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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", "motionblur value scale - 0.5 recommended"};
54 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
55 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
56 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
57 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
58 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
59 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
60 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
61
62 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
63 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"};
64 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
65 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)"};
66 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
67
68 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"};
69 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
70 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
71 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
72 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
73 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
74 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)"};
75 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
76 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
77 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"};
78 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"};
79 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
80 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"};
81 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"};
82 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"};
83 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
84 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
85 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
86 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
87 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
88 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
89 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
90 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)"};
91 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)"};
92 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
93 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
94 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
95 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
96
97 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
98 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
99 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
100
101 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
102 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
103 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
104 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."};
105 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
106 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
107 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
108 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."};
109 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
110 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
111 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
112 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
113 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"};
114 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"};
115 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
116 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
117 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
118 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
119 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"};
120
121 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
122 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
123 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
124 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
125 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
126 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
127 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
128 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
129
130 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)"};
131 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"};
132
133 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
134 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
135 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
136 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
137 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
138
139 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
140 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
141 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
142
143 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)"};
144 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
145 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)"};
146 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
147 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)"};
148 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
149 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
150 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)"};
151 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)"};
152 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)"};
153 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)"};
154 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)"};
155 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)"};
156 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)"};
157 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)"};
158
159 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)"};
160 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
161 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"};
162 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
163 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
164 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
165
166 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
167 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
168 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
169 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
170
171 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
172 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
173 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
174 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
175 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
176 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
177 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
178
179 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
180 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
181 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
182 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivalent to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
183 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
184 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
185 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
186 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
187 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
188 cvar_t r_hdr_irisadaptation_fade = {CVAR_SAVE, "r_hdr_irisadaptation_fade", "1", "fade rate at which value adjusts"};
189
190 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"};
191
192 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"};
193
194 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
195
196 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
197 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
198 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accordingly, 2: Make it a continuous rotation"};
199 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
200 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
201 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "5", "fake perspective effect for SPR_OVERHEAD sprites"};
202 cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "15", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
203 cvar_t r_overheadsprites_scalex = {CVAR_SAVE, "r_overheadsprites_scalex", "1", "additional scale for overhead sprites for x axis"};
204 cvar_t r_overheadsprites_scaley = {CVAR_SAVE, "r_overheadsprites_scaley", "1", "additional scale for overhead sprites for y axis"};
205
206 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
207 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"};
208
209 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)"};
210
211 extern cvar_t v_glslgamma;
212
213 extern qboolean v_flipped_state;
214
215 static struct r_bloomstate_s
216 {
217         qboolean enabled;
218         qboolean hdr;
219
220         int bloomwidth, bloomheight;
221
222         int screentexturewidth, screentextureheight;
223         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
224
225         int bloomtexturewidth, bloomtextureheight;
226         rtexture_t *texture_bloom;
227
228         // arrays for rendering the screen passes
229         float screentexcoord2f[8];
230         float bloomtexcoord2f[8];
231         float offsettexcoord2f[8];
232
233         r_viewport_t viewport;
234 }
235 r_bloomstate;
236
237 r_waterstate_t r_waterstate;
238
239 /// shadow volume bsp struct with automatically growing nodes buffer
240 svbsp_t r_svbsp;
241
242 rtexture_t *r_texture_blanknormalmap;
243 rtexture_t *r_texture_white;
244 rtexture_t *r_texture_grey128;
245 rtexture_t *r_texture_black;
246 rtexture_t *r_texture_notexture;
247 rtexture_t *r_texture_whitecube;
248 rtexture_t *r_texture_normalizationcube;
249 rtexture_t *r_texture_fogattenuation;
250 rtexture_t *r_texture_fogheighttexture;
251 rtexture_t *r_texture_gammaramps;
252 unsigned int r_texture_gammaramps_serial;
253 //rtexture_t *r_texture_fogintensity;
254 rtexture_t *r_texture_reflectcube;
255
256 // TODO: hash lookups?
257 typedef struct cubemapinfo_s
258 {
259         char basename[64];
260         rtexture_t *texture;
261 }
262 cubemapinfo_t;
263
264 int r_texture_numcubemaps;
265 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
266
267 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
268 unsigned int r_numqueries;
269 unsigned int r_maxqueries;
270
271 typedef struct r_qwskincache_s
272 {
273         char name[MAX_QPATH];
274         skinframe_t *skinframe;
275 }
276 r_qwskincache_t;
277
278 static r_qwskincache_t *r_qwskincache;
279 static int r_qwskincache_size;
280
281 /// vertex coordinates for a quad that covers the screen exactly
282 extern const float r_screenvertex3f[12];
283 extern const float r_d3dscreenvertex3f[12];
284 const float r_screenvertex3f[12] =
285 {
286         0, 0, 0,
287         1, 0, 0,
288         1, 1, 0,
289         0, 1, 0
290 };
291 const float r_d3dscreenvertex3f[12] =
292 {
293         0, 1, 0,
294         1, 1, 0,
295         1, 0, 0,
296         0, 0, 0
297 };
298
299 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
300 {
301         int i;
302         for (i = 0;i < verts;i++)
303         {
304                 out[0] = in[0] * r;
305                 out[1] = in[1] * g;
306                 out[2] = in[2] * b;
307                 out[3] = in[3];
308                 in += 4;
309                 out += 4;
310         }
311 }
312
313 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
314 {
315         int i;
316         for (i = 0;i < verts;i++)
317         {
318                 out[0] = r;
319                 out[1] = g;
320                 out[2] = b;
321                 out[3] = a;
322                 out += 4;
323         }
324 }
325
326 // FIXME: move this to client?
327 void FOG_clear(void)
328 {
329         if (gamemode == GAME_NEHAHRA)
330         {
331                 Cvar_Set("gl_fogenable", "0");
332                 Cvar_Set("gl_fogdensity", "0.2");
333                 Cvar_Set("gl_fogred", "0.3");
334                 Cvar_Set("gl_foggreen", "0.3");
335                 Cvar_Set("gl_fogblue", "0.3");
336         }
337         r_refdef.fog_density = 0;
338         r_refdef.fog_red = 0;
339         r_refdef.fog_green = 0;
340         r_refdef.fog_blue = 0;
341         r_refdef.fog_alpha = 1;
342         r_refdef.fog_start = 0;
343         r_refdef.fog_end = 16384;
344         r_refdef.fog_height = 1<<30;
345         r_refdef.fog_fadedepth = 128;
346         memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
347 }
348
349 static void R_BuildBlankTextures(void)
350 {
351         unsigned char data[4];
352         data[2] = 128; // normal X
353         data[1] = 128; // normal Y
354         data[0] = 255; // normal Z
355         data[3] = 128; // height
356         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
357         data[0] = 255;
358         data[1] = 255;
359         data[2] = 255;
360         data[3] = 255;
361         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
362         data[0] = 128;
363         data[1] = 128;
364         data[2] = 128;
365         data[3] = 255;
366         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
367         data[0] = 0;
368         data[1] = 0;
369         data[2] = 0;
370         data[3] = 255;
371         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
372 }
373
374 static void R_BuildNoTexture(void)
375 {
376         int x, y;
377         unsigned char pix[16][16][4];
378         // this makes a light grey/dark grey checkerboard texture
379         for (y = 0;y < 16;y++)
380         {
381                 for (x = 0;x < 16;x++)
382                 {
383                         if ((y < 8) ^ (x < 8))
384                         {
385                                 pix[y][x][0] = 128;
386                                 pix[y][x][1] = 128;
387                                 pix[y][x][2] = 128;
388                                 pix[y][x][3] = 255;
389                         }
390                         else
391                         {
392                                 pix[y][x][0] = 64;
393                                 pix[y][x][1] = 64;
394                                 pix[y][x][2] = 64;
395                                 pix[y][x][3] = 255;
396                         }
397                 }
398         }
399         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
400 }
401
402 static void R_BuildWhiteCube(void)
403 {
404         unsigned char data[6*1*1*4];
405         memset(data, 255, sizeof(data));
406         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
407 }
408
409 static void R_BuildNormalizationCube(void)
410 {
411         int x, y, side;
412         vec3_t v;
413         vec_t s, t, intensity;
414 #define NORMSIZE 64
415         unsigned char *data;
416         data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
417         for (side = 0;side < 6;side++)
418         {
419                 for (y = 0;y < NORMSIZE;y++)
420                 {
421                         for (x = 0;x < NORMSIZE;x++)
422                         {
423                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
424                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
425                                 switch(side)
426                                 {
427                                 default:
428                                 case 0:
429                                         v[0] = 1;
430                                         v[1] = -t;
431                                         v[2] = -s;
432                                         break;
433                                 case 1:
434                                         v[0] = -1;
435                                         v[1] = -t;
436                                         v[2] = s;
437                                         break;
438                                 case 2:
439                                         v[0] = s;
440                                         v[1] = 1;
441                                         v[2] = t;
442                                         break;
443                                 case 3:
444                                         v[0] = s;
445                                         v[1] = -1;
446                                         v[2] = -t;
447                                         break;
448                                 case 4:
449                                         v[0] = s;
450                                         v[1] = -t;
451                                         v[2] = 1;
452                                         break;
453                                 case 5:
454                                         v[0] = -s;
455                                         v[1] = -t;
456                                         v[2] = -1;
457                                         break;
458                                 }
459                                 intensity = 127.0f / sqrt(DotProduct(v, v));
460                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
461                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
462                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
463                                 data[((side*64+y)*64+x)*4+3] = 255;
464                         }
465                 }
466         }
467         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
468         Mem_Free(data);
469 }
470
471 static void R_BuildFogTexture(void)
472 {
473         int x, b;
474 #define FOGWIDTH 256
475         unsigned char data1[FOGWIDTH][4];
476         //unsigned char data2[FOGWIDTH][4];
477         double d, r, alpha;
478
479         r_refdef.fogmasktable_start = r_refdef.fog_start;
480         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
481         r_refdef.fogmasktable_range = r_refdef.fogrange;
482         r_refdef.fogmasktable_density = r_refdef.fog_density;
483
484         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
485         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
486         {
487                 d = (x * r - r_refdef.fogmasktable_start);
488                 if(developer_extra.integer)
489                         Con_DPrintf("%f ", d);
490                 d = max(0, d);
491                 if (r_fog_exp2.integer)
492                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
493                 else
494                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
495                 if(developer_extra.integer)
496                         Con_DPrintf(" : %f ", alpha);
497                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
498                 if(developer_extra.integer)
499                         Con_DPrintf(" = %f\n", alpha);
500                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
501         }
502
503         for (x = 0;x < FOGWIDTH;x++)
504         {
505                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
506                 data1[x][0] = b;
507                 data1[x][1] = b;
508                 data1[x][2] = b;
509                 data1[x][3] = 255;
510                 //data2[x][0] = 255 - b;
511                 //data2[x][1] = 255 - b;
512                 //data2[x][2] = 255 - b;
513                 //data2[x][3] = 255;
514         }
515         if (r_texture_fogattenuation)
516         {
517                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
518                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
519         }
520         else
521         {
522                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
523                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
524         }
525 }
526
527 static void R_BuildFogHeightTexture(void)
528 {
529         unsigned char *inpixels;
530         int size;
531         int x;
532         int y;
533         int j;
534         float c[4];
535         float f;
536         inpixels = NULL;
537         strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
538         if (r_refdef.fogheighttexturename[0])
539                 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
540         if (!inpixels)
541         {
542                 r_refdef.fog_height_tablesize = 0;
543                 if (r_texture_fogheighttexture)
544                         R_FreeTexture(r_texture_fogheighttexture);
545                 r_texture_fogheighttexture = NULL;
546                 if (r_refdef.fog_height_table2d)
547                         Mem_Free(r_refdef.fog_height_table2d);
548                 r_refdef.fog_height_table2d = NULL;
549                 if (r_refdef.fog_height_table1d)
550                         Mem_Free(r_refdef.fog_height_table1d);
551                 r_refdef.fog_height_table1d = NULL;
552                 return;
553         }
554         size = image_width;
555         r_refdef.fog_height_tablesize = size;
556         r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
557         r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
558         memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
559         Mem_Free(inpixels);
560         // LordHavoc: now the magic - what is that table2d for?  it is a cooked
561         // average fog color table accounting for every fog layer between a point
562         // and the camera.  (Note: attenuation is handled separately!)
