FogPlaneViewDist = rsurface.fogplaneviewdist;
8527         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8528         float FogHeightFade = rsurface.fogheightfade;
8529         float fogfrac;
8530         unsigned int fogmasktableindex;
8531         if (r_refdef.fogplaneviewabove)
8532                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8533         else
8534                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8535         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8536         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8537 }
8538
8539 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8540 {
8541         int i;
8542         for (i = 0;i < numelements;i++)
8543                 outelement3i[i] = inelement3i[i] + adjust;
8544 }
8545
8546 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8547 extern cvar_t gl_vbo;
8548 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8549 {
8550         int deformindex;
8551         int firsttriangle;
8552         int numtriangles;
8553         int firstvertex;
8554         int endvertex;
8555         int numvertices;
8556         int surfacefirsttriangle;
8557         int surfacenumtriangles;
8558         int surfacefirstvertex;
8559         int surfaceendvertex;
8560         int surfacenumvertices;
8561         int batchnumvertices;
8562         int batchnumtriangles;
8563         int needsupdate;
8564         int i, j;
8565         qboolean gaps;
8566         qboolean dynamicvertex;
8567         float amplitude;
8568         float animpos;
8569         float scale;
8570         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8571         float waveparms[4];
8572         q3shaderinfo_deform_t *deform;
8573         const msurface_t *surface, *firstsurface;
8574         r_vertexmesh_t *vertexmesh;
8575         if (!texturenumsurfaces)
8576                 return;
8577         // find vertex range of this surface batch
8578         gaps = false;
8579         firstsurface = texturesurfacelist[0];
8580         firsttriangle = firstsurface->num_firsttriangle;
8581         batchnumvertices = 0;
8582         batchnumtriangles = 0;
8583         firstvertex = endvertex = firstsurface->num_firstvertex;
8584         for (i = 0;i < texturenumsurfaces;i++)
8585         {
8586                 surface = texturesurfacelist[i];
8587                 if (surface != firstsurface + i)
8588                         gaps = true;
8589                 surfacefirstvertex = surface->num_firstvertex;
8590                 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
8591                 surfacenumvertices = surface->num_vertices;
8592                 surfacenumtriangles = surface->num_triangles;
8593                 if (firstvertex > surfacefirstvertex)
8594                         firstvertex = surfacefirstvertex;
8595                 if (endvertex < surfaceendvertex)
8596                         endvertex = surfaceendvertex;
8597                 batchnumvertices += surfacenumvertices;
8598                 batchnumtriangles += surfacenumtriangles;
8599         }
8600
8601         // we now know the vertex range used, and if there are any gaps in it
8602         rsurface.batchfirstvertex = firstvertex;
8603         rsurface.batchnumvertices = endvertex - firstvertex;
8604         rsurface.batchfirsttriangle = firsttriangle;
8605         rsurface.batchnumtriangles = batchnumtriangles;
8606
8607         // this variable holds flags for which properties have been updated that
8608         // may require regenerating vertexmesh array...
8609         needsupdate = 0;
8610
8611         // check if any dynamic vertex processing must occur
8612         dynamicvertex = false;
8613
8614         // if there is a chance of animated vertex colors, it's a dynamic batch
8615         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8616         {
8617                 dynamicvertex = true;
8618                 batchneed |= BATCHNEED_NOGAPS;
8619                 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
8620         }
8621
8622         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8623         {
8624                 switch (deform->deform)
8625                 {
8626                 default:
8627                 case Q3DEFORM_PROJECTIONSHADOW:
8628                 case Q3DEFORM_TEXT0:
8629                 case Q3DEFORM_TEXT1:
8630                 case Q3DEFORM_TEXT2:
8631                 case Q3DEFORM_TEXT3:
8632                 case Q3DEFORM_TEXT4:
8633                 case Q3DEFORM_TEXT5:
8634                 case Q3DEFORM_TEXT6:
8635                 case Q3DEFORM_TEXT7:
8636                 case Q3DEFORM_NONE:
8637                         break;
8638                 case Q3DEFORM_AUTOSPRITE:
8639                         dynamicvertex = true;
8640                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8641                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8642                         break;
8643                 case Q3DEFORM_AUTOSPRITE2:
8644                         dynamicvertex = true;
8645                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8646                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8647                         break;
8648                 case Q3DEFORM_NORMAL:
8649                         dynamicvertex = true;
8650                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8651                         needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8652                         break;
8653                 case Q3DEFORM_WAVE:
8654                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8655                                 break; // if wavefunc is a nop, ignore this transform
8656                         dynamicvertex = true;
8657                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8658                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8659                         break;
8660                 case Q3DEFORM_BULGE:
8661                         dynamicvertex = true;
8662                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8663                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8664                         break;
8665                 case Q3DEFORM_MOVE:
8666                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8667                                 break; // if wavefunc is a nop, ignore this transform
8668                         dynamicvertex = true;
8669                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8670                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
8671                         break;
8672                 }
8673         }
8674         switch(rsurface.texture->tcgen.tcgen)
8675         {
8676         default:
8677         case Q3TCGEN_TEXTURE:
8678                 break;
8679         case Q3TCGEN_LIGHTMAP:
8680                 dynamicvertex = true;
8681                 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
8682                 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
8683                 break;
8684         case Q3TCGEN_VECTOR:
8685                 dynamicvertex = true;
8686                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8687                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8688                 break;
8689         case Q3TCGEN_ENVIRONMENT:
8690                 dynamicvertex = true;
8691                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
8692                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8693                 break;
8694         }
8695         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8696         {
8697                 dynamicvertex = true;
8698                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8699                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8700         }
8701
8702         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8703         {
8704                 dynamicvertex = true;
8705                 batchneed |= BATCHNEED_NOGAPS;
8706                 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
8707         }
8708
8709         if (dynamicvertex || gaps || rsurface.batchfirstvertex)
8710         {
8711                 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
8712                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)      batchneed |= BATCHNEED_ARRAY_VERTEX;
8713                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)      batchneed |= BATCHNEED_ARRAY_NORMAL;
8714                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)      batchneed |= BATCHNEED_ARRAY_VECTOR;
8715                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
8716                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)    batchneed |= BATCHNEED_ARRAY_TEXCOORD;
8717                 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP)    batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
8718         }
8719
8720         // when the model data has no vertex buffer (dynamic mesh), we need to
8721         // eliminate gaps
8722         if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
8723                 batchneed |= BATCHNEED_NOGAPS;
8724
8725         // if needsupdate, we have to do a dynamic vertex batch for sure
8726         if (needsupdate & batchneed)
8727                 dynamicvertex = true;
8728
8729         // see if we need to build vertexmesh from arrays
8730         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8731                 dynamicvertex = true;
8732
8733         // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
8734         // also some drivers strongly dislike firstvertex
8735         if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
8736                 dynamicvertex = true;
8737
8738         rsurface.batchvertex3f = rsurface.modelvertex3f;
8739         rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
8740         rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8741         rsurface.batchsvector3f = rsurface.modelsvector3f;
8742         rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
8743         rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8744         rsurface.batchtvector3f = rsurface.modeltvector3f;
8745         rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
8746         rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8747         rsurface.batchnormal3f = rsurface.modelnormal3f;
8748         rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
8749         rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8750         rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
8751         rsurface.batchlightmapcolor4f_vertexbuffer  = rsurface.modellightmapcolor4f_vertexbuffer;
8752         rsurface.batchlightmapcolor4f_bufferoffset  = rsurface.modellightmapcolor4f_bufferoffset;
8753         rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
8754         rsurface.batchtexcoordtexture2f_vertexbuffer  = rsurface.modeltexcoordtexture2f_vertexbuffer;
8755         rsurface.batchtexcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
8756         rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
8757         rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
8758         rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
8759         rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
8760         rsurface.batchvertexmesh = rsurface.modelvertexmesh;
8761         rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
8762         rsurface.batchelement3i = rsurface.modelelement3i;
8763         rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
8764         rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
8765         rsurface.batchelement3s = rsurface.modelelement3s;
8766         rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
8767         rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
8768
8769         // if any dynamic vertex processing has to occur in software, we copy the
8770         // entire surface list together before processing to rebase the vertices
8771         // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
8772         //
8773         // if any gaps exist and we do not have a static vertex buffer, we have to
8774         // copy the surface list together to avoid wasting upload bandwidth on the
8775         // vertices in the gaps.
8776         //
8777         // if gaps exist and we have a static vertex buffer, we still have to
8778         // combine the index buffer ranges into one dynamic index buffer.
8779         //
8780         // in all cases we end up with data that can be drawn in one call.
8781
8782         if (!dynamicvertex)
8783         {
8784                 // static vertex data, just set pointers...
8785                 rsurface.batchgeneratedvertex = false;
8786                 // if there are gaps, we want to build a combined index buffer,
8787                 // otherwise use the original static buffer with an appropriate offset
8788                 if (gaps)
8789                 {
8790                         // build a new triangle elements array for this batch
8791                         rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8792                         rsurface.batchfirsttriangle = 0;
8793                         numtriangles = 0;
8794                         for (i = 0;i < texturenumsurfaces;i++)
8795                         {
8796                                 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8797                                 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8798                                 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
8799                                 numtriangles += surfacenumtriangles;
8800                         }
8801                         rsurface.batchelement3i_indexbuffer = NULL;
8802                         rsurface.batchelement3i_bufferoffset = 0;
8803                         rsurface.batchelement3s = NULL;
8804                         rsurface.batchelement3s_indexbuffer = NULL;
8805                         rsurface.batchelement3s_bufferoffset = 0;
8806                         if (endvertex <= 65536)
8807                         {
8808                                 // make a 16bit (unsigned short) index array if possible
8809                                 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8810                                 for (i = 0;i < numtriangles*3;i++)
8811                                         rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8812                         }
8813                 }
8814                 return;
8815         }
8816
8817         // something needs software processing, do it for real...
8818         // we only directly handle separate array data in this case and then
8819         // generate interleaved data if needed...