563         for (y = 0;y < size;y++)
564         {
565                 for (x = 0;x < size;x++)
566                 {
567                         Vector4Clear(c);
568                         f = 0;
569                         if (x < y)
570                         {
571                                 for (j = x;j <= y;j++)
572                                 {
573                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
574                                         f++;
575                                 }
576                         }
577                         else
578                         {
579                                 for (j = x;j >= y;j--)
580                                 {
581                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
582                                         f++;
583                                 }
584                         }
585                         f = 1.0f / f;
586                         r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
587                         r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
588                         r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
589                         r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
590                 }
591         }
592         r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
593 }
594
595 //=======================================================================================================================================================
596
597 static const char *builtinshaderstring =
598 #include "shader_glsl.h"
599 ;
600
601 const char *builtinhlslshaderstring =
602 #include "shader_hlsl.h"
603 ;
604
605 char *glslshaderstring = NULL;
606 char *hlslshaderstring = NULL;
607
608 //=======================================================================================================================================================
609
610 typedef struct shaderpermutationinfo_s
611 {
612         const char *pretext;
613         const char *name;
614 }
615 shaderpermutationinfo_t;
616
617 typedef struct shadermodeinfo_s
618 {
619         const char *vertexfilename;
620         const char *geometryfilename;
621         const char *fragmentfilename;
622         const char *pretext;
623         const char *name;
624 }
625 shadermodeinfo_t;
626
627 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
628 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
629 {
630         {"#define USEDIFFUSE\n", " diffuse"},
631         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
632         {"#define USEVIEWTINT\n", " viewtint"},
633         {"#define USECOLORMAPPING\n", " colormapping"},
634         {"#define USESATURATION\n", " saturation"},
635         {"#define USEFOGINSIDE\n", " foginside"},
636         {"#define USEFOGOUTSIDE\n", " fogoutside"},
637         {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
638         {"#define USEFOGALPHAHACK\n", " fogalphahack"},
639         {"#define USEGAMMARAMPS\n", " gammaramps"},
640         {"#define USECUBEFILTER\n", " cubefilter"},
641         {"#define USEGLOW\n", " glow"},
642         {"#define USEBLOOM\n", " bloom"},
643         {"#define USESPECULAR\n", " specular"},
644         {"#define USEPOSTPROCESSING\n", " postprocessing"},
645         {"#define USEREFLECTION\n", " reflection"},
646         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
647         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
648         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
649         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
650         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
651         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
652         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
653         {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
654         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
655         {"#define USEALPHAKILL\n", " alphakill"},
656         {"#define USEREFLECTCUBE\n", " reflectcube"},
657         {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
658         {"#define USEBOUNCEGRID\n", " bouncegrid"},
659         {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"},
660 };
661
662 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
663 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
664 {
665         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
666         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
667         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
668         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
669         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
670         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
671         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
672         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
673         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
674         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
675         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
676         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
677         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
678         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
679         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
680         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
681 };
682
683 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
684 {
685         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
686         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
687         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
688         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
689         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
690         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
691         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
692         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
693         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
694         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
695         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
696         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
697         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
698         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
699         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
700         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
701 };
702
703 struct r_glsl_permutation_s;
704 typedef struct r_glsl_permutation_s
705 {
706         /// hash lookup data
707         struct r_glsl_permutation_s *hashnext;
708         unsigned int mode;
709         unsigned int permutation;
710
711         /// indicates if we have tried compiling this permutation already
712         qboolean compiled;
713         /// 0 if compilation failed
714         int program;
715         // texture units assigned to each detected uniform
716         int tex_Texture_First;
717         int tex_Texture_Second;
718         int tex_Texture_GammaRamps;
719         int tex_Texture_Normal;
720         int tex_Texture_Color;
721         int tex_Texture_Gloss;
722         int tex_Texture_Glow;
723         int tex_Texture_SecondaryNormal;
724         int tex_Texture_SecondaryColor;
725         int tex_Texture_SecondaryGloss;
726         int tex_Texture_SecondaryGlow;
727         int tex_Texture_Pants;
728         int tex_Texture_Shirt;
729         int tex_Texture_FogHeightTexture;
730         int tex_Texture_FogMask;
731         int tex_Texture_Lightmap;
732         int tex_Texture_Deluxemap;
733         int tex_Texture_Attenuation;
734         int tex_Texture_Cube;
735         int tex_Texture_Refraction;
736         int tex_Texture_Reflection;
737         int tex_Texture_ShadowMap2D;
738         int tex_Texture_CubeProjection;
739         int tex_Texture_ScreenDepth;
740         int tex_Texture_ScreenNormalMap;
741         int tex_Texture_ScreenDiffuse;
742         int tex_Texture_ScreenSpecular;
743         int tex_Texture_ReflectMask;
744         int tex_Texture_ReflectCube;
745         int tex_Texture_BounceGrid;
746         /// locations of detected uniforms in program object, or -1 if not found
747         int loc_Texture_First;
748         int loc_Texture_Second;
749         int loc_Texture_GammaRamps;
750         int loc_Texture_Normal;
751         int loc_Texture_Color;
752         int loc_Texture_Gloss;
753         int loc_Texture_Glow;
754         int loc_Texture_SecondaryNormal;
755         int loc_Texture_SecondaryColor;
756         int loc_Texture_SecondaryGloss;
757         int loc_Texture_SecondaryGlow;
758         int loc_Texture_Pants;
759         int loc_Texture_Shirt;
760         int loc_Texture_FogHeightTexture;
761         int loc_Texture_FogMask;
762         int loc_Texture_Lightmap;
763         int loc_Texture_Deluxemap;
764         int loc_Texture_Attenuation;
765         int loc_Texture_Cube;
766         int loc_Texture_Refraction;
767         int loc_Texture_Reflection;
768         int loc_Texture_ShadowMap2D;
769         int loc_Texture_CubeProjection;
770         int loc_Texture_ScreenDepth;
771         int loc_Texture_ScreenNormalMap;
772         int loc_Texture_ScreenDiffuse;
773         int loc_Texture_ScreenSpecular;
774         int loc_Texture_ReflectMask;
775         int loc_Texture_ReflectCube;
776         int loc_Texture_BounceGrid;
777         int loc_Alpha;
778         int loc_BloomBlur_Parameters;
779         int loc_ClientTime;
780         int loc_Color_Ambient;
781         int loc_Color_Diffuse;
782         int loc_Color_Specular;
783         int loc_Color_Glow;
784         int loc_Color_Pants;
785         int loc_Color_Shirt;
786         int loc_DeferredColor_Ambient;
787         int loc_DeferredColor_Diffuse;
788         int loc_DeferredColor_Specular;
789         int loc_DeferredMod_Diffuse;
790         int loc_DeferredMod_Specular;
791         int loc_DistortScaleRefractReflect;
792         int loc_EyePosition;
793         int loc_FogColor;
794         int loc_FogHeightFade;
795         int loc_FogPlane;
796         int loc_FogPlaneViewDist;
797         int loc_FogRangeRecip;
798         int loc_LightColor;
799         int loc_LightDir;
800         int loc_LightPosition;
801         int loc_OffsetMapping_ScaleSteps;
802         int loc_PixelSize;
803         int loc_ReflectColor;
804         int loc_ReflectFactor;
805         int loc_ReflectOffset;
806         int loc_RefractColor;
807         int loc_Saturation;
808         int loc_ScreenCenterRefractReflect;
809         int loc_ScreenScaleRefractReflect;
810         int loc_ScreenToDepth;
811         int loc_ShadowMap_Parameters;
812         int loc_ShadowMap_TextureScale;
813         int loc_SpecularPower;
814         int loc_UserVec1;
815         int loc_UserVec2;
816         int loc_UserVec3;
817         int loc_UserVec4;
818         int loc_ViewTintColor;
819         int loc_ViewToLight;
820         int loc_ModelToLight;
821         int loc_TexMatrix;
822         int loc_BackgroundTexMatrix;
823         int loc_ModelViewProjectionMatrix;
824         int loc_ModelViewMatrix;
825         int loc_PixelToScreenTexCoord;
826         int loc_ModelToReflectCube;
827         int loc_ShadowMapMatrix;
828         int loc_BloomColorSubtract;
829         int loc_NormalmapScrollBlend;
830         int loc_BounceGridMatrix;
831         int loc_BounceGridIntensity;
832 }
833 r_glsl_permutation_t;
834
835 #define SHADERPERMUTATION_HASHSIZE 256
836
837
838 // non-degradable "lightweight" shader parameters to keep the permutations simpler
839 // these can NOT degrade! only use for simple stuff
840 enum
841 {
842         SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
843         SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
844         SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
845         SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
846         SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
847         SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5  ///< postprocess uservec4 is enabled
848 };
849 #define SHADERSTATICPARMS_COUNT 6
850
851 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
852 static int shaderstaticparms_count = 0;
853
854 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
855 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
856 qboolean R_CompileShader_CheckStaticParms(void)
857 {
858         static int r_compileshader_staticparms_save[1];
859         memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
860         memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
861
862         // detect all
863         if (r_glsl_saturation_redcompensate.integer)
864                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
865         if (r_shadow_glossexact.integer)
866                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
867         if (r_glsl_postprocess.integer)
868         {
869                 if (r_glsl_postprocess_uservec1_enable.integer)
870                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
871                 if (r_glsl_postprocess_uservec2_enable.integer)
872                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
873                 if (r_glsl_postprocess_uservec3_enable.integer)
874                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
875                 if (r_glsl_postprocess_uservec4_enable.integer)
876                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
877         }
878         return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
879 }
880
881 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
882         if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
883                 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
884         else \
885                 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
886 void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
887 {
888         shaderstaticparms_count = 0;
889
890         // emit all
891         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
892         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
893         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
894         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
895         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
896         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
897 }
898
899 /// information about each possible shader permutation
900 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
901 /// currently selected permutation
902 r_glsl_permutation_t *r_glsl_permutation;
903 /// storage for permutations linked in the hash table
904 memexpandablearray_t r_glsl_permutationarray;
905
906 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
907 {
908         //unsigned int hashdepth = 0;
909         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
910         r_glsl_permutation_t *p;
911         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
912         {
913                 if (p->mode == mode && p->permutation == permutation)
914                 {
915                         //if (hashdepth > 10)
916                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
917                         return p;
918                 }
919                 //hashdepth++;
920         }
921         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
922         p->mode = mode;
923         p->permutation = permutation;
924         p->hashnext = r_glsl_permutationhash[mode][hashindex];
925         r_glsl_permutationhash[mode][hashindex] = p;
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
931 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
932 {
933         char *shaderstring;
934         if (!filename || !filename[0])
935                 return NULL;
936         if (!strcmp(filename, "glsl/default.glsl"))
937         {
938                 if (!glslshaderstring)
939                 {
940                         glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
941                         if (glslshaderstring)
942                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
943                         else
944                                 glslshaderstring = (char *)builtinshaderstring;
945                 }
946                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
947                 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
948                 return shaderstring;
949         }
950         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
951         if (shaderstring)
952         {
953                 if (printfromdisknotice)
954                         Con_DPrintf("from disk %s... ", filename);
955                 return shaderstring;
956         }
957         return shaderstring;
958 }
959
960 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
961 {
962         int i;
963         int sampler;
964         shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
965         char *vertexstring, *geometrystring, *fragmentstring;
966         char permutationname[256];
967         int vertstrings_count = 0;
968         int geomstrings_count = 0;
969         int fragstrings_count = 0;
970         const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
971         const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
972         const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
973
974         if (p->compiled)
975                 return;
976         p->compiled = true;
977         p->program = 0;
978
979         permutationname[0] = 0;
980         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
981         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
982         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
983
984         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
985
986         // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
987         if(vid.support.gl20shaders130)
988         {
989                 vertstrings_list[vertstrings_count++] = "#version 130\n";
990                 geomstrings_list[geomstrings_count++] = "#version 130\n";
991                 fragstrings_list[fragstrings_count++] = "#version 130\n";
992         }
993
994         // the first pretext is which type of shader to compile as
995         // (later these will all be bound together as a program object)
996         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
997         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
998         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
999
1000         // the second pretext is the mode (for example a light source)
1001         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1002         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1003         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1004         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1005
1006         // now add all the permutation pretexts
1007         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1008         {
1009                 if (permutation & (1<<i))
1010                 {
1011                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1012                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1013                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1014                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1015                 }
1016                 else
1017                 {
1018                         // keep line numbers correct
1019                         vertstrings_list[vertstrings_count++] = "\n";
1020                         geomstrings_list[geomstrings_count++] = "\n";
1021                         fragstrings_list[fragstrings_count++] = "\n";
1022                 }
1023         }
1024
1025         // add static parms
1026         R_CompileShader_AddStaticParms(mode, permutation);
1027         memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1028         vertstrings_count += shaderstaticparms_count;
1029         memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1030         geomstrings_count += shaderstaticparms_count;
1031         memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1032         fragstrings_count += shaderstaticparms_count;
1033
1034         // now append the shader text itself
1035         vertstrings_list[vertstrings_count++] = vertexstring;
1036         geomstrings_list[geomstrings_count++] = geometrystring;
1037         fragstrings_list[fragstrings_count++] = fragmentstring;
1038
1039         // if any sources were NULL, clear the respective list
1040         if (!vertexstring)
1041                 vertstrings_count = 0;
1042         if (!geometrystring)
1043                 geomstrings_count = 0;
1044         if (!fragmentstring)
1045                 fragstrings_count = 0;
1046
1047         // compile the shader program
1048         if (vertstrings_count + geomstrings_count + fragstrings_count)
1049                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1050         if (p->program)
1051         {
1052                 CHECKGLERROR
1053                 qglUseProgram(p->program);CHECKGLERROR
1054                 // look up all the uniform variable names we care about, so we don't
1055                 // have to look them up every time we set them
1056
1057                 p->loc_Texture_First              = qglGetUniformLocation(p->program, "Texture_First");
1058                 p->loc_Texture_Second             = qglGetUniformLocation(p->program, "Texture_Second");
1059                 p->loc_Texture_GammaRamps         = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1060                 p->loc_Texture_Normal             = qglGetUniformLocation(p->program, "Texture_Normal");
1061                 p->loc_Texture_Color              = qglGetUniformLocation(p->program, "Texture_Color");
1062                 p->loc_Texture_Gloss              = qglGetUniformLocation(p->program, "Texture_Gloss");
1063                 p->loc_Texture_Glow               = qglGetUniformLocation(p->program, "Texture_Glow");
1064                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1065                 p->loc_Texture_SecondaryColor     = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1066                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1067                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1068                 p->loc_Texture_Pants              = qglGetUniformLocation(p->program, "Texture_Pants");
1069                 p->loc_Texture_Shirt              = qglGetUniformLocation(p->program, "Texture_Shirt");
1070                 p->loc_Texture_FogHeightTexture   = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1071                 p->loc_Texture_FogMask            = qglGetUniformLocation(p->program, "Texture_FogMask");
1072                 p->loc_Texture_Lightmap           = qglGetUniformLocation(p->program, "Texture_Lightmap");
1073                 p->loc_Texture_Deluxemap          = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1074                 p->loc_Texture_Attenuation        = qglGetUniformLocation(p->program, "Texture_Attenuation");
1075                 p->loc_Texture_Cube               = qglGetUniformLocation(p->program, "Texture_Cube");
1076                 p->loc_Texture_Refraction         = qglGetUniformLocation(p->program, "Texture_Refraction");
1077                 p->loc_Texture_Reflection         = qglGetUniformLocation(p->program, "Texture_Reflection");
1078                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1079                 p->loc_Texture_CubeProjection     = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1080                 p->loc_Texture_ScreenDepth        = qglGetUniformLocation(p->program, "Texture_ScreenDepth");
1081                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1082                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1083                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1084                 p->loc_Texture_ReflectMask        = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1085                 p->loc_Texture_ReflectCube        = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1086                 p->loc_Texture_BounceGrid         = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1087                 p->loc_Alpha                      = qglGetUniformLocation(p->program, "Alpha");
1088                 p->loc_BloomBlur_Parameters       = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1089                 p->loc_ClientTime                 = qglGetUniformLocation(p->program, "ClientTime");
1090                 p->loc_Color_Ambient              = qglGetUniformLocation(p->program, "Color_Ambient");
1091                 p->loc_Color_Diffuse              = qglGetUniformLocation(p->program, "Color_Diffuse");
1092                 p->loc_Color_Specular             = qglGetUniformLocation(p->program, "Color_Specular");
1093                 p->loc_Color_Glow                 = qglGetUniformLocation(p->program, "Color_Glow");
1094                 p->loc_Color_Pants                = qglGetUniformLocation(p->program, "Color_Pants");
1095                 p->loc_Color_Shirt                = qglGetUniformLocation(p->program, "Color_Shirt");
1096                 p->loc_DeferredColor_Ambient      = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1097                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1098                 p->loc_DeferredColor_Specular     = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1099                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1100                 p->loc_DeferredMod_Specular       = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1101                 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1102                 p->loc_EyePosition                = qglGetUniformLocation(p->program, "EyePosition");
1103                 p->loc_FogColor                   = qglGetUniformLocation(p->program, "FogColor");
1104                 p->loc_FogHeightFade              = qglGetUniformLocation(p->program, "FogHeightFade");
1105                 p->loc_FogPlane                   = qglGetUniformLocation(p->program, "FogPlane");
1106                 p->loc_FogPlaneViewDist           = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1107                 p->loc_FogRangeRecip              = qglGetUniformLocation(p->program, "FogRangeRecip");
1108                 p->loc_LightColor                 = qglGetUniformLocation(p->program, "LightColor");
1109                 p->loc_LightDir                   = qglGetUniformLocation(p->program, "LightDir");
1110                 p->loc_LightPosition              = qglGetUniformLocation(p->program, "LightPosition");
1111                 p->loc_OffsetMapping_ScaleSteps   = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1112                 p->loc_PixelSize                  = qglGetUniformLocation(p->program, "PixelSize");
1113                 p->loc_ReflectColor               = qglGetUniformLocation(p->program, "ReflectColor");
1114                 p->loc_ReflectFactor              = qglGetUniformLocation(p->program, "ReflectFactor");
1115                 p->loc_ReflectOffset              = qglGetUniformLocation(p->program, "ReflectOffset");
1116                 p->loc_RefractColor               = qglGetUniformLocation(p->program, "RefractColor");
1117                 p->loc_Saturation                 = qglGetUniformLocation(p->program, "Saturation");
1118                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1119                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1120                 p->loc_ScreenToDepth              = qglGetUniformLocation(p->program, "ScreenToDepth");
1121                 p->loc_ShadowMap_Parameters       = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1122                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1123                 p->loc_SpecularPower              = qglGetUniformLocation(p->program, "SpecularPower");
1124                 p->loc_UserVec1                   = qglGetUniformLocation(p->program, "UserVec1");
1125                 p->loc_UserVec2                   = qglGetUniformLocation(p->program, "UserVec2");
1126                 p->loc_UserVec3                   = qglGetUniformLocation(p->program, "UserVec3");
1127                 p->loc_UserVec4                   = qglGetUniformLocation(p->program, "UserVec4");
1128                 p->loc_ViewTintColor              = qglGetUniformLocation(p->program, "ViewTintColor");
1129                 p->loc_ViewToLight                = qglGetUniformLocation(p->program, "ViewToLight");
1130                 p->loc_ModelToLight               = qglGetUniformLocation(p->program, "ModelToLight");
1131                 p->loc_TexMatrix                  = qglGetUniformLocation(p->program, "TexMatrix");
1132                 p->loc_BackgroundTexMatrix        = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1133                 p->loc_ModelViewMatrix            = qglGetUniformLocation(p->program, "ModelViewMatrix");
1134                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1135                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1136                 p->loc_ModelToReflectCube         = qglGetUniformLocation(p->program, "ModelToReflectCube");
1137                 p->loc_ShadowMapMatrix            = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1138                 p->loc_BloomColorSubtract         = qglGetUniformLocation(p->program, "BloomColorSubtract");
1139                 p->loc_NormalmapScrollBlend       = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1140                 p->loc_BounceGridMatrix           = qglGetUniformLocation(p->program, "BounceGridMatrix");
1141                 p->loc_BounceGridIntensity        = qglGetUniformLocation(p->program, "BounceGridIntensity");
1142                 // initialize the samplers to refer to the texture units we use
1143                 p->tex_Texture_First = -1;
1144                 p->tex_Texture_Second = -1;
1145                 p->tex_Texture_GammaRamps = -1;
1146                 p->tex_Texture_Normal = -1;
1147                 p->tex_Texture_Color = -1;