8820         rsurface.batchgeneratedvertex = true;
8821
8822         // now copy the vertex data into a combined array and make an index array
8823         // (this is what Quake3 does all the time)
8824         //if (gaps || rsurface.batchfirstvertex)
8825         {
8826                 rsurface.batchvertex3fbuffer = NULL;
8827                 rsurface.batchvertexmesh = NULL;
8828                 rsurface.batchvertexmeshbuffer = NULL;
8829                 rsurface.batchvertex3f = NULL;
8830                 rsurface.batchvertex3f_vertexbuffer = NULL;
8831                 rsurface.batchvertex3f_bufferoffset = 0;
8832                 rsurface.batchsvector3f = NULL;
8833                 rsurface.batchsvector3f_vertexbuffer = NULL;
8834                 rsurface.batchsvector3f_bufferoffset = 0;
8835                 rsurface.batchtvector3f = NULL;
8836                 rsurface.batchtvector3f_vertexbuffer = NULL;
8837                 rsurface.batchtvector3f_bufferoffset = 0;
8838                 rsurface.batchnormal3f = NULL;
8839                 rsurface.batchnormal3f_vertexbuffer = NULL;
8840                 rsurface.batchnormal3f_bufferoffset = 0;
8841                 rsurface.batchlightmapcolor4f = NULL;
8842                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8843                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8844                 rsurface.batchtexcoordtexture2f = NULL;
8845                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8846                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8847                 rsurface.batchtexcoordlightmap2f = NULL;
8848                 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8849                 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8850                 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8851                 rsurface.batchelement3i_indexbuffer = NULL;
8852                 rsurface.batchelement3i_bufferoffset = 0;
8853                 rsurface.batchelement3s = NULL;
8854                 rsurface.batchelement3s_indexbuffer = NULL;
8855                 rsurface.batchelement3s_bufferoffset = 0;
8856                 // we'll only be setting up certain arrays as needed
8857                 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
8858                         rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
8859                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8860                         rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8861                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8862                         rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8863                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8864                 {
8865                         rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8866                         rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8867                 }
8868                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8869                         rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8870                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8871                         rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8872                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8873                         rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8874                 numvertices = 0;
8875                 numtriangles = 0;
8876                 for (i = 0;i < texturenumsurfaces;i++)
8877                 {
8878                         surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
8879                         surfacenumvertices = texturesurfacelist[i]->num_vertices;
8880                         surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8881                         surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8882                         // copy only the data requested
8883                         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
8884                                 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
8885                         if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
8886                         {
8887                                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8888                                 {
8889                                         if (rsurface.batchvertex3f)
8890                                                 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8891                                         else
8892                                                 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8893                                 }
8894                                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8895                                 {
8896                                         if (rsurface.modelnormal3f)
8897                                                 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8898                                         else
8899                                                 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8900                                 }
8901                                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8902                                 {
8903                                         if (rsurface.modelsvector3f)
8904                                         {
8905                                                 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8906                                                 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8907                                         }
8908                                         else
8909                                         {
8910                                                 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8911                                                 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8912                                         }
8913                                 }
8914                                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8915                                 {
8916                                         if (rsurface.modellightmapcolor4f)
8917                                                 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
8918                                         else
8919                                                 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
8920                                 }
8921                                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8922                                 {
8923                                         if (rsurface.modeltexcoordtexture2f)
8924                                                 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8925                                         else
8926                                                 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8927                                 }
8928                                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8929                                 {
8930                                         if (rsurface.modeltexcoordlightmap2f)
8931                                                 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8932                                         else
8933                                                 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8934                                 }
8935                         }
8936                         RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
8937                         numvertices += surfacenumvertices;
8938                         numtriangles += surfacenumtriangles;
8939                 }
8940
8941                 // generate a 16bit index array as well if possible
8942                 // (in general, dynamic batches fit)
8943                 if (numvertices <= 65536)
8944                 {
8945                         rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8946                         for (i = 0;i < numtriangles*3;i++)
8947                                 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8948                 }
8949
8950                 // since we've copied everything, the batch now starts at 0
8951                 rsurface.batchfirstvertex = 0;
8952                 rsurface.batchnumvertices = batchnumvertices;
8953                 rsurface.batchfirsttriangle = 0;
8954                 rsurface.batchnumtriangles = batchnumtriangles;
8955         }
8956
8957         // q1bsp surfaces rendered in vertex color mode have to have colors
8958         // calculated based on lightstyles
8959         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8960         {
8961                 // generate color arrays for the surfaces in this list
8962                 int c[4];
8963                 int scale;
8964                 int size3;
8965                 const int *offsets;
8966                 const unsigned char *lm;
8967                 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8968                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8969                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8970                 numvertices = 0;
8971                 for (i = 0;i < texturenumsurfaces;i++)
8972                 {
8973                         surface = texturesurfacelist[i];
8974                         offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8975                         surfacenumvertices = surface->num_vertices;
8976                         if (surface->lightmapinfo->samples)
8977                         {
8978                                 for (j = 0;j < surfacenumvertices;j++)
8979                                 {
8980                                         lm = surface->lightmapinfo->samples + offsets[j];
8981                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8982                                         VectorScale(lm, scale, c);
8983                                         if (surface->lightmapinfo->styles[1] != 255)
8984                                         {
8985                                                 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8986                                                 lm += size3;
8987                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8988                                                 VectorMA(c, scale, lm, c);
8989                                                 if (surface->lightmapinfo->styles[2] != 255)
8990                                                 {
8991                                                         lm += size3;
8992                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8993                                                         VectorMA(c, scale, lm, c);
8994                                                         if (surface->lightmapinfo->styles[3] != 255)
8995                                                         {
8996                                                                 lm += size3;
8997                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8998                                                                 VectorMA(c, scale, lm, c);
8999                                                         }
9000                                                 }
9001                                         }
9002                                         c[0] >>= 7;
9003                                         c[1] >>= 7;
9004                                         c[2] >>= 7;
9005                                         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);
9006                                         numvertices++;
9007                                 }
9008                         }
9009                         else
9010                         {
9011                                 for (j = 0;j < surfacenumvertices;j++)
9012                                 {
9013                                         Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
9014                                         numvertices++;
9015                                 }
9016                         }
9017                 }
9018         }
9019
9020         // if vertices are deformed (sprite flares and things in maps, possibly
9021         // water waves, bulges and other deformations), modify the copied vertices
9022         // in place
9023         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9024         {
9025                 switch (deform->deform)
9026                 {
9027                 default:
9028                 case Q3DEFORM_PROJECTIONSHADOW:
9029                 case Q3DEFORM_TEXT0:
9030                 case Q3DEFORM_TEXT1:
9031                 case Q3DEFORM_TEXT2:
9032                 case Q3DEFORM_TEXT3:
9033                 case Q3DEFORM_TEXT4:
9034                 case Q3DEFORM_TEXT5:
9035                 case Q3DEFORM_TEXT6:
9036                 case Q3DEFORM_TEXT7:
9037                 case Q3DEFORM_NONE:
9038                         break;
9039                 case Q3DEFORM_AUTOSPRITE:
9040                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9041                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9042                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9043                         VectorNormalize(newforward);
9044                         VectorNormalize(newright);
9045                         VectorNormalize(newup);
9046 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9047 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9048 //                      rsurface.batchvertex3f_bufferoffset = 0;
9049 //                      rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9050 //                      rsurface.batchsvector3f_vertexbuffer = NULL;
9051 //                      rsurface.batchsvector3f_bufferoffset = 0;
9052 //                      rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9053 //                      rsurface.batchtvector3f_vertexbuffer = NULL;
9054 //                      rsurface.batchtvector3f_bufferoffset = 0;
9055 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9056 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
9057 //                      rsurface.batchnormal3f_bufferoffset = 0;
9058                         // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9059                         if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9060                                 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9061                         if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9062                                 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);
9063                         // a single autosprite surface can contain multiple sprites...
9064                         for (j = 0;j < batchnumvertices - 3;j += 4)
9065                         {
9066                                 VectorClear(center);
9067                                 for (i = 0;i < 4;i++)
9068                                         VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9069                                 VectorScale(center, 0.25f, center);
9070                                 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9071                                 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9072                                 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9073                                 for (i = 0;i < 4;i++)
9074                                 {
9075                                         VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9076                                         VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9077                                 }
9078                         }
9079                         // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9080                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9081                         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);
9082                         break;
9083                 case Q3DEFORM_AUTOSPRITE2:
9084                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9085                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9086                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9087                         VectorNormalize(newforward);
9088                         VectorNormalize(newright);
9089                         VectorNormalize(newup);
9090 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9091 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9092 //                      rsurface.batchvertex3f_bufferoffset = 0;
9093                         {
9094                                 const float *v1, *v2;
9095                                 vec3_t start, end;
9096                                 float f, l;
9097                                 struct
9098                                 {
9099                                         float length2;
9100                                         const float *v1;
9101                                         const float *v2;
9102                                 }
9103                                 shortest[2];
9104                                 memset(shortest, 0, sizeof(shortest));
9105                                 // a single autosprite surface can contain multiple sprites...
9106                                 for (j = 0;j < batchnumvertices - 3;j += 4)
9107                                 {
9108                                         VectorClear(center);
9109                                         for (i = 0;i < 4;i++)
9110                                                 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9111                                         VectorScale(center, 0.25f, center);
9112                                         // find the two shortest edges, then use them to define the
9113                                         // axis vectors for rotating around the central axis
9114                                         for (i = 0;i < 6;i++)
9115                                         {
9116                                                 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9117                                                 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9118                                                 l = VectorDistance2(v1, v2);
9119                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9120                                                 if (v1[2] != v2[2])
9121                                                         l += (1.0f / 1024.0f);
9122                                                 if (shortest[0].length2 > l || i == 0)
9123                                                 {
9124                                                         shortest[1] = shortest[0];
9125                                                         shortest[0].length2 = l;
9126                                                         shortest[0].v1 = v1;
9127                                                         shortest[0].v2 = v2;
9128                                                 }
9129                                                 else if (shortest[1].length2 > l || i == 1)
9130                                                 {
9131                                                         shortest[1].length2 = l;
9132                                                         shortest[1].v1 = v1;
9133                                                         shortest[1].v2 = v2;
9134                                                 }
9135                                         }
9136                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9137                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9138                                         // this calculates the right vector from the shortest edge
9139                                         // and the up vector from the edge midpoints
9140                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9141                                         VectorNormalize(right);
9142                                         VectorSubtract(end, start, up);
9143                                         VectorNormalize(up);
9144                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9145                                         VectorSubtract(rsurface.localvieworigin, center, forward);
9146                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9147                                         VectorNegate(forward, forward);
9148                                         VectorReflect(forward, 0, up, forward);
9149                                         VectorNormalize(forward);
9150                                         CrossProduct(up, forward, newright);
9151                                         VectorNormalize(newright);
9152                                         // rotate the quad around the up axis vector, this is made
9153                                         // especially easy by the fact we know the quad is flat,
9154                                         // so we only have to subtract the center position and
9155                                         // measure distance along the right vector, and then
9156                                         // multiply that by the newright vector and add back the
9157                                         // center position
9158                                         // we also need to subtract the old position to undo the
9159                                         // displacement from the center, which we do with a
9160                                         // DotProduct, the subtraction/addition of center is also
9161                                         // optimized into DotProducts here
9162                                         l = DotProduct(right, center);
9163                                         for (i = 0;i < 4;i++)
9164                                         {
9165                                                 v1 = rsurface.batchvertex3f + 3*(j+i);
9166                                                 f = DotProduct(right, v1) - l;
9167                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9168                                         }
9169                                 }
9170                         }
9171                         if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9172                         {
9173 //                              rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9174 //                              rsurface.batchnormal3f_vertexbuffer = NULL;
9175 //                              rsurface.batchnormal3f_bufferoffset = 0;
9176                                 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9177                         }
9178                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9179                         {
9180 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9181 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
9182 //                              rsurface.batchsvector3f_bufferoffset = 0;
9183 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9184 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
9185 //                              rsurface.batchtvector3f_bufferoffset = 0;
9186                                 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);
9187                         }
9188                         break;
9189                 case Q3DEFORM_NORMAL:
9190                         // deform the normals to make reflections wavey
9191                         rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9192                         rsurface.batchnormal3f_vertexbuffer = NULL;
9193                         rsurface.batchnormal3f_bufferoffset = 0;
9194                         for (j = 0;j < batchnumvertices;j++)
9195                         {
9196                                 float vertex[3];
9197                                 float *normal = rsurface.batchnormal3f + 3*j;
9198                                 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9199                                 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9200                                 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9201                                 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9202                                 VectorNormalize(normal);
9203                         }
9204                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9205                         {
9206 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9207 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
9208 //                              rsurface.batchsvector3f_bufferoffset = 0;
9209 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9210 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
9211 //                              rsurface.batchtvector3f_bufferoffset = 0;
9212                                 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);
9213                         }
9214                         break;
9215                 case Q3DEFORM_WAVE:
9216                         // deform vertex array to make wavey water and flags and such
9217                         waveparms[0] = deform->waveparms[0];
9218                         waveparms[1] = deform->waveparms[1];
9219                         waveparms[2] = deform->waveparms[2];
9220                         waveparms[3] = deform->waveparms[3];
9221                         if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
9222                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
9223                         // this is how a divisor of vertex influence on deformation
9224                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9225                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9226 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9227 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9228 //                      rsurface.batchvertex3f_bufferoffset = 0;
9229 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9230 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
9231 //                      rsurface.batchnormal3f_bufferoffset = 0;
9232                         for (j = 0;j < batchnumvertices;j++)
9233                         {
9234                                 // if the wavefunc depends on time, evaluate it per-vertex
9235                                 if (waveparms[3])
9236                                 {
9237                                         waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
9238                                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9239                                 }
9240                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9241                         }
9242                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9243                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9244                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9245                         {
9246 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9247 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
9248 //                              rsurface.batchsvector3f_bufferoffset = 0;
9249 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9250 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
9251 //                              rsurface.batchtvector3f_bufferoffset = 0;
9252                                 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);
9253                         }
9254                         break;
9255                 case Q3DEFORM_BULGE:
9256                         // deform vertex array to make the surface have moving bulges
9257 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9258 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9259 //                      rsurface.batchvertex3f_bufferoffset = 0;
9260 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9261 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
9262 //                      rsurface.batchnormal3f_bufferoffset = 0;
9263                         for (j = 0;j < batchnumvertices;j++)
9264                         {
9265                                 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
9266                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9267                         }
9268                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9269                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9270                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9271                         {
9272 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9273 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
9274 //                              rsurface.batchsvector3f_bufferoffset = 0;
9275 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9276 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
9277 //                              rsurface.batchtvector3f_bufferoffset = 0;
9278                                 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);
9279                         }
9280                         break;
9281                 case Q3DEFORM_MOVE:
9282                         // deform vertex array
9283                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9284                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
9285                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9286                         VectorScale(deform->parms, scale, waveparms);
9287 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9288 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9289 //                      rsurface.batchvertex3f_bufferoffset = 0;
9290                         for (j = 0;j < batchnumvertices;j++)
9291                                 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
9292                         break;
9293                 }
9294         }
9295
9296         // generate texcoords based on the chosen texcoord source
9297         switch(rsurface.texture->tcgen.tcgen)
9298         {
9299         default:
9300         case Q3TCGEN_TEXTURE:
9301                 break;
9302         case Q3TCGEN_LIGHTMAP:
9303 //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9304 //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9305 //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9306                 if (rsurface.batchtexcoordlightmap2f)
9307                         memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
9308                 break;
9309         case Q3TCGEN_VECTOR:
9310 //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9311 //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9312 //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9313                 for (j = 0;j < batchnumvertices;j++)
9314                 {
9315                         rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
9316                         rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
9317                 }
9318                 break;
9319         case Q3TCGEN_ENVIRONMENT:
9320                 // make environment reflections using a spheremap
9321                 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9322                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9323                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9324                 for (j = 0;j < batchnumvertices;j++)
9325                 {
9326                         // identical to Q3A's method, but executed in worldspace so
9327                         // carried models can be shiny too
9328
9329                         float viewer[3], d, reflected[3], worldreflected[3];
9330
9331                         VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
9332                         // VectorNormalize(viewer);
9333
9334                         d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
9335
9336                         reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
9337                         reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
9338                         reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
9339                         // note: this is proportinal to viewer, so we can normalize later
9340
9341                         Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9342                         VectorNormalize(worldreflected);
9343
9344                         // note: this sphere map only uses world x and z!