1148                 p->tex_Texture_Gloss = -1;
1149                 p->tex_Texture_Glow = -1;
1150                 p->tex_Texture_SecondaryNormal = -1;
1151                 p->tex_Texture_SecondaryColor = -1;
1152                 p->tex_Texture_SecondaryGloss = -1;
1153                 p->tex_Texture_SecondaryGlow = -1;
1154                 p->tex_Texture_Pants = -1;
1155                 p->tex_Texture_Shirt = -1;
1156                 p->tex_Texture_FogHeightTexture = -1;
1157                 p->tex_Texture_FogMask = -1;
1158                 p->tex_Texture_Lightmap = -1;
1159                 p->tex_Texture_Deluxemap = -1;
1160                 p->tex_Texture_Attenuation = -1;
1161                 p->tex_Texture_Cube = -1;
1162                 p->tex_Texture_Refraction = -1;
1163                 p->tex_Texture_Reflection = -1;
1164                 p->tex_Texture_ShadowMap2D = -1;
1165                 p->tex_Texture_CubeProjection = -1;
1166                 p->tex_Texture_ScreenDepth = -1;
1167                 p->tex_Texture_ScreenNormalMap = -1;
1168                 p->tex_Texture_ScreenDiffuse = -1;
1169                 p->tex_Texture_ScreenSpecular = -1;
1170                 p->tex_Texture_ReflectMask = -1;
1171                 p->tex_Texture_ReflectCube = -1;
1172                 p->tex_Texture_BounceGrid = -1;
1173                 sampler = 0;
1174                 if (p->loc_Texture_First           >= 0) {p->tex_Texture_First            = sampler;qglUniform1i(p->loc_Texture_First           , sampler);sampler++;}
1175                 if (p->loc_Texture_Second          >= 0) {p->tex_Texture_Second           = sampler;qglUniform1i(p->loc_Texture_Second          , sampler);sampler++;}
1176                 if (p->loc_Texture_GammaRamps      >= 0) {p->tex_Texture_GammaRamps       = sampler;qglUniform1i(p->loc_Texture_GammaRamps      , sampler);sampler++;}
1177                 if (p->loc_Texture_Normal          >= 0) {p->tex_Texture_Normal           = sampler;qglUniform1i(p->loc_Texture_Normal          , sampler);sampler++;}
1178                 if (p->loc_Texture_Color           >= 0) {p->tex_Texture_Color            = sampler;qglUniform1i(p->loc_Texture_Color           , sampler);sampler++;}
1179                 if (p->loc_Texture_Gloss           >= 0) {p->tex_Texture_Gloss            = sampler;qglUniform1i(p->loc_Texture_Gloss           , sampler);sampler++;}
1180                 if (p->loc_Texture_Glow            >= 0) {p->tex_Texture_Glow             = sampler;qglUniform1i(p->loc_Texture_Glow            , sampler);sampler++;}
1181                 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal  = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1182                 if (p->loc_Texture_SecondaryColor  >= 0) {p->tex_Texture_SecondaryColor   = sampler;qglUniform1i(p->loc_Texture_SecondaryColor  , sampler);sampler++;}
1183                 if (p->loc_Texture_SecondaryGloss  >= 0) {p->tex_Texture_SecondaryGloss   = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss  , sampler);sampler++;}
1184                 if (p->loc_Texture_SecondaryGlow   >= 0) {p->tex_Texture_SecondaryGlow    = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow   , sampler);sampler++;}
1185                 if (p->loc_Texture_Pants           >= 0) {p->tex_Texture_Pants            = sampler;qglUniform1i(p->loc_Texture_Pants           , sampler);sampler++;}
1186                 if (p->loc_Texture_Shirt           >= 0) {p->tex_Texture_Shirt            = sampler;qglUniform1i(p->loc_Texture_Shirt           , sampler);sampler++;}
1187                 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1188                 if (p->loc_Texture_FogMask         >= 0) {p->tex_Texture_FogMask          = sampler;qglUniform1i(p->loc_Texture_FogMask         , sampler);sampler++;}
1189                 if (p->loc_Texture_Lightmap        >= 0) {p->tex_Texture_Lightmap         = sampler;qglUniform1i(p->loc_Texture_Lightmap        , sampler);sampler++;}
1190                 if (p->loc_Texture_Deluxemap       >= 0) {p->tex_Texture_Deluxemap        = sampler;qglUniform1i(p->loc_Texture_Deluxemap       , sampler);sampler++;}
1191                 if (p->loc_Texture_Attenuation     >= 0) {p->tex_Texture_Attenuation      = sampler;qglUniform1i(p->loc_Texture_Attenuation     , sampler);sampler++;}
1192                 if (p->loc_Texture_Cube            >= 0) {p->tex_Texture_Cube             = sampler;qglUniform1i(p->loc_Texture_Cube            , sampler);sampler++;}
1193                 if (p->loc_Texture_Refraction      >= 0) {p->tex_Texture_Refraction       = sampler;qglUniform1i(p->loc_Texture_Refraction      , sampler);sampler++;}
1194                 if (p->loc_Texture_Reflection      >= 0) {p->tex_Texture_Reflection       = sampler;qglUniform1i(p->loc_Texture_Reflection      , sampler);sampler++;}
1195                 if (p->loc_Texture_ShadowMap2D     >= 0) {p->tex_Texture_ShadowMap2D      = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D     , sampler);sampler++;}
1196                 if (p->loc_Texture_CubeProjection  >= 0) {p->tex_Texture_CubeProjection   = sampler;qglUniform1i(p->loc_Texture_CubeProjection  , sampler);sampler++;}
1197                 if (p->loc_Texture_ScreenDepth     >= 0) {p->tex_Texture_ScreenDepth      = sampler;qglUniform1i(p->loc_Texture_ScreenDepth     , sampler);sampler++;}
1198                 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap  = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1199                 if (p->loc_Texture_ScreenDiffuse   >= 0) {p->tex_Texture_ScreenDiffuse    = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse   , sampler);sampler++;}
1200                 if (p->loc_Texture_ScreenSpecular  >= 0) {p->tex_Texture_ScreenSpecular   = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular  , sampler);sampler++;}
1201                 if (p->loc_Texture_ReflectMask     >= 0) {p->tex_Texture_ReflectMask      = sampler;qglUniform1i(p->loc_Texture_ReflectMask     , sampler);sampler++;}
1202                 if (p->loc_Texture_ReflectCube     >= 0) {p->tex_Texture_ReflectCube      = sampler;qglUniform1i(p->loc_Texture_ReflectCube     , sampler);sampler++;}
1203                 if (p->loc_Texture_BounceGrid      >= 0) {p->tex_Texture_BounceGrid       = sampler;qglUniform1i(p->loc_Texture_BounceGrid      , sampler);sampler++;}
1204                 CHECKGLERROR
1205                 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1206         }
1207         else
1208                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1209
1210         // free the strings
1211         if (vertexstring)
1212                 Mem_Free(vertexstring);
1213         if (geometrystring)
1214                 Mem_Free(geometrystring);
1215         if (fragmentstring)
1216                 Mem_Free(fragmentstring);
1217 }
1218
1219 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1220 {
1221         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1222         if (r_glsl_permutation != perm)
1223         {
1224                 r_glsl_permutation = perm;
1225                 if (!r_glsl_permutation->program)
1226                 {
1227                         if (!r_glsl_permutation->compiled)
1228                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1229                         if (!r_glsl_permutation->program)
1230                         {
1231                                 // remove features until we find a valid permutation
1232                                 int i;
1233                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1234                                 {
1235                                         // reduce i more quickly whenever it would not remove any bits
1236                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1237                                         if (!(permutation & j))
1238                                                 continue;
1239                                         permutation -= j;
1240                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1241                                         if (!r_glsl_permutation->compiled)
1242                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1243                                         if (r_glsl_permutation->program)
1244                                                 break;
1245                                 }
1246                                 if (i >= SHADERPERMUTATION_COUNT)
1247                                 {
1248                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1249                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1250                                         qglUseProgram(0);CHECKGLERROR
1251                                         return; // no bit left to clear, entire mode is broken
1252                                 }
1253                         }
1254                 }
1255                 CHECKGLERROR
1256                 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1257         }
1258         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1259         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1260         if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1261 }
1262
1263 #ifdef SUPPORTD3D
1264
1265 #ifdef SUPPORTD3D
1266 #include <d3d9.h>
1267 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1268 extern D3DCAPS9 vid_d3d9caps;
1269 #endif
1270
1271 struct r_hlsl_permutation_s;
1272 typedef struct r_hlsl_permutation_s
1273 {
1274         /// hash lookup data
1275         struct r_hlsl_permutation_s *hashnext;
1276         unsigned int mode;
1277         unsigned int permutation;
1278
1279         /// indicates if we have tried compiling this permutation already
1280         qboolean compiled;
1281         /// NULL if compilation failed
1282         IDirect3DVertexShader9 *vertexshader;
1283         IDirect3DPixelShader9 *pixelshader;
1284 }
1285 r_hlsl_permutation_t;
1286
1287 typedef enum D3DVSREGISTER_e
1288 {
1289         D3DVSREGISTER_TexMatrix = 0, // float4x4
1290         D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1291         D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1292         D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1293         D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1294         D3DVSREGISTER_ModelToLight = 20, // float4x4
1295         D3DVSREGISTER_EyePosition = 24,
1296         D3DVSREGISTER_FogPlane = 25,
1297         D3DVSREGISTER_LightDir = 26,
1298         D3DVSREGISTER_LightPosition = 27,
1299 }
1300 D3DVSREGISTER_t;
1301
1302 typedef enum D3DPSREGISTER_e
1303 {
1304         D3DPSREGISTER_Alpha = 0,
1305         D3DPSREGISTER_BloomBlur_Parameters = 1,
1306         D3DPSREGISTER_ClientTime = 2,
1307         D3DPSREGISTER_Color_Ambient = 3,
1308         D3DPSREGISTER_Color_Diffuse = 4,
1309         D3DPSREGISTER_Color_Specular = 5,
1310         D3DPSREGISTER_Color_Glow = 6,
1311         D3DPSREGISTER_Color_Pants = 7,
1312         D3DPSREGISTER_Color_Shirt = 8,
1313         D3DPSREGISTER_DeferredColor_Ambient = 9,
1314         D3DPSREGISTER_DeferredColor_Diffuse = 10,
1315         D3DPSREGISTER_DeferredColor_Specular = 11,
1316         D3DPSREGISTER_DeferredMod_Diffuse = 12,
1317         D3DPSREGISTER_DeferredMod_Specular = 13,
1318         D3DPSREGISTER_DistortScaleRefractReflect = 14,
1319         D3DPSREGISTER_EyePosition = 15, // unused
1320         D3DPSREGISTER_FogColor = 16,
1321         D3DPSREGISTER_FogHeightFade = 17,
1322         D3DPSREGISTER_FogPlane = 18,
1323         D3DPSREGISTER_FogPlaneViewDist = 19,
1324         D3DPSREGISTER_FogRangeRecip = 20,
1325         D3DPSREGISTER_LightColor = 21,
1326         D3DPSREGISTER_LightDir = 22, // unused
1327         D3DPSREGISTER_LightPosition = 23,
1328         D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1329         D3DPSREGISTER_PixelSize = 25,
1330         D3DPSREGISTER_ReflectColor = 26,
1331         D3DPSREGISTER_ReflectFactor = 27,
1332         D3DPSREGISTER_ReflectOffset = 28,
1333         D3DPSREGISTER_RefractColor = 29,
1334         D3DPSREGISTER_Saturation = 30,
1335         D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1336         D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1337         D3DPSREGISTER_ScreenToDepth = 33,
1338         D3DPSREGISTER_ShadowMap_Parameters = 34,
1339         D3DPSREGISTER_ShadowMap_TextureScale = 35,
1340         D3DPSREGISTER_SpecularPower = 36,
1341         D3DPSREGISTER_UserVec1 = 37,
1342         D3DPSREGISTER_UserVec2 = 38,
1343         D3DPSREGISTER_UserVec3 = 39,
1344         D3DPSREGISTER_UserVec4 = 40,
1345         D3DPSREGISTER_ViewTintColor = 41,
1346         D3DPSREGISTER_PixelToScreenTexCoord = 42,
1347         D3DPSREGISTER_BloomColorSubtract = 43,
1348         D3DPSREGISTER_ViewToLight = 44, // float4x4
1349         D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1350         D3DPSREGISTER_NormalmapScrollBlend = 52,
1351         // next at 53
1352 }
1353 D3DPSREGISTER_t;
1354
1355 /// information about each possible shader permutation
1356 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1357 /// currently selected permutation
1358 r_hlsl_permutation_t *r_hlsl_permutation;
1359 /// storage for permutations linked in the hash table
1360 memexpandablearray_t r_hlsl_permutationarray;
1361
1362 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1363 {
1364         //unsigned int hashdepth = 0;
1365         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1366         r_hlsl_permutation_t *p;
1367         for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1368         {
1369                 if (p->mode == mode && p->permutation == permutation)
1370                 {
1371                         //if (hashdepth > 10)
1372                         //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1373                         return p;
1374                 }
1375                 //hashdepth++;
1376         }
1377         p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1378         p->mode = mode;
1379         p->permutation = permutation;
1380         p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1381         r_hlsl_permutationhash[mode][hashindex] = p;
1382         //if (hashdepth > 10)
1383         //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1384         return p;
1385 }
1386
1387 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
1388 {
1389         char *shaderstring;
1390         if (!filename || !filename[0])
1391                 return NULL;
1392         if (!strcmp(filename, "hlsl/default.hlsl"))
1393         {
1394                 if (!hlslshaderstring)
1395                 {
1396                         hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1397                         if (hlslshaderstring)
1398                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
1399                         else
1400                                 hlslshaderstring = (char *)builtinhlslshaderstring;
1401                 }
1402                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1403                 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1404                 return shaderstring;
1405         }
1406         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1407         if (shaderstring)
1408         {
1409                 if (printfromdisknotice)
1410                         Con_DPrintf("from disk %s... ", filename);
1411                 return shaderstring;
1412         }
1413         return shaderstring;
1414 }
1415
1416 #include <d3dx9.h>
1417 //#include <d3dx9shader.h>
1418 //#include <d3dx9mesh.h>
1419
1420 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1421 {
1422         DWORD *vsbin = NULL;
1423         DWORD *psbin = NULL;
1424         fs_offset_t vsbinsize;
1425         fs_offset_t psbinsize;
1426 //      IDirect3DVertexShader9 *vs = NULL;
1427 //      IDirect3DPixelShader9 *ps = NULL;
1428         ID3DXBuffer *vslog = NULL;
1429         ID3DXBuffer *vsbuffer = NULL;
1430         ID3DXConstantTable *vsconstanttable = NULL;
1431         ID3DXBuffer *pslog = NULL;
1432         ID3DXBuffer *psbuffer = NULL;
1433         ID3DXConstantTable *psconstanttable = NULL;
1434         int vsresult = 0;
1435         int psresult = 0;
1436         char temp[MAX_INPUTLINE];
1437         const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1438         qboolean debugshader = gl_paranoid.integer != 0;
1439         if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1440         if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1441         if (!debugshader)
1442         {
1443                 vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1444                 psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1445         }
1446         if ((!vsbin && vertstring) || (!psbin && fragstring))
1447         {
1448                 const char* dllnames_d3dx9 [] =
1449                 {
1450                         "d3dx9_43.dll",
1451                         "d3dx9_42.dll",
1452                         "d3dx9_41.dll",
1453                         "d3dx9_40.dll",
1454                         "d3dx9_39.dll",
1455                         "d3dx9_38.dll",
1456                         "d3dx9_37.dll",
1457                         "d3dx9_36.dll",
1458                         "d3dx9_35.dll",
1459                         "d3dx9_34.dll",
1460                         "d3dx9_33.dll",
1461                         "d3dx9_32.dll",
1462                         "d3dx9_31.dll",
1463                         "d3dx9_30.dll",
1464                         "d3dx9_29.dll",
1465                         "d3dx9_28.dll",
1466                         "d3dx9_27.dll",
1467                         "d3dx9_26.dll",
1468                         "d3dx9_25.dll",
1469                         "d3dx9_24.dll",
1470                         NULL
1471                 };
1472                 dllhandle_t d3dx9_dll = NULL;
1473                 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1474                 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1475                 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1476                 dllfunction_t d3dx9_dllfuncs[] =
1477                 {
1478                         {"D3DXCompileShaderFromFileA",  (void **) &qD3DXCompileShaderFromFileA},
1479                         {"D3DXPreprocessShader",                (void **) &qD3DXPreprocessShader},
1480                         {"D3DXCompileShader",                   (void **) &qD3DXCompileShader},
1481                         {NULL, NULL}
1482                 };
1483                 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1484                 {
1485                         DWORD shaderflags = 0;
1486                         if (debugshader)
1487                                 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1488                         vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1489                         psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1490                         if (vertstring && vertstring[0])
1491                         {
1492                                 if (debugshader)
1493                                 {
1494 //                                      vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
1495 //                                      FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
1496                                         FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring));
1497                                         vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1498                                 }
1499                                 else
1500                                         vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1501                                 if (vsbuffer)
1502                                 {
1503                                         vsbinsize = vsbuffer->GetBufferSize();
1504                                         vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1505                                         memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
1506                                         vsbuffer->Release();
1507                                 }
1508                                 if (vslog)
1509                                 {
1510                                         strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
1511                                         Con_Printf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1512                                         vslog->Release();
1513                                 }
1514                         }
1515                         if (fragstring && fragstring[0])
1516                         {
1517                                 if (debugshader)
1518                                 {
1519 //                                      psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
1520 //                                      FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
1521                                         FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring));
1522                                         psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1523                                 }
1524                                 else
1525                                         psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1526                                 if (psbuffer)
1527                                 {
1528                                         psbinsize = psbuffer->GetBufferSize();
1529                                         psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1530                                         memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
1531                                         psbuffer->Release();
1532                                 }
1533                                 if (pslog)
1534                                 {
1535                                         strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
1536                                         Con_Printf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1537                                         pslog->Release();
1538                                 }
1539                         }
1540                         Sys_UnloadLibrary(&d3dx9_dll);
1541                 }
1542                 else
1543                         Con_Printf("Unable to compile shader - D3DXCompileShader function not found\n");
1544         }
1545         if (vsbin && psbin)
1546         {
1547                 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1548                 if (FAILED(vsresult))
1549                         Con_Printf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1550                 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1551                 if (FAILED(psresult))
1552                         Con_Printf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1553         }
1554         // free the shader data
1555         vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1556         psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1557 }
1558
1559 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1560 {
1561         int i;
1562         shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1563         int vertstring_length = 0;
1564         int geomstring_length = 0;
1565         int fragstring_length = 0;
1566         char *t;
1567         char *vertexstring, *geometrystring, *fragmentstring;
1568         char *vertstring, *geomstring, *fragstring;
1569         char permutationname[256];
1570         char cachename[256];
1571         int vertstrings_count = 0;
1572         int geomstrings_count = 0;
1573         int fragstrings_count = 0;
1574         const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1575         const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1576         const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1577
1578         if (p->compiled)
1579                 return;
1580         p->compiled = true;
1581         p->vertexshader = NULL;
1582         p->pixelshader = NULL;
1583
1584         permutationname[0] = 0;
1585         cachename[0] = 0;
1586         vertexstring   = R_HLSL_GetText(modeinfo->vertexfilename, true);
1587         geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
1588         fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
1589
1590         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1591         strlcat(cachename, "hlsl/", sizeof(cachename));
1592
1593         // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1594         vertstrings_count = 0;
1595         geomstrings_count = 0;
1596         fragstrings_count = 0;
1597         vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1598         geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1599         fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1600
1601         // the first pretext is which type of shader to compile as
1602         // (later these will all be bound together as a program object)
1603         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1604         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1605         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1606
1607         // the second pretext is the mode (for example a light source)
1608         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1609         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1610         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1611         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1612         strlcat(cachename, modeinfo->name, sizeof(cachename));
1613
1614         // now add all the permutation pretexts
1615         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1616         {
1617                 if (permutation & (1<<i))
1618                 {
1619                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1620                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1621                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1622                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1623                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1624                 }
1625                 else
1626                 {
1627                         // keep line numbers correct
1628                         vertstrings_list[vertstrings_count++] = "\n";
1629                         geomstrings_list[geomstrings_count++] = "\n";
1630                         fragstrings_list[fragstrings_count++] = "\n";
1631                 }
1632         }
1633
1634         // add static parms
1635         R_CompileShader_AddStaticParms(mode, permutation);
1636         memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1637         vertstrings_count += shaderstaticparms_count;
1638         memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1639         geomstrings_count += shaderstaticparms_count;
1640         memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1641         fragstrings_count += shaderstaticparms_count;
1642
1643         // replace spaces in the cachename with _ characters
1644         for (i = 0;cachename[i];i++)
1645                 if (cachename[i] == ' ')
1646                         cachename[i] = '_';
1647
1648         // now append the shader text itself
1649         vertstrings_list[vertstrings_count++] = vertexstring;
1650         geomstrings_list[geomstrings_count++] = geometrystring;
1651         fragstrings_list[fragstrings_count++] = fragmentstring;
1652
1653         // if any sources were NULL, clear the respective list
1654         if (!vertexstring)
1655                 vertstrings_count = 0;
1656         if (!geometrystring)
1657                 geomstrings_count = 0;
1658         if (!fragmentstring)
1659                 fragstrings_count = 0;
1660
1661         vertstring_length = 0;
1662         for (i = 0;i < vertstrings_count;i++)
1663                 vertstring_length += strlen(vertstrings_list[i]);
1664         vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1665         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1666                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1667
1668         geomstring_length = 0;
1669         for (i = 0;i < geomstrings_count;i++)
1670                 geomstring_length += strlen(geomstrings_list[i]);
1671         geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1672         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1673                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1674
1675         fragstring_length = 0;
1676         for (i = 0;i < fragstrings_count;i++)
1677                 fragstring_length += strlen(fragstrings_list[i]);
1678         fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1679         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1680                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1681
1682         // try to load the cached shader, or generate one
1683         R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1684
1685         if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1686                 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1687         else
1688                 Con_Printf("^1HLSL shader %s failed!  some features may not work properly.\n", permutationname);
1689
1690         // free the strings
1691         if (vertstring)
1692                 Mem_Free(vertstring);
1693         if (geomstring)
1694                 Mem_Free(geomstring);
1695         if (fragstring)
1696                 Mem_Free(fragstring);
1697         if (vertexstring)
1698                 Mem_Free(vertexstring);
1699         if (geometrystring)
1700                 Mem_Free(geometrystring);
1701         if (fragmentstring)
1702                 Mem_Free(fragmentstring);
1703 }
1704
1705 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1706 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1707 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);}
1708 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);}
1709 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);}