9345                         // so positive and negative y will LOOK THE SAME.
9346                         rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
9347                         rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
9348                 }
9349                 break;
9350         }
9351         // the only tcmod that needs software vertex processing is turbulent, so
9352         // check for it here and apply the changes if needed
9353         // and we only support that as the first one
9354         // (handling a mixture of turbulent and other tcmods would be problematic
9355         //  without punting it entirely to a software path)
9356         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9357         {
9358                 amplitude = rsurface.texture->tcmods[0].parms[1];
9359                 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
9360 //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9361 //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9362 //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9363                 for (j = 0;j < batchnumvertices;j++)
9364                 {
9365                         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);
9366                         rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1]                                ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9367                 }
9368         }
9369
9370         if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9371         {
9372                 // convert the modified arrays to vertex structs
9373 //              rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9374 //              rsurface.batchvertexmeshbuffer = NULL;
9375                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
9376                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9377                                 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
9378                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
9379                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9380                                 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
9381                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
9382                 {
9383                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9384                         {
9385                                 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
9386                                 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
9387                         }
9388                 }
9389                 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
9390                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9391                                 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
9392                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
9393                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9394                                 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
9395                 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
9396                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9397                                 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
9398         }
9399 }
9400
9401 void RSurf_DrawBatch(void)
9402 {
9403         // sometimes a zero triangle surface (usually a degenerate patch) makes it
9404         // through the pipeline, killing it earlier in the pipeline would have
9405         // per-surface overhead rather than per-batch overhead, so it's best to
9406         // reject it here, before it hits glDraw.
9407         if (rsurface.batchnumtriangles == 0)
9408                 return;
9409 #if 0
9410         // batch debugging code
9411         if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
9412         {
9413                 int i;
9414                 int j;
9415                 int c;
9416                 const int *e;
9417                 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
9418                 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
9419                 {
9420                         c = e[i];
9421                         for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
9422                         {
9423                                 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
9424                                 {
9425                                         if (rsurface.modelsurfaces[j].texture != rsurface.texture)
9426                                                 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);
9427                                         break;
9428                                 }
9429                         }
9430                 }
9431         }
9432 #endif
9433         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);
9434 }
9435
9436 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
9437 {
9438         // pick the closest matching water plane
9439         int planeindex, vertexindex, bestplaneindex = -1;
9440         float d, bestd;
9441         vec3_t vert;
9442         const float *v;
9443         r_waterstate_waterplane_t *p;
9444         qboolean prepared = false;
9445         bestd = 0;
9446         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
9447         {
9448                 if(p->camera_entity != rsurface.texture->camera_entity)
9449                         continue;
9450                 d = 0;
9451                 if(!prepared)
9452                 {
9453                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9454                         prepared = true;
9455                         if(rsurface.batchnumvertices == 0)
9456                                 break;
9457                 }
9458                 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
9459                 {
9460                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
9461                         d += fabs(PlaneDiff(vert, &p->plane));
9462                 }
9463                 if (bestd > d || bestplaneindex < 0)
9464                 {
9465                         bestd = d;
9466                         bestplaneindex = planeindex;
9467                 }
9468         }
9469         return bestplaneindex;
9470         // NOTE: this MAY return a totally unrelated water plane; we can ignore
9471         // this situation though, as it might be better to render single larger
9472         // batches with useless stuff (backface culled for example) than to
9473         // render multiple smaller batches
9474 }
9475
9476 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
9477 {
9478         int i;
9479         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9480         rsurface.passcolor4f_vertexbuffer = 0;
9481         rsurface.passcolor4f_bufferoffset = 0;
9482         for (i = 0;i < rsurface.batchnumvertices;i++)
9483                 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
9484 }
9485
9486 static void RSurf_DrawBatch_GL11_ApplyFog(void)
9487 {
9488         int i;
9489         float f;
9490         const float *v;
9491         const float *c;
9492         float *c2;
9493         if (rsurface.passcolor4f)
9494         {
9495                 // generate color arrays
9496                 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9497                 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9498                 rsurface.passcolor4f_vertexbuffer = 0;
9499                 rsurface.passcolor4f_bufferoffset = 0;
9500                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9501                 {
9502                         f = RSurf_FogVertex(v);
9503                         c2[0] = c[0] * f;
9504                         c2[1] = c[1] * f;
9505                         c2[2] = c[2] * f;
9506                         c2[3] = c[3];
9507                 }
9508         }
9509         else
9510         {
9511                 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9512                 rsurface.passcolor4f_vertexbuffer = 0;
9513                 rsurface.passcolor4f_bufferoffset = 0;
9514                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
9515                 {
9516                         f = RSurf_FogVertex(v);
9517                         c2[0] = f;
9518                         c2[1] = f;
9519                         c2[2] = f;
9520                         c2[3] = 1;
9521                 }
9522         }
9523 }
9524
9525 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
9526 {
9527         int i;
9528         float f;
9529         const float *v;
9530         const float *c;
9531         float *c2;
9532         if (!rsurface.passcolor4f)
9533                 return;
9534         c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9535         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9536         rsurface.passcolor4f_vertexbuffer = 0;
9537         rsurface.passcolor4f_bufferoffset = 0;
9538         for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9539         {
9540                 f = RSurf_FogVertex(v);
9541                 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
9542                 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
9543                 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
9544                 c2[3] = c[3];
9545         }
9546 }
9547
9548 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
9549 {
9550         int i;
9551         const float *c;
9552         float *c2;
9553         if (!rsurface.passcolor4f)
9554                 return;
9555         c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9556         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9557         rsurface.passcolor4f_vertexbuffer = 0;
9558         rsurface.passcolor4f_bufferoffset = 0;
9559         for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9560         {
9561                 c2[0] = c[0] * r;
9562                 c2[1] = c[1] * g;
9563                 c2[2] = c[2] * b;
9564                 c2[3] = c[3] * a;
9565         }
9566 }
9567
9568 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
9569 {
9570         int i;
9571         const float *c;
9572         float *c2;
9573         if (!rsurface.passcolor4f)
9574                 return;
9575         c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9576         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9577         rsurface.passcolor4f_vertexbuffer = 0;
9578         rsurface.passcolor4f_bufferoffset = 0;
9579         for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9580         {
9581                 c2[0] = c[0] + r_refdef.scene.ambient;
9582                 c2[1] = c[1] + r_refdef.scene.ambient;
9583                 c2[2] = c[2] + r_refdef.scene.ambient;
9584                 c2[3] = c[3];
9585         }
9586 }
9587
9588 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9589 {
9590         // TODO: optimize
9591         rsurface.passcolor4f = NULL;
9592         rsurface.passcolor4f_vertexbuffer = 0;
9593         rsurface.passcolor4f_bufferoffset = 0;
9594         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9595         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9596         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9597         GL_Color(r, g, b, a);
9598         R_Mesh_TexBind(0, rsurface.lightmaptexture);
9599         RSurf_DrawBatch();
9600 }
9601
9602 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9603 {
9604         // TODO: optimize applyfog && applycolor case
9605         // just apply fog if necessary, and tint the fog color array if necessary
9606         rsurface.passcolor4f = NULL;
9607         rsurface.passcolor4f_vertexbuffer = 0;
9608         rsurface.passcolor4f_bufferoffset = 0;
9609         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9610         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9611         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9612         GL_Color(r, g, b, a);
9613         RSurf_DrawBatch();
9614 }
9615
9616 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9617 {
9618         // TODO: optimize
9619         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
9620         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
9621         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
9622         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9623         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9624         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9625         GL_Color(r, g, b, a);
9626         RSurf_DrawBatch();
9627 }
9628
9629 static void RSurf_DrawBatch_GL11_ClampColor(void)
9630 {
9631         int i;
9632         const float *c1;
9633         float *c2;
9634         if (!rsurface.passcolor4f)
9635                 return;
9636         for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
9637         {
9638                 c2[0] = bound(0.0f, c1[0], 1.0f);
9639                 c2[1] = bound(0.0f, c1[1], 1.0f);
9640                 c2[2] = bound(0.0f, c1[2], 1.0f);
9641                 c2[3] = bound(0.0f, c1[3], 1.0f);
9642         }
9643 }
9644
9645 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
9646 {
9647         int i;
9648         float f;
9649         const float *v;
9650         const float *n;
9651         float *c;
9652         //vec3_t eyedir;
9653
9654         // fake shading
9655         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9656         rsurface.passcolor4f_vertexbuffer = 0;
9657         rsurface.passcolor4f_bufferoffset = 0;
9658         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)
9659         {
9660                 f = -DotProduct(r_refdef.view.forward, n);
9661                 f = max(0, f);
9662                 f = f * 0.85 + 0.15; // work around so stuff won't get black
9663                 f *= r_refdef.lightmapintensity;
9664                 Vector4Set(c, f, f, f, 1);
9665         }
9666 }
9667
9668 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9669 {
9670         RSurf_DrawBatch_GL11_ApplyFakeLight();
9671         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9672         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9673         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9674         GL_Color(r, g, b, a);
9675         RSurf_DrawBatch();
9676 }
9677
9678 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
9679 {
9680         int i;
9681         float f;
9682         float alpha;
9683         const float *v;
9684         const float *n;
9685         float *c;
9686         vec3_t ambientcolor;
9687         vec3_t diffusecolor;
9688         vec3_t lightdir;
9689         // TODO: optimize
9690         // model lighting
9691         VectorCopy(rsurface.modellight_lightdir, lightdir);
9692         f = 0.5f * r_refdef.lightmapintensity;
9693         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
9694         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
9695         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
9696         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
9697         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
9698         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
9699         alpha = *a;
9700         if (VectorLength2(diffusecolor) > 0)
9701         {
9702                 // q3-style directional shading
9703                 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9704                 rsurface.passcolor4f_vertexbuffer = 0;
9705                 rsurface.passcolor4f_bufferoffset = 0;
9706                 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)
9707                 {
9708                         if ((f = DotProduct(n, lightdir)) > 0)
9709                                 VectorMA(ambientcolor, f, diffusecolor, c);
9710                         else
9711                                 VectorCopy(ambientcolor, c);
9712                         c[3] = alpha;
9713                 }
9714                 *r = 1;
9715                 *g = 1;
9716                 *b = 1;
9717                 *a = 1;
9718                 *applycolor = false;
9719         }
9720         else
9721         {
9722                 *r = ambientcolor[0];
9723                 *g = ambientcolor[1];
9724                 *b = ambientcolor[2];
9725                 rsurface.passcolor4f = NULL;
9726                 rsurface.passcolor4f_vertexbuffer = 0;
9727                 rsurface.passcolor4f_bufferoffset = 0;
9728         }
9729 }
9730
9731 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9732 {
9733         RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
9734         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9735         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9736         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9737         GL_Color(r, g, b, a);
9738         RSurf_DrawBatch();
9739 }
9740
9741 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
9742 {
9743         int i;
9744         float f;
9745         const float *v;
9746         float *c;
9747
9748         // fake shading
9749         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9750         rsurface.passcolor4f_vertexbuffer = 0;
9751         rsurface.passcolor4f_bufferoffset = 0;
9752
9753         for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
9754         {
9755                 f = 1 - RSurf_FogVertex(v);
9756                 c[0] = r;
9757                 c[1] = g;
9758                 c[2] = b;
9759                 c[3] = f * a;
9760         }
9761 }
9762
9763 void RSurf_SetupDepthAndCulling(void)
9764 {
9765         // submodels are biased to avoid z-fighting with world surfaces that they
9766         // may be exactly overlapping (avoids z-fighting artifacts on certain
9767         // doors and things in Quake maps)
9768         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
9769         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
9770         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
9771         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9772 }
9773
9774 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9775 {
9776         // transparent sky would be ridiculous
9777         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9778                 return;
9779         R_SetupShader_Generic_NoTexture(false, false);
9780         skyrenderlater = true;
9781         RSurf_SetupDepthAndCulling();
9782         GL_DepthMask(true);
9783         // LordHavoc: HalfLife maps have freaky skypolys so don't use
9784         // skymasking on them, and Quake3 never did sky masking (unlike
9785         // software Quake and software Quake2), so disable the sky masking
9786         // in Quake3 maps as it causes problems with q3map2 sky tricks,
9787         // and skymasking also looks very bad when noclipping outside the
9788         // level, so don't use it then either.