1710 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);}
1711
1712 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1713 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1714 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);}
1715 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);}
1716 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);}
1717 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);}
1718
1719 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1720 {
1721         r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1722         if (r_hlsl_permutation != perm)
1723         {
1724                 r_hlsl_permutation = perm;
1725                 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1726                 {
1727                         if (!r_hlsl_permutation->compiled)
1728                                 R_HLSL_CompilePermutation(perm, mode, permutation);
1729                         if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1730                         {
1731                                 // remove features until we find a valid permutation
1732                                 int i;
1733                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1734                                 {
1735                                         // reduce i more quickly whenever it would not remove any bits
1736                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1737                                         if (!(permutation & j))
1738                                                 continue;
1739                                         permutation -= j;
1740                                         r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1741                                         if (!r_hlsl_permutation->compiled)
1742                                                 R_HLSL_CompilePermutation(perm, mode, permutation);
1743                                         if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1744                                                 break;
1745                                 }
1746                                 if (i >= SHADERPERMUTATION_COUNT)
1747                                 {
1748                                         //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1749                                         r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1750                                         return; // no bit left to clear, entire mode is broken
1751                                 }
1752                         }
1753                 }
1754                 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1755                 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1756         }
1757         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1758         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1759         hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1760 }
1761 #endif
1762
1763 void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1764 {
1765         DPSOFTRAST_SetShader(mode, permutation);
1766         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1767         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1768         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1769 }
1770
1771 void R_GLSL_Restart_f(void)
1772 {
1773         unsigned int i, limit;
1774         if (glslshaderstring && glslshaderstring != builtinshaderstring)
1775                 Mem_Free(glslshaderstring);
1776         glslshaderstring = NULL;
1777         if (hlslshaderstring && hlslshaderstring != builtinhlslshaderstring)
1778                 Mem_Free(hlslshaderstring);
1779         hlslshaderstring = NULL;
1780         switch(vid.renderpath)
1781         {
1782         case RENDERPATH_D3D9:
1783 #ifdef SUPPORTD3D
1784                 {
1785                         r_hlsl_permutation_t *p;
1786                         r_hlsl_permutation = NULL;
1787                         limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1788                         for (i = 0;i < limit;i++)
1789                         {
1790                                 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1791                                 {
1792                                         if (p->vertexshader)
1793                                                 IDirect3DVertexShader9_Release(p->vertexshader);
1794                                         if (p->pixelshader)
1795                                                 IDirect3DPixelShader9_Release(p->pixelshader);
1796                                         Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1797                                 }
1798                         }
1799                         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1800                 }
1801 #endif
1802                 break;
1803         case RENDERPATH_D3D10:
1804                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1805                 break;
1806         case RENDERPATH_D3D11:
1807                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1808                 break;
1809         case RENDERPATH_GL20:
1810         case RENDERPATH_GLES2:
1811                 {
1812                         r_glsl_permutation_t *p;
1813                         r_glsl_permutation = NULL;
1814                         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1815                         for (i = 0;i < limit;i++)
1816                         {
1817                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1818                                 {
1819                                         GL_Backend_FreeProgram(p->program);
1820                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1821                                 }
1822                         }
1823                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1824                 }
1825                 break;
1826         case RENDERPATH_GL13:
1827         case RENDERPATH_GL11:
1828                 break;
1829         case RENDERPATH_SOFT:
1830                 break;
1831         }
1832 }
1833
1834 void R_GLSL_DumpShader_f(void)
1835 {
1836         int i;
1837         qfile_t *file;
1838
1839         file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1840         if (file)
1841         {
1842                 FS_Print(file, "/* The engine may define the following macros:\n");
1843                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1844                 for (i = 0;i < SHADERMODE_COUNT;i++)
1845                         FS_Print(file, glslshadermodeinfo[i].pretext);
1846                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1847                         FS_Print(file, shaderpermutationinfo[i].pretext);
1848                 FS_Print(file, "*/\n");
1849                 FS_Print(file, builtinshaderstring);
1850                 FS_Close(file);
1851                 Con_Printf("glsl/default.glsl written\n");
1852         }
1853         else
1854                 Con_Printf("failed to write to glsl/default.glsl\n");
1855
1856         file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
1857         if (file)
1858         {
1859                 FS_Print(file, "/* The engine may define the following macros:\n");
1860                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1861                 for (i = 0;i < SHADERMODE_COUNT;i++)
1862                         FS_Print(file, hlslshadermodeinfo[i].pretext);
1863                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1864                         FS_Print(file, shaderpermutationinfo[i].pretext);
1865                 FS_Print(file, "*/\n");
1866                 FS_Print(file, builtinhlslshaderstring);
1867                 FS_Close(file);
1868                 Con_Printf("hlsl/default.hlsl written\n");
1869         }
1870         else
1871                 Con_Printf("failed to write to hlsl/default.hlsl\n");
1872 }
1873
1874 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
1875 {
1876         if (!second)
1877                 texturemode = GL_MODULATE;
1878         switch (vid.renderpath)
1879         {
1880         case RENDERPATH_D3D9:
1881 #ifdef SUPPORTD3D
1882                 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
1883                 R_Mesh_TexBind(GL20TU_FIRST , first );
1884                 R_Mesh_TexBind(GL20TU_SECOND, second);
1885 #endif
1886                 break;
1887         case RENDERPATH_D3D10:
1888                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1889                 break;
1890         case RENDERPATH_D3D11:
1891                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1892                 break;
1893         case RENDERPATH_GL20:
1894         case RENDERPATH_GLES2:
1895                 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
1896                 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
1897                 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
1898                 break;
1899         case RENDERPATH_GL13:
1900                 R_Mesh_TexBind(0, first );
1901                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
1902                 R_Mesh_TexBind(1, second);
1903                 if (second)
1904                         R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
1905                 break;
1906         case RENDERPATH_GL11:
1907                 R_Mesh_TexBind(0, first );
1908                 break;
1909         case RENDERPATH_SOFT:
1910                 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
1911                 R_Mesh_TexBind(GL20TU_FIRST , first );
1912                 R_Mesh_TexBind(GL20TU_SECOND, second);
1913                 break;
1914         }
1915 }
1916
1917 void R_SetupShader_DepthOrShadow(void)
1918 {
1919         switch (vid.renderpath)
1920         {
1921         case RENDERPATH_D3D9:
1922 #ifdef SUPPORTD3D
1923                 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
1924 #endif
1925                 break;
1926         case RENDERPATH_D3D10:
1927                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1928                 break;
1929         case RENDERPATH_D3D11:
1930                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1931                 break;
1932         case RENDERPATH_GL20:
1933         case RENDERPATH_GLES2:
1934                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
1935                 break;
1936         case RENDERPATH_GL13:
1937                 R_Mesh_TexBind(0, 0);
1938                 R_Mesh_TexBind(1, 0);
1939                 break;
1940         case RENDERPATH_GL11:
1941                 R_Mesh_TexBind(0, 0);
1942                 break;
1943         case RENDERPATH_SOFT:
1944                 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, 0);
1945                 break;
1946         }
1947 }
1948
1949 void R_SetupShader_ShowDepth(void)
1950 {
1951         switch (vid.renderpath)
1952         {
1953         case RENDERPATH_D3D9:
1954 #ifdef SUPPORTHLSL
1955                 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, 0);
1956 #endif
1957                 break;
1958         case RENDERPATH_D3D10:
1959                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1960                 break;
1961         case RENDERPATH_D3D11:
1962                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1963                 break;
1964         case RENDERPATH_GL20:
1965         case RENDERPATH_GLES2:
1966                 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
1967                 break;
1968         case RENDERPATH_GL13:
1969                 break;
1970         case RENDERPATH_GL11:
1971                 break;
1972         case RENDERPATH_SOFT:
1973                 R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, 0);
1974                 break;
1975         }
1976 }
1977
1978 extern qboolean r_shadow_usingdeferredprepass;
1979 extern cvar_t r_shadow_deferred_8bitrange;
1980 extern rtexture_t *r_shadow_attenuationgradienttexture;
1981 extern rtexture_t *r_shadow_attenuation2dtexture;
1982 extern rtexture_t *r_shadow_attenuation3dtexture;
1983 extern qboolean r_shadow_usingshadowmap2d;
1984 extern qboolean r_shadow_usingshadowmaportho;
1985 extern float r_shadow_shadowmap_texturescale[2];
1986 extern float r_shadow_shadowmap_parameters[4];
1987 extern qboolean r_shadow_shadowmapvsdct;
1988 extern qboolean r_shadow_shadowmapsampler;
1989 extern int r_shadow_shadowmappcf;
1990 extern rtexture_t *r_shadow_shadowmap2dtexture;
1991 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
1992 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
1993 extern matrix4x4_t r_shadow_shadowmapmatrix;
1994 extern int r_shadow_shadowmaplod; // changes for each light based on distance
1995 extern int r_shadow_prepass_width;
1996 extern int r_shadow_prepass_height;
1997 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
1998 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
1999 extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
2000 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2001 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2002
2003 #define BLENDFUNC_ALLOWS_COLORMOD      1
2004 #define BLENDFUNC_ALLOWS_FOG           2
2005 #define BLENDFUNC_ALLOWS_FOG_HACK0     4
2006 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2007 #define BLENDFUNC_ALLOWS_ANYFOG        (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2008 static int R_BlendFuncFlags(int src, int dst)
2009 {
2010         int r = 0;
2011
2012         // a blendfunc allows colormod if:
2013         // a) it can never keep the destination pixel invariant, or
2014         // b) it can keep the destination pixel invariant, and still can do so if colormodded
2015         // this is to prevent unintended side effects from colormod
2016
2017         // a blendfunc allows fog if:
2018         // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2019         // this is to prevent unintended side effects from fog
2020
2021         // these checks are the output of fogeval.pl
2022
2023         r |= BLENDFUNC_ALLOWS_COLORMOD;
2024         if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2025         if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2026         if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2027         if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2028         if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2029         if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2030         if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2031         if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2032         if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2033         if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2034         if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2035         if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2036         if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2037         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2038         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2039         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2040         if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2041         if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2042         if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2043         if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2044         if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2045