9789         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
9790         {
9791                 R_Mesh_ResetTextureState();
9792                 if (skyrendermasked)
9793                 {
9794                         R_SetupShader_DepthOrShadow(false);
9795                         // depth-only (masking)
9796                         GL_ColorMask(0,0,0,0);
9797                         // just to make sure that braindead drivers don't draw
9798                         // anything despite that colormask...
9799                         GL_BlendFunc(GL_ZERO, GL_ONE);
9800                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9801                         if (rsurface.batchvertex3fbuffer)
9802                                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
9803                         else
9804                                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
9805                 }
9806                 else
9807                 {
9808                         R_SetupShader_Generic_NoTexture(false, false);
9809                         // fog sky
9810                         GL_BlendFunc(GL_ONE, GL_ZERO);
9811                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9812                         GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
9813                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9814                 }
9815                 RSurf_DrawBatch();
9816                 if (skyrendermasked)
9817                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
9818         }
9819         R_Mesh_ResetTextureState();
9820         GL_Color(1, 1, 1, 1);
9821 }
9822
9823 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
9824 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
9825 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
9826 {
9827         if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
9828                 return;
9829         if (prepass)
9830         {
9831                 // render screenspace normalmap to texture
9832                 GL_DepthMask(true);
9833                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
9834                 RSurf_DrawBatch();
9835                 return;
9836         }
9837
9838         // bind lightmap texture
9839
9840         // water/refraction/reflection/camera surfaces have to be handled specially
9841         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
9842         {
9843                 int start, end, startplaneindex;
9844                 for (start = 0;start < texturenumsurfaces;start = end)
9845                 {
9846                         startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
9847                         if(startplaneindex < 0)
9848                         {
9849                                 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
9850                                 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
9851                                 end = start + 1;
9852                                 continue;
9853                         }
9854                         for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
9855                                 ;
9856                         // now that we have a batch using the same planeindex, render it
9857                         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
9858                         {
9859                                 // render water or distortion background
9860                                 GL_DepthMask(true);
9861                                 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);
9862                                 RSurf_DrawBatch();
9863                                 // blend surface on top
9864                                 GL_DepthMask(false);
9865                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
9866                                 RSurf_DrawBatch();
9867                         }
9868                         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
9869                         {
9870                                 // render surface with reflection texture as input
9871                                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9872                                 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);
9873                                 RSurf_DrawBatch();
9874                         }
9875                 }
9876                 return;
9877         }
9878
9879         // render surface batch normally
9880         GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9881         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);
9882         RSurf_DrawBatch();
9883 }
9884
9885 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9886 {
9887         // OpenGL 1.3 path - anything not completely ancient
9888         qboolean applycolor;
9889         qboolean applyfog;
9890         int layerindex;
9891         const texturelayer_t *layer;
9892         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);
9893         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9894
9895         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9896         {
9897                 vec4_t layercolor;
9898                 int layertexrgbscale;
9899                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9900                 {
9901                         if (layerindex == 0)
9902                                 GL_AlphaTest(true);
9903                         else
9904                         {
9905                                 GL_AlphaTest(false);
9906                                 GL_DepthFunc(GL_EQUAL);
9907                         }
9908                 }
9909                 GL_DepthMask(layer->depthmask && writedepth);
9910                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9911                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
9912                 {
9913                         layertexrgbscale = 4;
9914                         VectorScale(layer->color, 0.25f, layercolor);
9915                 }
9916                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
9917                 {
9918                         layertexrgbscale = 2;
9919                         VectorScale(layer->color, 0.5f, layercolor);
9920                 }
9921                 else
9922                 {
9923                         layertexrgbscale = 1;
9924                         VectorScale(layer->color, 1.0f, layercolor);
9925                 }
9926                 layercolor[3] = layer->color[3];
9927                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
9928                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9929                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9930                 switch (layer->type)
9931                 {
9932                 case TEXTURELAYERTYPE_LITTEXTURE:
9933                         // single-pass lightmapped texture with 2x rgbscale
9934                         R_Mesh_TexBind(0, r_texture_white);
9935                         R_Mesh_TexMatrix(0, NULL);
9936                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9937                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9938                         R_Mesh_TexBind(1, layer->texture);
9939                         R_Mesh_TexMatrix(1, &layer->texmatrix);
9940                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9941                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9942                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9943                                 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9944                         else if (FAKELIGHT_ENABLED)
9945                                 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9946                         else if (rsurface.uselightmaptexture)
9947                                 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9948                         else
9949                                 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9950                         break;
9951                 case TEXTURELAYERTYPE_TEXTURE:
9952                         // singletexture unlit texture with transparency support
9953                         R_Mesh_TexBind(0, layer->texture);
9954                         R_Mesh_TexMatrix(0, &layer->texmatrix);
9955                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9956                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9957                         R_Mesh_TexBind(1, 0);
9958                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9959                         RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9960                         break;
9961                 case TEXTURELAYERTYPE_FOG:
9962                         // singletexture fogging
9963                         if (layer->texture)
9964                         {
9965                                 R_Mesh_TexBind(0, layer->texture);
9966                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
9967                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9968                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9969                         }
9970                         else
9971                         {
9972                                 R_Mesh_TexBind(0, 0);
9973                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9974                         }
9975                         R_Mesh_TexBind(1, 0);
9976                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9977                         // generate a color array for the fog pass
9978                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
9979                         RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
9980                         RSurf_DrawBatch();
9981                         break;
9982                 default:
9983                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
9984                 }
9985         }
9986         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9987         {
9988                 GL_DepthFunc(GL_LEQUAL);
9989                 GL_AlphaTest(false);
9990         }
9991 }
9992
9993 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9994 {
9995         // OpenGL 1.1 - crusty old voodoo path
9996         qboolean applyfog;
9997         int layerindex;
9998         const texturelayer_t *layer;
9999         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);
10000         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10001
10002         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10003         {
10004                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10005                 {
10006                         if (layerindex == 0)
10007                                 GL_AlphaTest(true);
10008                         else
10009                         {
10010                                 GL_AlphaTest(false);
10011                                 GL_DepthFunc(GL_EQUAL);
10012                         }
10013                 }
10014                 GL_DepthMask(layer->depthmask && writedepth);
10015                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10016                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10017                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10018                 switch (layer->type)
10019                 {
10020                 case TEXTURELAYERTYPE_LITTEXTURE:
10021                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
10022                         {
10023                                 // two-pass lit texture with 2x rgbscale
10024                                 // first the lightmap pass
10025                                 R_Mesh_TexBind(0, r_texture_white);
10026                                 R_Mesh_TexMatrix(0, NULL);
10027                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10028                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10029                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10030                                         RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
10031                                 else if (FAKELIGHT_ENABLED)
10032                                         RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
10033                                 else if (rsurface.uselightmaptexture)
10034                                         RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
10035                                 else
10036                                         RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
10037                                 // then apply the texture to it
10038                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10039                                 R_Mesh_TexBind(0, layer->texture);
10040                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10041                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10042                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10043                                 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);
10044                         }
10045                         else
10046                         {
10047                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10048                                 R_Mesh_TexBind(0, layer->texture);
10049                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10050                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10051                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10052                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10053                                         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);
10054                                 else
10055                                         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);
10056                         }
10057                         break;
10058                 case TEXTURELAYERTYPE_TEXTURE:
10059                         // singletexture unlit texture with transparency support
10060                         R_Mesh_TexBind(0, layer->texture);
10061                         R_Mesh_TexMatrix(0, &layer->texmatrix);
10062                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10063                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10064                         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);
10065                         break;
10066                 case TEXTURELAYERTYPE_FOG:
10067                         // singletexture fogging
10068                         if (layer->texture)
10069                         {
10070                                 R_Mesh_TexBind(0, layer->texture);
10071                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10072                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10073                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10074                         }
10075                         else
10076                         {
10077                                 R_Mesh_TexBind(0, 0);
10078                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10079                         }
10080                         // generate a color array for the fog pass
10081                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10082                         RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10083                         RSurf_DrawBatch();
10084                         break;
10085                 default:
10086                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10087                 }
10088         }
10089         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10090         {
10091                 GL_DepthFunc(GL_LEQUAL);
10092                 GL_AlphaTest(false);
10093         }
10094 }
10095
10096 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10097 {
10098         int vi;
10099         int j;
10100         r_vertexgeneric_t *batchvertex;
10101         float c[4];
10102
10103 //      R_Mesh_ResetTextureState();
10104         R_SetupShader_Generic_NoTexture(false, false);
10105
10106         if(rsurface.texture && rsurface.texture->currentskinframe)
10107         {
10108                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10109                 c[3] *= rsurface.texture->currentalpha;
10110         }
10111         else
10112         {
10113                 c[0] = 1;
10114                 c[1] = 0;
10115                 c[2] = 1;
10116                 c[3] = 1;
10117         }
10118
10119         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10120         {
10121                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10122                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10123                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10124         }
10125
10126         // brighten it up (as texture value 127 means "unlit")
10127         c[0] *= 2 * r_refdef.view.colorscale;
10128         c[1] *= 2 * r_refdef.view.colorscale;
10129         c[2] *= 2 * r_refdef.view.colorscale;
10130
10131         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10132                 c[3] *= r_wateralpha.value;
10133
10134         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10135         {
10136                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10137                 GL_DepthMask(false);
10138         }
10139         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10140         {
10141                 GL_BlendFunc(GL_ONE, GL_ONE);
10142                 GL_DepthMask(false);
10143         }
10144         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10145         {
10146                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10147                 GL_DepthMask(false);
10148         }
10149         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10150         {
10151                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10152                 GL_DepthMask(false);
10153         }
10154         else
10155         {
10156                 GL_BlendFunc(GL_ONE, GL_ZERO);
10157                 GL_DepthMask(writedepth);
10158         }
10159
10160         if (r_showsurfaces.integer == 3)
10161         {
10162                 rsurface.passcolor4f = NULL;
10163
10164                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10165                 {
10166                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10167
10168                         rsurface.passcolor4f = NULL;
10169                         rsurface.passcolor4f_vertexbuffer = 0;
10170                         rsurface.passcolor4f_bufferoffset = 0;
10171                 }
10172                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10173                 {
10174                         qboolean applycolor = true;
10175                         float one = 1.0;
10176
10177                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10178
10179                         r_refdef.lightmapintensity = 1;
10180                         RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
10181                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10182                 }
10183                 else if (FAKELIGHT_ENABLED)
10184                 {
10185                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10186
10187                         r_refdef.lightmapintensity = r_fakelight_intensity.value;
10188                         RSurf_DrawBatch_GL11_ApplyFakeLight();
10189                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10190                 }
10191                 else
10192                 {
10193                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10194
10195                         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10196                         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10197                         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10198                 }
10199
10200                 if(!rsurface.passcolor4f)
10201                         RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
10202
10203                 RSurf_DrawBatch_GL11_ApplyAmbient();
10204                 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
10205                 if(r_refdef.fogenabled)
10206                         RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
10207                 RSurf_DrawBatch_GL11_ClampColor();
10208
10209                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
10210                 R_SetupShader_Generic_NoTexture(false, false);
10211                 RSurf_DrawBatch();
10212         }
10213         else if (!r_refdef.view.showdebug)
10214         {
10215                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10216                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10217                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10218                 {
10219                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10220                         Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
10221                 }
10222                 R_Mesh_PrepareVertices_Generic_Unlock();
10223                 RSurf_DrawBatch();
10224         }
10225         else if (r_showsurfaces.integer == 4)
10226         {
10227                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10228                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10229                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10230                 {
10231                         unsigned char c = (vi << 3) * (1.0f / 256.0f);
10232                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10233                         Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
10234                 }
10235                 R_Mesh_PrepareVertices_Generic_Unlock();
10236                 RSurf_DrawBatch();
10237         }
10238         else if (r_showsurfaces.integer == 2)
10239         {
10240                 const int *e;
10241                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10242                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
10243                 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
10244                 {
10245                         unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
10246                         VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
10247                         VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
10248                         VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
10249                         Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
10250                         Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
10251                         Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
10252                 }
10253                 R_Mesh_PrepareVertices_Generic_Unlock();
10254                 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
10255         }
10256         else
10257         {
10258                 int texturesurfaceindex;
10259                 int k;
10260                 const msurface_t *surface;
10261                 float surfacecolor4f[4];
10262                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10263                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
10264                 vi = 0;
10265                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10266                 {
10267                         surface = texturesurfacelist[texturesurfaceindex];
10268                         k = (int)(((size_t)surface) / sizeof(msurface_t));
10269                         Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
10270                         for (j = 0;j < surface->num_vertices;j++)
10271                         {
10272                                 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10273                                 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
10274                                 vi++;
10275                         }
10276                 }
10277                 R_Mesh_PrepareVertices_Generic_Unlock();
10278                 RSurf_DrawBatch();
10279         }
10280 }
10281
10282 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10283 {
10284         CHECKGLERROR
10285         RSurf_SetupDepthAndCulling();
10286         if (r_showsurfaces.integer)
10287         {
10288                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10289                 return;
10290         }
10291         switch (vid.renderpath)
10292         {
10293         case RENDERPATH_GL20:
10294         case RENDERPATH_D3D9:
10295         case RENDERPATH_D3D10:
10296         case RENDERPATH_D3D11:
10297         case RENDERPATH_SOFT:
10298         case RENDERPATH_GLES2:
10299                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10300                 break;
10301         case RENDERPATH_GL13:
10302         case RENDERPATH_GLES1:
10303                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10304                 break;
10305         case RENDERPATH_GL11:
10306                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10307                 break;
10308         }
10309         CHECKGLERROR
10310 }
10311
10312 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10313 {
10314         CHECKGLERROR
10315         RSurf_SetupDepthAndCulling();
10316         if (r_showsurfaces.integer)
10317         {
10318                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10319                 return;
10320         }
10321         switch (vid.renderpath)
10322         {
10323         case RENDERPATH_GL20:
10324         case RENDERPATH_D3D9:
10325         case RENDERPATH_D3D10:
10326         case RENDERPATH_D3D11:
10327         case RENDERPATH_SOFT:
10328         case RENDERPATH_GLES2:
10329                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10330                 break;
10331         case RENDERPATH_GL13:
10332         case RENDERPATH_GLES1:
10333                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10334                 break;
10335         case RENDERPATH_GL11:
10336                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10337                 break;
10338         }
10339         CHECKGLERROR
10340 }
10341
10342 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10343 {
10344         int i, j;
10345         int texturenumsurfaces, endsurface;
10346         texture_t *texture;
10347         const msurface_t *surface;
10348         const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
10349
10350         // if the model is static it doesn't matter what value we give for
10351         // wantnormals and wanttangents, so this logic uses only rules applicable
10352         // to a model, knowing that they are meaningless otherwise
10353         if (ent == r_refdef.scene.worldentity)
10354                 RSurf_ActiveWorldEntity();
10355         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10356                 RSurf_ActiveModelEntity(ent, false, false, false);
10357         else
10358         {
10359                 switch (vid.renderpath)
10360                 {
10361                 case RENDERPATH_GL20:
10362                 case RENDERPATH_D3D9:
10363                 case RENDERPATH_D3D10:
10364                 case RENDERPATH_D3D11:
10365                 case RENDERPATH_SOFT:
10366                 case RENDERPATH_GLES2:
10367                         RSurf_ActiveModelEntity(ent, true, true, false);
10368                         break;
10369                 case RENDERPATH_GL11:
10370                 case RENDERPATH_GL13:
10371                 case RENDERPATH_GLES1:
10372                         RSurf_ActiveModelEntity(ent, true, false, false);
10373                         break;
10374                 }
10375         }
10376
10377         if (r_transparentdepthmasking.integer)
10378         {
10379                 qboolean setup = false;
10380                 for (i = 0;i < numsurfaces;i = j)
10381                 {
10382                         j = i + 1;
10383                         surface = rsurface.modelsurfaces + surfacelist[i];
10384                         texture = surface->texture;
10385                         rsurface.texture = R_GetCurrentTexture(texture);
10386                         rsurface.lightmaptexture = NULL;
10387                         rsurface.deluxemaptexture = NULL;
10388                         rsurface.uselightmaptexture = false;
10389                         // scan ahead until we find a different texture
10390                         endsurface = min(i + 1024, numsurfaces);
10391                         texturenumsurfaces = 0;
10392                         texturesurfacelist[texturenumsurfaces++] = surface;
10393                         for (;j < endsurface;j++)
10394                         {
10395                                 surface = rsurface.modelsurfaces + surfacelist[j];
10396                                 if (texture != surface->texture)
10397                                         break;
10398                                 texturesurfacelist[texturenumsurfaces++] = surface;
10399                         }
10400                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
10401                                 continue;
10402                         // render the range of surfaces as depth
10403                         if (!setup)
10404                         {
10405                                 setup = true;
10406                                 GL_ColorMask(0,0,0,0);
10407                                 GL_Color(1,1,1,1);
10408                                 GL_DepthTest(true);
10409                                 GL_BlendFunc(GL_ONE, GL_ZERO);
10410                                 GL_DepthMask(true);
10411 //                              R_Mesh_ResetTextureState();
10412                                 R_SetupShader_DepthOrShadow(false);
10413                         }
10414                         RSurf_SetupDepthAndCulling();
10415                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10416                         if (rsurface.batchvertex3fbuffer)
10417                                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10418                         else
10419                                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10420                         RSurf_DrawBatch();
10421                 }
10422                 if (setup)
10423                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10424         }
10425
10426         for (i = 0;i < numsurfaces;i = j)
10427         {
10428                 j = i + 1;
10429                 surface = rsurface.modelsurfaces + surfacelist[i];
10430                 texture = surface->texture;
10431                 rsurface.texture = R_GetCurrentTexture(texture);
10432                 // scan ahead until we find a different texture
10433                 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
10434                 texturenumsurfaces = 0;
10435                 texturesurfacelist[texturenumsurfaces++] = surface;
10436                 if(FAKELIGHT_ENABLED)
10437                 {
10438                         rsurface.lightmaptexture = NULL;
10439                         rsurface.deluxemaptexture = NULL;
10440                         rsurface.uselightmaptexture = false;
10441                         for (;j < endsurface;j++)
10442                         {
10443                                 surface = rsurface.modelsurfaces + surfacelist[j];
10444                                 if (texture != surface->texture)
10445                                         break;
10446                                 texturesurfacelist[texturenumsurfaces++] = surface;
10447                         }
10448                 }
10449                 else
10450                 {
10451                         rsurface.lightmaptexture = surface->lightmaptexture;
10452                         rsurface.deluxemaptexture = surface->deluxemaptexture;
10453                         rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10454                         for (;j < endsurface;j++)
10455                         {
10456                                 surface = rsurface.modelsurfaces + surfacelist[j];
10457                                 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
10458                                         break;
10459                                 texturesurfacelist[texturenumsurfaces++] = surface;
10460                         }
10461                 }
10462                 // render the range of surfaces
10463                 if (ent == r_refdef.scene.worldentity)
10464                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10465                 else
10466                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10467         }
10468         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10469 }
10470
10471 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
10472 {
10473         // transparent surfaces get pushed off into the transparent queue
10474         int surfacelistindex;
10475         const msurface_t *surface;
10476         vec3_t tempcenter, center;
10477         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
10478         {
10479                 surface = texturesurfacelist[surfacelistindex];
10480                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
10481                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
10482                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
10483                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
10484                 if (queueentity->transparent_offset) // transparent offset
10485                 {
10486                         center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
10487                         center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
10488                         center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
10489                 }
10490                 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
10491         }
10492 }
10493
10494 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10495 {
10496         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10497                 return;
10498         if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10499                 return;
10500         RSurf_SetupDepthAndCulling();
10501         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10502         if (rsurface.batchvertex3fbuffer)
10503                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10504         else
10505                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10506         RSurf_DrawBatch();
10507 }
10508
10509 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10510 {
10511         const entity_render_t *queueentity = r_refdef.scene.worldentity;
10512         CHECKGLERROR
10513         if (depthonly)