2046         return r;
2047 }
2048
2049 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)
2050 {
2051         // select a permutation of the lighting shader appropriate to this
2052         // combination of texture, entity, light source, and fogging, only use the
2053         // minimum features necessary to avoid wasting rendering time in the
2054         // fragment shader on features that are not being used
2055         unsigned int permutation = 0;
2056         unsigned int mode = 0;
2057         int blendfuncflags;
2058         static float dummy_colormod[3] = {1, 1, 1};
2059         float *colormod = rsurface.colormod;
2060         float m16f[16];
2061         matrix4x4_t tempmatrix;
2062         r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2063         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2064                 permutation |= SHADERPERMUTATION_ALPHAKILL;
2065         if (rsurfacepass == RSURFPASS_BACKGROUND)
2066         {
2067                 // distorted background
2068                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2069                 {
2070                         mode = SHADERMODE_WATER;
2071                         if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2072                                 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND;
2073                         if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2074                         {
2075                                 // this is the right thing to do for wateralpha
2076                                 GL_BlendFunc(GL_ONE, GL_ZERO);
2077                                 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2078                         }
2079                         else
2080                         {
2081                                 // this is the right thing to do for entity alpha
2082                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2083                                 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2084                         }
2085                 }
2086                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2087                 {
2088                         mode = SHADERMODE_REFRACTION;
2089                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2090                         blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2091                 }
2092                 else
2093                 {
2094                         mode = SHADERMODE_GENERIC;
2095                         permutation |= SHADERPERMUTATION_DIFFUSE;
2096                         GL_BlendFunc(GL_ONE, GL_ZERO);
2097                         blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2098                 }
2099         }
2100         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2101         {
2102                 if (r_glsl_offsetmapping.integer)
2103                 {
2104                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
2105                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2106                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
2107                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2108                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
2109                         {
2110                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2111                                 if (r_glsl_offsetmapping_reliefmapping.integer)
2112                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2113                         }
2114                 }
2115                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2116                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2117                 // normalmap (deferred prepass), may use alpha test on diffuse
2118                 mode = SHADERMODE_DEFERREDGEOMETRY;
2119                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2120                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2121                 GL_BlendFunc(GL_ONE, GL_ZERO);
2122                 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2123         }
2124         else if (rsurfacepass == RSURFPASS_RTLIGHT)
2125         {
2126                 if (r_glsl_offsetmapping.integer)
2127                 {
2128                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
2129                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2130                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
2131                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2132                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
2133                         {
2134                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2135                                 if (r_glsl_offsetmapping_reliefmapping.integer)
2136                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2137                         }
2138                 }
2139                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2140                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2141                 // light source
2142                 mode = SHADERMODE_LIGHTSOURCE;
2143                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2144                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2145                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2146                         permutation |= SHADERPERMUTATION_CUBEFILTER;
2147                 if (diffusescale > 0)
2148                         permutation |= SHADERPERMUTATION_DIFFUSE;
2149                 if (specularscale > 0)
2150                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2151                 if (r_refdef.fogenabled)
2152                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2153                 if (rsurface.texture->colormapping)
2154                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2155                 if (r_shadow_usingshadowmap2d)
2156                 {
2157                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2158                         if(r_shadow_shadowmapvsdct)
2159                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2160
2161                         if (r_shadow_shadowmapsampler)
2162                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2163                         if (r_shadow_shadowmappcf > 1)
2164                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2165                         else if (r_shadow_shadowmappcf)
2166                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2167                 }
2168                 if (rsurface.texture->reflectmasktexture)
2169                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2170                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2171                 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2172         }
2173         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2174         {
2175                 if (r_glsl_offsetmapping.integer)
2176                 {
2177                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
2178                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2179                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
2180                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2181                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
2182                         {
2183                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2184                                 if (r_glsl_offsetmapping_reliefmapping.integer)
2185                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2186                         }
2187                 }
2188                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2189                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2190                 // unshaded geometry (fullbright or ambient model lighting)
2191                 mode = SHADERMODE_FLATCOLOR;
2192                 ambientscale = diffusescale = specularscale = 0;
2193                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2194                         permutation |= SHADERPERMUTATION_GLOW;
2195                 if (r_refdef.fogenabled)
2196                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2197                 if (rsurface.texture->colormapping)
2198                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2199                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2200                 {
2201                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2202                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2203
2204                         if (r_shadow_shadowmapsampler)
2205                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2206                         if (r_shadow_shadowmappcf > 1)
2207                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2208                         else if (r_shadow_shadowmappcf)
2209                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2210                 }
2211                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2212                         permutation |= SHADERPERMUTATION_REFLECTION;
2213                 if (rsurface.texture->reflectmasktexture)
2214                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2215                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2216                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2217         }
2218         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2219         {
2220                 if (r_glsl_offsetmapping.integer)
2221                 {
2222                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
2223                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2224                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
2225                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2226                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
2227                         {
2228                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2229                                 if (r_glsl_offsetmapping_reliefmapping.integer)
2230                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2231                         }
2232                 }
2233                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2234                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2235                 // directional model lighting
2236                 mode = SHADERMODE_LIGHTDIRECTION;
2237                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2238                         permutation |= SHADERPERMUTATION_GLOW;
2239                 permutation |= SHADERPERMUTATION_DIFFUSE;
2240                 if (specularscale > 0)
2241                         permutation |= SHADERPERMUTATION_SPECULAR;
2242                 if (r_refdef.fogenabled)
2243                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2244                 if (rsurface.texture->colormapping)
2245                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2246                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2247                 {
2248                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2249                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2250
2251                         if (r_shadow_shadowmapsampler)
2252                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2253                         if (r_shadow_shadowmappcf > 1)
2254                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2255                         else if (r_shadow_shadowmappcf)
2256                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2257                 }
2258                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2259                         permutation |= SHADERPERMUTATION_REFLECTION;
2260                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2261                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2262                 if (rsurface.texture->reflectmasktexture)
2263                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2264                 if (r_shadow_bouncegridtexture)
2265                 {
2266                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
2267                         if (r_shadow_bouncegriddirectional)
2268                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2269                 }
2270                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2271                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2272         }
2273         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2274         {
2275                 if (r_glsl_offsetmapping.integer)
2276                 {
2277                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
2278                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2279                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
2280                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2281                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
2282                         {
2283                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2284                                 if (r_glsl_offsetmapping_reliefmapping.integer)
2285                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2286                         }
2287                 }
2288                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2289                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2290                 // ambient model lighting
2291                 mode = SHADERMODE_LIGHTDIRECTION;
2292                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2293                         permutation |= SHADERPERMUTATION_GLOW;
2294                 if (r_refdef.fogenabled)
2295                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2296                 if (rsurface.texture->colormapping)
2297                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2298                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2299                 {
2300                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2301                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2302
2303                         if (r_shadow_shadowmapsampler)