10514                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10515         else if (prepass)
10516         {
10517                 if (!rsurface.texture->currentnumlayers)
10518                         return;
10519                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10520                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10521                 else
10522                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10523         }
10524         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10525                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10526         else if (!rsurface.texture->currentnumlayers)
10527                 return;
10528         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10529         {
10530                 // in the deferred case, transparent surfaces were queued during prepass
10531                 if (!r_shadow_usingdeferredprepass)
10532                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10533         }
10534         else
10535         {
10536                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10537                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10538         }
10539         CHECKGLERROR
10540 }
10541
10542 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10543 {
10544         int i, j;
10545         texture_t *texture;
10546         R_FrameData_SetMark();
10547         // break the surface list down into batches by texture and use of lightmapping
10548         for (i = 0;i < numsurfaces;i = j)
10549         {
10550                 j = i + 1;
10551                 // texture is the base texture pointer, rsurface.texture is the
10552                 // current frame/skin the texture is directing us to use (for example
10553                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10554                 // use skin 1 instead)
10555                 texture = surfacelist[i]->texture;
10556                 rsurface.texture = R_GetCurrentTexture(texture);
10557                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10558                 {
10559                         // if this texture is not the kind we want, skip ahead to the next one
10560                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10561                                 ;
10562                         continue;
10563                 }
10564                 if(FAKELIGHT_ENABLED || depthonly || prepass)
10565                 {
10566                         rsurface.lightmaptexture = NULL;
10567                         rsurface.deluxemaptexture = NULL;
10568                         rsurface.uselightmaptexture = false;
10569                         // simply scan ahead until we find a different texture or lightmap state
10570                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10571                                 ;
10572                 }
10573                 else
10574                 {
10575                         rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10576                         rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10577                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10578                         // simply scan ahead until we find a different texture or lightmap state
10579                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10580                                 ;
10581                 }
10582                 // render the range of surfaces
10583                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10584         }
10585         R_FrameData_ReturnToMark();
10586 }
10587
10588 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
10589 {
10590         CHECKGLERROR
10591         if (depthonly)
10592                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10593         else if (prepass)
10594         {
10595                 if (!rsurface.texture->currentnumlayers)
10596                         return;
10597                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10598                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10599                 else
10600                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10601         }
10602         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10603                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10604         else if (!rsurface.texture->currentnumlayers)
10605                 return;
10606         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10607         {
10608                 // in the deferred case, transparent surfaces were queued during prepass
10609                 if (!r_shadow_usingdeferredprepass)
10610                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10611         }
10612         else
10613         {
10614                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10615                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10616         }
10617         CHECKGLERROR
10618 }
10619
10620 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10621 {
10622         int i, j;
10623         texture_t *texture;
10624         R_FrameData_SetMark();
10625         // break the surface list down into batches by texture and use of lightmapping
10626         for (i = 0;i < numsurfaces;i = j)
10627         {
10628                 j = i + 1;
10629                 // texture is the base texture pointer, rsurface.texture is the
10630                 // current frame/skin the texture is directing us to use (for example
10631                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10632                 // use skin 1 instead)
10633                 texture = surfacelist[i]->texture;
10634                 rsurface.texture = R_GetCurrentTexture(texture);
10635                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10636                 {
10637                         // if this texture is not the kind we want, skip ahead to the next one
10638                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10639                                 ;
10640                         continue;
10641                 }
10642                 if(FAKELIGHT_ENABLED || depthonly || prepass)
10643                 {
10644                         rsurface.lightmaptexture = NULL;
10645                         rsurface.deluxemaptexture = NULL;
10646                         rsurface.uselightmaptexture = false;
10647                         // simply scan ahead until we find a different texture or lightmap state
10648                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10649                                 ;
10650                 }
10651                 else
10652                 {
10653                         rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10654                         rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10655                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10656                         // simply scan ahead until we find a different texture or lightmap state
10657                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10658                                 ;
10659                 }
10660                 // render the range of surfaces
10661                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
10662         }
10663         R_FrameData_ReturnToMark();
10664 }
10665
10666 float locboxvertex3f[6*4*3] =
10667 {
10668         1,0,1, 1,0,0, 1,1,0, 1,1,1,
10669         0,1,1, 0,1,0, 0,0,0, 0,0,1,
10670         1,1,1, 1,1,0, 0,1,0, 0,1,1,
10671         0,0,1, 0,0,0, 1,0,0, 1,0,1,
10672         0,0,1, 1,0,1, 1,1,1, 0,1,1,
10673         1,0,0, 0,0,0, 0,1,0, 1,1,0
10674 };
10675
10676 unsigned short locboxelements[6*2*3] =
10677 {
10678          0, 1, 2, 0, 2, 3,
10679          4, 5, 6, 4, 6, 7,
10680          8, 9,10, 8,10,11,
10681         12,13,14, 12,14,15,
10682         16,17,18, 16,18,19,
10683         20,21,22, 20,22,23
10684 };
10685
10686 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10687 {
10688         int i, j;
10689         cl_locnode_t *loc = (cl_locnode_t *)ent;
10690         vec3_t mins, size;
10691         float vertex3f[6*4*3];
10692         CHECKGLERROR
10693         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10694         GL_DepthMask(false);
10695         GL_DepthRange(0, 1);
10696         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10697         GL_DepthTest(true);
10698         GL_CullFace(GL_NONE);
10699         R_EntityMatrix(&identitymatrix);
10700
10701 //      R_Mesh_ResetTextureState();
10702
10703         i = surfacelist[0];
10704         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10705                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10706                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10707                         surfacelist[0] < 0 ? 0.5f : 0.125f);
10708
10709         if (VectorCompare(loc->mins, loc->maxs))
10710         {
10711                 VectorSet(size, 2, 2, 2);
10712                 VectorMA(loc->mins, -0.5f, size, mins);
10713         }
10714         else
10715         {
10716                 VectorCopy(loc->mins, mins);
10717                 VectorSubtract(loc->maxs, loc->mins, size);
10718         }
10719
10720         for (i = 0;i < 6*4*3;)
10721                 for (j = 0;j < 3;j++, i++)
10722                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
10723
10724         R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
10725         R_SetupShader_Generic_NoTexture(false, false);
10726         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
10727 }
10728
10729 void R_DrawLocs(void)
10730 {
10731         int index;
10732         cl_locnode_t *loc, *nearestloc;
10733         vec3_t center;
10734         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
10735         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
10736         {
10737                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
10738                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
10739         }
10740 }
10741
10742 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
10743 {
10744         if (decalsystem->decals)
10745                 Mem_Free(decalsystem->decals);
10746         memset(decalsystem, 0, sizeof(*decalsystem));
10747 }
10748
10749 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)
10750 {
10751         tridecal_t *decal;
10752         tridecal_t *decals;
10753         int i;
10754
10755         // expand or initialize the system
10756         if (decalsystem->maxdecals <= decalsystem->numdecals)
10757         {
10758                 decalsystem_t old = *decalsystem;
10759                 qboolean useshortelements;
10760                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
10761                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
10762                 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)));
10763                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
10764                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
10765                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
10766                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
10767                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
10768                 if (decalsystem->numdecals)
10769                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
10770                 if (old.decals)
10771                         Mem_Free(old.decals);
10772                 for (i = 0;i < decalsystem->maxdecals*3;i++)
10773                         decalsystem->element3i[i] = i;
10774                 if (useshortelements)
10775                         for (i = 0;i < decalsystem->maxdecals*3;i++)
10776                                 decalsystem->element3s[i] = i;
10777         }
10778
10779         // grab a decal and search for another free slot for the next one
10780         decals = decalsystem->decals;
10781         decal = decalsystem->decals + (i = decalsystem->freedecal++);
10782         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
10783                 ;
10784         decalsystem->freedecal = i;
10785         if (decalsystem->numdecals <= i)
10786                 decalsystem->numdecals = i + 1;
10787
10788         // initialize the decal
10789         decal->lived = 0;
10790         decal->triangleindex = triangleindex;
10791         decal->surfaceindex = surfaceindex;
10792         decal->decalsequence = decalsequence;
10793         decal->color4f[0][0] = c0[0];
10794         decal->color4f[0][1] = c0[1];
10795         decal->color4f[0][2] = c0[2];
10796         decal->color4f[0][3] = 1;
10797         decal->color4f[1][0] = c1[0];
10798         decal->color4f[1][1] = c1[1];
10799         decal->color4f[1][2] = c1[2];
10800         decal->color4f[1][3] = 1;
10801         decal->color4f[2][0] = c2[0];
10802         decal->color4f[2][1] = c2[1];
10803         decal->color4f[2][2] = c2[2];
10804         decal->color4f[2][3] = 1;
10805         decal->vertex3f[0][0] = v0[0];
10806         decal->vertex3f[0][1] = v0[1];
10807         decal->vertex3f[0][2] = v0[2];
10808         decal->vertex3f[1][0] = v1[0];
10809         decal->vertex3f[1][1] = v1[1];
10810         decal->vertex3f[1][2] = v1[2];
10811         decal->vertex3f[2][0] = v2[0];
10812         decal->vertex3f[2][1] = v2[1];
10813         decal->vertex3f[2][2] = v2[2];
10814         decal->texcoord2f[0][0] = t0[0];
10815         decal->texcoord2f[0][1] = t0[1];
10816         decal->texcoord2f[1][0] = t1[0];
10817         decal->texcoord2f[1][1] = t1[1];
10818         decal->texcoord2f[2][0] = t2[0];
10819         decal->texcoord2f[2][1] = t2[1];
10820         TriangleNormal(v0, v1, v2, decal->plane);
10821         VectorNormalize(decal->plane);
10822         decal->plane[3] = DotProduct(v0, decal->plane);
10823 }
10824
10825 extern cvar_t cl_decals_bias;
10826 extern cvar_t cl_decals_models;
10827 extern cvar_t cl_decals_newsystem_intensitymultiplier;
10828 // baseparms, parms, temps
10829 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)
10830 {
10831         int cornerindex;
10832         int index;
10833         float v[9][3];
10834         const float *vertex3f;
10835         const float *normal3f;
10836         int numpoints;
10837         float points[2][9][3];
10838         float temp[3];
10839         float tc[9][2];
10840         float f;
10841         float c[9][4];
10842         const int *e;
10843
10844         e = rsurface.modelelement3i + 3*triangleindex;
10845
10846         vertex3f = rsurface.modelvertex3f;
10847         normal3f = rsurface.modelnormal3f;
10848
10849         if (normal3f)
10850         {
10851                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10852                 {
10853                         index = 3*e[cornerindex];
10854                         VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
10855                 }
10856         }
10857         else
10858         {
10859                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10860                 {
10861                         index = 3*e[cornerindex];
10862                         VectorCopy(vertex3f + index, v[cornerindex]);
10863                 }
10864         }
10865
10866         // cull backfaces
10867         //TriangleNormal(v[0], v[1], v[2], normal);
10868         //if (DotProduct(normal, localnormal) < 0.0f)
10869         //      continue;
10870         // clip by each of the box planes formed from the projection matrix
10871         // if anything survives, we emit the decal
10872         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]);
10873         if (numpoints < 3)
10874                 return;
10875         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]);
10876         if (numpoints < 3)
10877                 return;
10878         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]);
10879         if (numpoints < 3)
10880                 return;
10881         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]);
10882         if (numpoints < 3)
10883                 return;
10884         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]);
10885         if (numpoints < 3)
10886                 return;
10887         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]);
10888         if (numpoints < 3)
10889                 return;
10890         // some part of the triangle survived, so we have to accept it...
10891         if (dynamic)
10892         {
10893                 // dynamic always uses the original triangle
10894                 numpoints = 3;
10895                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10896                 {
10897                         index = 3*e[cornerindex];
10898                         VectorCopy(vertex3f + index, v[cornerindex]);
10899                 }
10900         }
10901         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
10902         {
10903                 // convert vertex positions to texcoords
10904                 Matrix4x4_Transform(projection, v[cornerindex], temp);
10905                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
10906                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
10907                 // calculate distance fade from the projection origin
10908                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
10909                 f = bound(0.0f, f, 1.0f);
10910                 c[cornerindex][0] = r * f;
10911                 c[cornerindex][1] = g * f;
10912                 c[cornerindex][2] = b * f;
10913                 c[cornerindex][3] = 1.0f;
10914                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
10915         }
10916         if (dynamic)
10917                 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);
10918         else
10919                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
10920                         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);
10921 }
10922 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)
10923 {
10924         matrix4x4_t projection;
10925         decalsystem_t *decalsystem;
10926         qboolean dynamic;
10927         dp_model_t *model;
10928         const msurface_t *surface;
10929         const msurface_t *surfaces;
10930         const int *surfacelist;
10931         const texture_t *texture;
10932         int numtriangles;
10933         int numsurfacelist;
10934         int surfacelistindex;
10935         int surfaceindex;
10936         int triangleindex;
10937         float localorigin[3];
10938         float localnormal[3];
10939         float localmins[3];
10940         float localmaxs[3];
10941         float localsize;
10942         //float normal[3];
10943         float planes[6][4];
10944         float angles[3];
10945         bih_t *bih;
10946         int bih_triangles_count;
10947         int bih_triangles[256];
10948         int bih_surfaces[256];
10949
10950         decalsystem = &ent->decalsystem;
10951         model = ent->model;
10952         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
10953         {
10954                 R_DecalSystem_Reset(&ent->decalsystem);
10955                 return;
10956         }
10957
10958         if (!model->brush.data_leafs && !cl_decals_models.integer)
10959         {
10960                 if (decalsystem->model)
10961                         R_DecalSystem_Reset(decalsystem);
10962                 return;
10963         }
10964
10965         if (decalsystem->model != model)
10966                 R_DecalSystem_Reset(decalsystem);
10967         decalsystem->model = model;
10968
10969         RSurf_ActiveModelEntity(ent, true, false, false);
10970
10971         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
10972         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
10973         VectorNormalize(localnormal);
10974         localsize = worldsize*rsurface.inversematrixscale;
10975         localmins[0] = localorigin[0] - localsize;
10976         localmins[1] = localorigin[1] - localsize;
10977         localmins[2] = localorigin[2] - localsize;
10978         localmaxs[0] = localorigin[0] + localsize;
10979         localmaxs[1] = localorigin[1] + localsize;
10980         localmaxs[2] = localorigin[2] + localsize;
10981
10982         //VectorCopy(localnormal, planes[4]);
10983         //VectorVectors(planes[4], planes[2], planes[0]);
10984         AnglesFromVectors(angles, localnormal, NULL, false);
10985         AngleVectors(angles, planes[0], planes[2], planes[4]);
10986         VectorNegate(planes[0], planes[1]);
10987         VectorNegate(planes[2], planes[3]);
10988         VectorNegate(planes[4], planes[5]);
10989         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
10990         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
10991         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
10992         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
10993         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
10994         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
10995
10996 #if 1
10997 // works
10998 {
10999         matrix4x4_t forwardprojection;
11000         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11001         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11002 }
11003 #else
11004 // broken
11005 {
11006         float projectionvector[4][3];
11007         VectorScale(planes[0], ilocalsize, projectionvector[0]);
11008         VectorScale(planes[2], ilocalsize, projectionvector[1]);
11009         VectorScale(planes[4], ilocalsize, projectionvector[2]);
11010         projectionvector[0][0] = planes[0][0] * ilocalsize;
11011         projectionvector[0][1] = planes[1][0] * ilocalsize;
11012         projectionvector[0][2] = planes[2][0] * ilocalsize;
11013         projectionvector[1][0] = planes[0][1] * ilocalsize;
11014         projectionvector[1][1] = planes[1][1] * ilocalsize;
11015         projectionvector[1][2] = planes[2][1] * ilocalsize;
11016         projectionvector[2][0] = planes[0][2] * ilocalsize;
11017         projectionvector[2][1] = planes[1][2] * ilocalsize;
11018         projectionvector[2][2] = planes[2][2] * ilocalsize;
11019         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11020         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11021         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11022         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11023 }
11024 #endif
11025
11026         dynamic = model->surfmesh.isanimated;
11027         numsurfacelist = model->nummodelsurfaces;
11028         surfacelist = model->sortedmodelsurfaces;
11029         surfaces = model->data_surfaces;
11030
11031         bih = NULL;
11032         bih_triangles_count = -1;
11033         if(!dynamic)
11034         {
11035                 if(model->render_bih.numleafs)
11036                         bih = &model->render_bih;
11037                 else if(model->collision_bih.numleafs)
11038                         bih = &model->collision_bih;
11039         }
11040         if(bih)
11041                 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
11042         if(bih_triangles_count == 0)
11043                 return;
11044         if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11045                 return;
11046         if(bih_triangles_count > 0)
11047         {
11048                 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11049                 {
11050                         surfaceindex = bih_surfaces[triangleindex];
11051                         surface = surfaces + surfaceindex;
11052                         texture = surface->texture;
11053                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11054                                 continue;
11055                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11056                                 continue;
11057                         R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11058                 }
11059         }
11060         else
11061         {
11062                 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11063                 {
11064                         surfaceindex = surfacelist[surfacelistindex];
11065                         surface = surfaces + surfaceindex;
11066                         // check cull box first because it rejects more than any other check
11067                         if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11068                                 continue;
11069                         // skip transparent surfaces
11070                         texture = surface->texture;
11071                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11072                                 continue;
11073                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11074                                 continue;
11075                         numtriangles = surface->num_triangles;
11076                         for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11077                                 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11078                 }
11079         }
11080 }
11081
11082 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11083 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)
11084 {
11085         int renderentityindex;
11086         float worldmins[3];
11087         float worldmaxs[3];
11088         entity_render_t *ent;
11089
11090         if (!cl_decals_newsystem.integer)
11091                 return;
11092
11093         worldmins[0] = worldorigin[0] - worldsize;
11094         worldmins[1] = worldorigin[1] - worldsize;
11095         worldmins[2] = worldorigin[2] - worldsize;
11096         worldmaxs[0] = worldorigin[0] + worldsize;
11097         worldmaxs[1] = worldorigin[1] + worldsize;
11098         worldmaxs[2] = worldorigin[2] + worldsize;
11099
11100         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11101
11102         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11103         {
11104                 ent = r_refdef.scene.entities[renderentityindex];
11105                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11106                         continue;
11107
11108                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11109         }
11110 }
11111
11112 typedef struct r_decalsystem_splatqueue_s
11113 {
11114         vec3_t worldorigin;
11115         vec3_t worldnormal;
11116         float color[4];
11117         float tcrange[4];
11118         float worldsize;
11119         int decalsequence;
11120 }
11121 r_decalsystem_splatqueue_t;
11122
11123 int r_decalsystem_numqueued = 0;
11124 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11125
11126 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)
11127 {
11128         r_decalsystem_splatqueue_t *queue;
11129
11130         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11131                 return;
11132
11133         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11134         VectorCopy(worldorigin, queue->worldorigin);
11135         VectorCopy(worldnormal, queue->worldnormal);
11136         Vector4Set(queue->color, r, g, b, a);
11137         Vector4Set(queue->tcrange, s1, t1, s2, t2);
11138         queue->worldsize = worldsize;
11139         queue->decalsequence = cl.decalsequence++;
11140 }
11141
11142 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11143 {
11144         int i;
11145         r_decalsystem_splatqueue_t *queue;
11146
11147         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11148                 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);
11149         r_decalsystem_numqueued = 0;
11150 }
11151
11152 extern cvar_t cl_decals_max;
11153 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11154 {
11155         int i;
11156         decalsystem_t *decalsystem = &ent->decalsystem;
11157         int numdecals;
11158         int killsequence;
11159         tridecal_t *decal;
11160         float frametime;
11161         float lifetime;
11162
11163         if (!decalsystem->numdecals)
11164                 return;
11165
11166         if (r_showsurfaces.integer)
11167                 return;
11168
11169         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11170         {
11171                 R_DecalSystem_Reset(decalsystem);
11172                 return;
11173         }
11174
11175         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11176         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11177
11178         if (decalsystem->lastupdatetime)
11179                 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
11180         else
11181                 frametime = 0;
11182         decalsystem->lastupdatetime = r_refdef.scene.time;
11183         decal = decalsystem->decals;
11184         numdecals = decalsystem->numdecals;
11185
11186         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11187         {
11188                 if (decal->color4f[0][3])
11189                 {
11190                         decal->lived += frametime;
11191                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11192                         {
11193                                 memset(decal, 0, sizeof(*decal));
11194                                 if (decalsystem->freedecal > i)
11195                                         decalsystem->freedecal = i;
11196                         }
11197                 }
11198         }
11199         decal = decalsystem->decals;
11200         while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
11201                 numdecals--;
11202
11203         // collapse the array by shuffling the tail decals into the gaps
11204         for (;;)
11205         {
11206                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
11207                         decalsystem->freedecal++;
11208                 if (decalsystem->freedecal == numdecals)
11209                         break;
11210                 decal[decalsystem->freedecal] = decal[--numdecals];
11211         }
11212
11213         decalsystem->numdecals = numdecals;
11214
11215         if (numdecals <= 0)
11216         {
11217                 // if there are no decals left, reset decalsystem
11218                 R_DecalSystem_Reset(decalsystem);
11219         }
11220 }
11221
11222 extern skinframe_t *decalskinframe;
11223 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11224 {
11225         int i;
11226         decalsystem_t *decalsystem = &ent->decalsystem;
11227         int numdecals;
11228         tridecal_t *decal;
11229         float faderate;
11230         float alpha;
11231         float *v3f;
11232         float *c4f;
11233         float *t2f;
11234         const int *e;
11235         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11236         int numtris = 0;
11237
11238         numdecals = decalsystem->numdecals;
11239         if (!numdecals)
11240                 return;
11241
11242         if (r_showsurfaces.integer)
11243                 return;
11244
11245         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11246         {
11247                 R_DecalSystem_Reset(decalsystem);
11248                 return;
11249         }
11250
11251         // if the model is static it doesn't matter what value we give for
11252         // wantnormals and wanttangents, so this logic uses only rules applicable
11253         // to a model, knowing that they are meaningless otherwise
11254         if (ent == r_refdef.scene.worldentity)
11255                 RSurf_ActiveWorldEntity();
11256         else
11257                 RSurf_ActiveModelEntity(ent, false, false, false);
11258
11259         decalsystem->lastupdatetime = r_refdef.scene.time;
11260         decal = decalsystem->decals;
11261
11262         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11263
11264         // update vertex positions for animated models
11265         v3f = decalsystem->vertex3f;
11266         c4f = decalsystem->color4f;
11267         t2f = decalsystem->texcoord2f;
11268         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11269         {
11270                 if (!decal->color4f[0][3])
11271                         continue;
11272
11273                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11274                         continue;
11275
11276                 // skip backfaces
11277                 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
11278                         continue;
11279
11280                 // update color values for fading decals
11281                 if (decal->lived >= cl_decals_time.value)
11282                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11283                 else
11284                         alpha = 1.0f;
11285
11286                 c4f[ 0] = decal->color4f[0][0] * alpha;
11287                 c4f[ 1] = decal->color4f[0][1] * alpha;
11288                 c4f[ 2] = decal->color4f[0][2] * alpha;
11289                 c4f[ 3] = 1;
11290                 c4f[ 4] = decal->color4f[1][0] * alpha;
11291                 c4f[ 5] = decal->color4f[1][1] * alpha;
11292                 c4f[ 6] = decal->color4f[1][2] * alpha;
11293                 c4f[ 7] = 1;
11294                 c4f[ 8] = decal->color4f[2][0] * alpha;
11295                 c4f[ 9] = decal->color4f[2][1] * alpha;
11296                 c4f[10] = decal->color4f[2][2] * alpha;
11297                 c4f[11] = 1;
11298
11299                 t2f[0] = decal->texcoord2f[0][0];
11300                 t2f[1] = decal->texcoord2f[0][1];
11301                 t2f[2] = decal->texcoord2f[1][0];
11302                 t2f[3] = decal->texcoord2f[1][1];
11303                 t2f[4] = decal->texcoord2f[2][0];
11304                 t2f[5] = decal->texcoord2f[2][1];
11305
11306                 // update vertex positions for animated models
11307                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
11308                 {
11309                         e = rsurface.modelelement3i + 3*decal->triangleindex;
11310                         VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
11311                         VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
11312                         VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
11313                 }
11314                 else
11315                 {
11316                         VectorCopy(decal->vertex3f[0], v3f);
11317                         VectorCopy(decal->vertex3f[1], v3f + 3);
11318                         VectorCopy(decal->vertex3f[2], v3f + 6);
11319                 }
11320
11321                 if (r_refdef.fogenabled)
11322                 {
11323                         alpha = RSurf_FogVertex(v3f);
11324                         VectorScale(c4f, alpha, c4f);
11325                         alpha = RSurf_FogVertex(v3f + 3);
11326                         VectorScale(c4f + 4, alpha, c4f + 4);
11327                         alpha = RSurf_FogVertex(v3f + 6);
11328                         VectorScale(c4f + 8, alpha, c4f + 8);
11329                 }
11330
11331                 v3f += 9;
11332                 c4f += 12;
11333                 t2f += 6;
11334                 numtris++;
11335         }
11336
11337         if (numtris > 0)
11338         {
11339                 r_refdef.stats.drawndecals += numtris;
11340
11341                 // now render the decals all at once
11342                 // (this assumes they all use one particle font texture!)
11343                 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);
11344 //              R_Mesh_ResetTextureState();
11345                 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
11346                 GL_DepthMask(false);
11347                 GL_DepthRange(0, 1);
11348                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11349                 GL_DepthTest(true);
11350                 GL_CullFace(GL_NONE);
11351                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11352                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
11353                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
11354         }
11355 }
11356
11357 static void R_DrawModelDecals(void)
11358 {
11359         int i, numdecals;
11360
11361         // fade faster when there are too many decals
11362         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11363         for (i = 0;i < r_refdef.scene.numentities;i++)
11364                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11365
11366         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11367         for (i = 0;i < r_refdef.scene.numentities;i++)
11368                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11369                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11370
11371         R_DecalSystem_ApplySplatEntitiesQueue();
11372
11373         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11374         for (i = 0;i < r_refdef.scene.numentities;i++)
11375                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11376
11377         r_refdef.stats.totaldecals += numdecals;
11378
11379         if (r_showsurfaces.integer)
11380                 return;
11381
11382         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11383
11384         for (i = 0;i < r_refdef.scene.numentities;i++)
11385         {
11386                 if (!r_refdef.viewcache.entityvisible[i])
11387                         continue;
11388                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11389                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11390         }
11391 }
11392
11393 extern cvar_t mod_collision_bih;
11394 void R_DrawDebugModel(void)
11395 {
11396         entity_render_t *ent = rsurface.entity;
11397         int i, j, k, l, flagsmask;
11398         const msurface_t *surface;
11399         dp_model_t *model = ent->model;
11400         vec3_t v;
11401
11402         if (!sv.active  && !cls.demoplayback && ent != r_refdef.scene.worldentity)
11403                 return;
11404
11405         if (r_showoverdraw.value > 0)
11406         {
11407                 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
11408                 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11409                 R_SetupShader_Generic_NoTexture(false, false);
11410                 GL_DepthTest(false);
11411                 GL_DepthMask(false);
11412                 GL_DepthRange(0, 1);
11413                 GL_BlendFunc(GL_ONE, GL_ONE);
11414                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11415                 {
11416                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11417                                 continue;
11418                         rsurface.texture = R_GetCurrentTexture(surface->texture);
11419                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11420                         {
11421                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
11422                                 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11423                                 if (!rsurface.texture->currentlayers->depthmask)
11424                                         GL_Color(c, 0, 0, 1.0f);
11425                                 else if (ent == r_refdef.scene.worldentity)
11426                                         GL_Color(c, c, c, 1.0f);
11427                                 else
11428                                         GL_Color(0, c, 0, 1.0f);
11429                                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11430                                 RSurf_DrawBatch();
11431                         }
11432                 }
11433                 rsurface.texture = NULL;
11434         }
11435
11436         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11437
11438 //      R_Mesh_ResetTextureState();
11439         R_SetupShader_Generic_NoTexture(false, false);
11440         GL_DepthRange(0, 1);
11441         GL_DepthTest(!r_showdisabledepthtest.integer);
11442         GL_DepthMask(false);
11443         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11444
11445         if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
11446         {
11447                 int triangleindex;
11448                 int bihleafindex;
11449                 qboolean cullbox = ent == r_refdef.scene.worldentity;
11450                 const q3mbrush_t *brush;
11451                 const bih_t *bih = &model->collision_bih;
11452                 const bih_leaf_t *bihleaf;
11453                 float vertex3f[3][3];
11454                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
11455                 cullbox = false;
11456                 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
11457                 {
11458                         if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
11459                                 continue;
11460                         switch (bihleaf->type)
11461                         {
11462                         case BIH_BRUSH:
11463                                 brush = model->brush.data_brushes + bihleaf->itemindex;
11464                                 if (brush->colbrushf && brush->colbrushf->numtriangles)
11465                                 {
11466                                         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);
11467                                         R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
11468                                         R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
11469                                 }
11470                                 break;
11471                         case BIH_COLLISIONTRIANGLE:
11472                                 triangleindex = bihleaf->itemindex;
11473                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
11474                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
11475                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
11476                                 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);
11477                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11478                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11479                                 break;
11480                         case BIH_RENDERTRIANGLE:
11481                                 triangleindex = bihleaf->itemindex;
11482                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
11483                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
11484                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
11485                                 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);
11486                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11487                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11488                                 break;
11489                         }
11490                 }
11491         }
11492
11493         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11494
11495 #ifndef USE_GLES2
11496         if (r_showtris.integer && qglPolygonMode)
11497         {
11498                 if (r_showdisabledepthtest.integer)
11499                 {
11500                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11501                         GL_DepthMask(false);
11502                 }
11503                 else
11504                 {
11505                         GL_BlendFunc(GL_ONE, GL_ZERO);
11506                         GL_DepthMask(true);
11507                 }
11508                 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
11509                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11510                 {
11511                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11512                                 continue;
11513                         rsurface.texture = R_GetCurrentTexture(surface->texture);
11514                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11515                         {
11516                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11517                                 if (!rsurface.texture->currentlayers->depthmask)
11518                                         GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
11519                                 else if (ent == r_refdef.scene.worldentity)
11520                                         GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
11521                                 else
11522                                         GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
11523                                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11524                                 RSurf_DrawBatch();
11525                         }
11526                 }
11527                 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
11528                 rsurface.texture = NULL;
11529         }
11530
11531         if (r_shownormals.value != 0 && qglBegin)
11532         {
11533                 if (r_showdisabledepthtest.integer)
11534                 {
11535                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11536                         GL_DepthMask(false);
11537                 }
11538                 else
11539                 {
11540                         GL_BlendFunc(GL_ONE, GL_ZERO);
11541                         GL_DepthMask(true);
11542                 }
11543                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11544                 {
11545                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11546                                 continue;
11547                         rsurface.texture = R_GetCurrentTexture(surface->texture);
11548                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11549                         {
11550                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11551                                 qglBegin(GL_LINES);
11552                                 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
11553                                 {
11554                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11555                                         {
11556                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11557                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11558                                                 qglVertex3f(v[0], v[1], v[2]);
11559                                                 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11560                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11561                                                 qglVertex3f(v[0], v[1], v[2]);
11562                                         }
11563                                 }
11564                                 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
11565                                 {
11566                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11567                                         {
11568                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11569                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11570                                                 qglVertex3f(v[0], v[1], v[2]);
11571                                                 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
11572                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11573                                                 qglVertex3f(v[0], v[1], v[2]);
11574                                         }
11575                                 }
11576                                 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
11577                                 {
11578                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11579                                         {
11580                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11581                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
11582                                                 qglVertex3f(v[0], v[1], v[2]);
11583                                                 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
11584                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11585                                                 qglVertex3f(v[0], v[1], v[2]);
11586                                         }
11587                                 }
11588                                 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
11589                                 {
11590                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11591                                         {
11592                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11593                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11594                                                 qglVertex3f(v[0], v[1], v[2]);
11595                                                 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11596                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11597                                                 qglVertex3f(v[0], v[1], v[2]);
11598                                         }
11599                                 }
11600                                 qglEnd();
11601                                 CHECKGLERROR
11602                         }
11603                 }
11604                 rsurface.texture = NULL;
11605         }
11606 #endif
11607 }
11608
11609 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
11610 int r_maxsurfacelist = 0;
11611 const msurface_t **r_surfacelist = NULL;
11612 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11613 {
11614         int i, j, endj, flagsmask;
11615         dp_model_t *model = r_refdef.scene.worldmodel;
11616         msurface_t *surfaces;
11617         unsigned char *update;
11618         int numsurfacelist = 0;
11619         if (model == NULL)
11620                 return;
11621
11622         if (r_maxsurfacelist < model->num_surfaces)
11623         {
11624                 r_maxsurfacelist = model->num_surfaces;
11625                 if (r_surfacelist)
11626                         Mem_Free((msurface_t**)r_surfacelist);
11627                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11628         }
11629
11630         RSurf_ActiveWorldEntity();
11631
11632         surfaces = model->data_surfaces;
11633         update = model->brushq1.lightmapupdateflags;
11634
11635         // update light styles on this submodel
11636         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11637         {
11638                 model_brush_lightstyleinfo_t *style;
11639                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11640                 {
11641                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
11642                         {
11643                                 int *list = style->surfacelist;
11644                                 style->value = r_refdef.scene.lightstylevalue[style->style];
11645                                 for (j = 0;j < style->numsurfaces;j++)
11646                                         update[list[j]] = true;
11647                         }
11648                 }
11649         }
11650
11651         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11652
11653         if (debug)
11654         {
11655                 R_DrawDebugModel();
11656                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11657                 return;
11658         }
11659
11660         rsurface.lightmaptexture = NULL;
11661         rsurface.deluxemaptexture = NULL;
11662         rsurface.uselightmaptexture = false;
11663         rsurface.texture = NULL;
11664         rsurface.rtlight = NULL;
11665         numsurfacelist = 0;
11666         // add visible surfaces to draw list
11667         for (i = 0;i < model->nummodelsurfaces;i++)
11668         {
11669                 j = model->sortedmodelsurfaces[i];
11670                 if (r_refdef.viewcache.world_surfacevisible[j])
11671                         r_surfacelist[numsurfacelist++] = surfaces + j;
11672         }
11673         // update lightmaps if needed
11674         if (model->brushq1.firstrender)
11675         {
11676                 model->brushq1.firstrender = false;
11677                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11678                         if (update[j])
11679                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11680         }
11681         else if (update)
11682         {
11683                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11684                         if (r_refdef.viewcache.world_surfacevisible[j])
11685                                 if (update[j])
11686                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11687         }
11688         // don't do anything if there were no surfaces
11689         if (!numsurfacelist)
11690         {
11691                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11692                 return;
11693         }
11694         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11695
11696         // add to stats if desired
11697         if (r_speeds.integer && !skysurfaces && !depthonly)
11698         {
11699                 r_refdef.stats.world_surfaces += numsurfacelist;
11700                 for (j = 0;j < numsurfacelist;j++)
11701                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
11702         }
11703
11704         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11705 }
11706
11707 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11708 {
11709         int i, j, endj, flagsmask;
11710         dp_model_t *model = ent->model;
11711         msurface_t *surfaces;
11712         unsigned char *update;
11713         int numsurfacelist = 0;
11714         if (model == NULL)
11715                 return;
11716
11717         if (r_maxsurfacelist < model->num_surfaces)
11718         {
11719                 r_maxsurfacelist = model->num_surfaces;
11720                 if (r_surfacelist)
11721                         Mem_Free((msurface_t **)r_surfacelist);
11722                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11723         }
11724
11725         // if the model is static it doesn't matter what value we give for
11726         // wantnormals and wanttangents, so this logic uses only rules applicable
11727         // to a model, knowing that they are meaningless otherwise
11728         if (ent == r_refdef.scene.worldentity)
11729                 RSurf_ActiveWorldEntity();
11730         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11731                 RSurf_ActiveModelEntity(ent, false, false, false);
11732         else if (prepass)
11733                 RSurf_ActiveModelEntity(ent, true, true, true);
11734         else if (depthonly)
11735         {
11736                 switch (vid.renderpath)
11737                 {
11738                 case RENDERPATH_GL20:
11739                 case RENDERPATH_D3D9:
11740                 case RENDERPATH_D3D10:
11741                 case RENDERPATH_D3D11:
11742                 case RENDERPATH_SOFT:
11743                 case RENDERPATH_GLES2:
11744                         RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
11745                         break;
11746                 case RENDERPATH_GL11:
11747                 case RENDERPATH_GL13:
11748                 case RENDERPATH_GLES1:
11749                         RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
11750                         break;
11751                 }
11752         }
11753         else
11754         {
11755                 switch (vid.renderpath)
11756                 {
11757                 case RENDERPATH_GL20:
11758                 case RENDERPATH_D3D9:
11759                 case RENDERPATH_D3D10:
11760                 case RENDERPATH_D3D11:
11761                 case RENDERPATH_SOFT:
11762                 case RENDERPATH_GLES2:
11763                         RSurf_ActiveModelEntity(ent, true, true, false);
11764                         break;
11765                 case RENDERPATH_GL11:
11766                 case RENDERPATH_GL13:
11767                 case RENDERPATH_GLES1:
11768                         RSurf_ActiveModelEntity(ent, true, false, false);
11769                         break;
11770                 }
11771         }
11772
11773         surfaces = model->data_surfaces;
11774         update = model->brushq1.lightmapupdateflags;
11775
11776         // update light styles
11777         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11778         {
11779                 model_brush_lightstyleinfo_t *style;
11780                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11781                 {
11782                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
11783                         {
11784                                 int *list = style->surfacelist;
11785                                 style->value = r_refdef.scene.lightstylevalue[style->style];
11786                                 for (j = 0;j < style->numsurfaces;j++)
11787                                         update[list[j]] = true;
11788                         }
11789                 }
11790         }
11791
11792         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11793
11794         if (debug)
11795         {
11796                 R_DrawDebugModel();
11797                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11798                 return;
11799         }
11800
11801         rsurface.lightmaptexture = NULL;
11802         rsurface.deluxemaptexture = NULL;
11803         rsurface.uselightmaptexture = false;
11804         rsurface.texture = NULL;
11805         rsurface.rtlight = NULL;
11806         numsurfacelist = 0;
11807         // add visible surfaces to draw list
11808         for (i = 0;i < model->nummodelsurfaces;i++)
11809                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
11810         // don't do anything if there were no surfaces
11811         if (!numsurfacelist)
11812         {
11813                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11814                 return;
11815         }
11816         // update lightmaps if needed
11817         if (update)
11818         {
11819                 int updated = 0;
11820                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11821                 {
11822                         if (update[j])
11823                         {
11824                                 updated++;
11825                                 R_BuildLightMap(ent, surfaces + j);
11826                         }
11827                 }
11828         }
11829         if (update)
11830                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11831                         if (update[j])
11832                                 R_BuildLightMap(ent, surfaces + j);
11833         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11834
11835         // add to stats if desired
11836         if (r_speeds.integer && !skysurfaces && !depthonly)
11837         {
11838                 r_refdef.stats.entities_surfaces += numsurfacelist;
11839                 for (j = 0;j < numsurfacelist;j++)
11840                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
11841         }
11842
11843         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11844 }
11845
11846 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11847 {
11848         static texture_t texture;
11849         static msurface_t surface;
11850         const msurface_t *surfacelist = &surface;
11851
11852         // fake enough texture and surface state to render this geometry
11853
11854         texture.update_lastrenderframe = -1; // regenerate this texture
11855         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
11856         texture.currentskinframe = skinframe;
11857         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
11858         texture.offsetmapping = OFFSETMAPPING_OFF;
11859         texture.offsetscale = 1;
11860         texture.specularscalemod = 1;
11861         texture.specularpowermod = 1;
11862
11863         surface.texture = &texture;
11864         surface.num_triangles = numtriangles;
11865         surface.num_firsttriangle = firsttriangle;
11866         surface.num_vertices = numvertices;
11867         surface.num_firstvertex = firstvertex;
11868
11869         // now render it
11870         rsurface.texture = R_GetCurrentTexture(surface.texture);
11871         rsurface.lightmaptexture = NULL;
11872         rsurface.deluxemaptexture = NULL;
11873         rsurface.uselightmaptexture = false;
11874         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11875 }
11876
11877 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)
11878 {
11879         static msurface_t surface;
11880         const msurface_t *surfacelist = &surface;
11881
11882         // fake enough texture and surface state to render this geometry
11883         surface.texture = texture;
11884         surface.num_triangles = numtriangles;
11885         surface.num_firsttriangle = firsttriangle;
11886         surface.num_vertices = numvertices;
11887         surface.num_firstvertex = firstvertex;
11888
11889         // now render it
11890         rsurface.texture = R_GetCurrentTexture(surface.texture);
11891         rsurface.lightmaptexture = NULL;
11892         rsurface.deluxemaptexture = NULL;
11893         rsurface.uselightmaptexture = false;
11894         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11895 }