2304                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2305                         if (r_shadow_shadowmappcf > 1)
2306                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2307                         else if (r_shadow_shadowmappcf)
2308                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2309                 }
2310                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2311                         permutation |= SHADERPERMUTATION_REFLECTION;
2312                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2313                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2314                 if (rsurface.texture->reflectmasktexture)
2315                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2316                 if (r_shadow_bouncegridtexture)
2317                 {
2318                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
2319                         if (r_shadow_bouncegriddirectional)
2320                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2321                 }
2322                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2323                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2324         }
2325         else
2326         {
2327                 if (r_glsl_offsetmapping.integer)
2328                 {
2329                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
2330                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2331                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
2332                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2333                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
2334                         {
2335                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2336                                 if (r_glsl_offsetmapping_reliefmapping.integer)
2337                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2338                         }
2339                 }
2340                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2341                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2342                 // lightmapped wall
2343                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2344                         permutation |= SHADERPERMUTATION_GLOW;
2345                 if (r_refdef.fogenabled)
2346                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2347                 if (rsurface.texture->colormapping)
2348                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2349                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2350                 {
2351                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2352                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2353
2354                         if (r_shadow_shadowmapsampler)
2355                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2356                         if (r_shadow_shadowmappcf > 1)
2357                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2358                         else if (r_shadow_shadowmappcf)
2359                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2360                 }
2361                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2362                         permutation |= SHADERPERMUTATION_REFLECTION;
2363                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2364                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2365                 if (rsurface.texture->reflectmasktexture)
2366                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2367                 if (FAKELIGHT_ENABLED)
2368                 {
2369                         // fake lightmapping (q1bsp, q3bsp, fullbright map)
2370                         mode = SHADERMODE_FAKELIGHT;
2371                         permutation |= SHADERPERMUTATION_DIFFUSE;
2372                         if (specularscale > 0)
2373                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2374                 }
2375                 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2376                 {
2377                         // deluxemapping (light direction texture)
2378                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2379                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2380                         else
2381                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2382                         permutation |= SHADERPERMUTATION_DIFFUSE;
2383                         if (specularscale > 0)
2384                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2385                 }
2386                 else if (r_glsl_deluxemapping.integer >= 2 && rsurface.uselightmaptexture)
2387                 {
2388                         // fake deluxemapping (uniform light direction in tangentspace)
2389                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2390                         permutation |= SHADERPERMUTATION_DIFFUSE;
2391                         if (specularscale > 0)
2392                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2393                 }
2394                 else if (rsurface.uselightmaptexture)
2395                 {
2396                         // ordinary lightmapping (q1bsp, q3bsp)
2397                         mode = SHADERMODE_LIGHTMAP;
2398                 }
2399                 else
2400                 {
2401                         // ordinary vertex coloring (q3bsp)
2402                         mode = SHADERMODE_VERTEXCOLOR;
2403                 }
2404                 if (r_shadow_bouncegridtexture)
2405                 {
2406                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
2407                         if (r_shadow_bouncegriddirectional)
2408                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2409                 }
2410                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2411                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2412         }
2413         if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2414                 colormod = dummy_colormod;
2415         if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2416                 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2417         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2418                 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2419         switch(vid.renderpath)
2420         {
2421         case RENDERPATH_D3D9:
2422 #ifdef SUPPORTD3D
2423                 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);
2424                 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2425                 R_SetupShader_SetPermutationHLSL(mode, permutation);
2426                 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2427                 if (mode == SHADERMODE_LIGHTSOURCE)
2428                 {
2429                         Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2430                         hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2431                 }
2432                 else
2433                 {
2434                         if (mode == SHADERMODE_LIGHTDIRECTION)
2435                         {
2436                                 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2437                         }
2438                 }
2439                 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2440                 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2441                 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2442                 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2443                 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2444
2445                 if (mode == SHADERMODE_LIGHTSOURCE)
2446                 {
2447                         hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2448                         hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2449                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2450                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2451                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2452
2453                         // additive passes are only darkened by fog, not tinted
2454                         hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2455                         hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2456                 }
2457                 else
2458                 {
2459                         if (mode == SHADERMODE_FLATCOLOR)
2460                         {
2461                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2462                         }
2463                         else if (mode == SHADERMODE_LIGHTDIRECTION)
2464                         {
2465                                 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]);
2466                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2467                                 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);
2468                                 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);
2469                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2470                                 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2471                                 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2472                         }
2473                         else
2474                         {
2475                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2476                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2477                                 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);
2478                                 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);
2479                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2480                         }
2481                         // additive passes are only darkened by fog, not tinted
2482                         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2483                                 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2484                         else
2485                                 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2486                         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);
2487                         hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2488                         hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2489                         hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2490                         hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2491                         hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2492                         hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2493                         hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2494                         if (mode == SHADERMODE_WATER)
2495                                 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2496                 }
2497                 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2498                 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2499                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2500                 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2501                 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2502                 if (rsurface.texture->pantstexture)
2503                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2504                 else
2505                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2506                 if (rsurface.texture->shirttexture)
2507                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2508                 else
2509                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2510                 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2511                 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2512                 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2513                 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2514                 hlslPSSetParameter3f(D3DPSREGISTER_OffsetMapping_ScaleSteps, r_glsl_offsetmapping_scale.value, max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer), 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer));
2515                 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2516                 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2517
2518                 R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
2519                 R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
2520                 R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
2521                 R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
2522                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
2523                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
2524                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
2525                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
2526                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
2527                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
2528                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
2529                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2530                 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
2531                 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
2532                 R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2533                 R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2534                 if (rsurface.rtlight                                  ) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
2535                 if (rsurfacepass == RSURFPASS_BACKGROUND)
2536                 {
2537                         R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2538                         if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2539                         R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2540                 }
2541                 else
2542                 {
2543                         if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2544                 }
2545 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
2546 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
2547                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
2548                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
2549                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2550                 {
2551                         R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2552                         if (rsurface.rtlight)
2553                         {
2554                                 if (permutation & SHADERPERMUTATION_CUBEFILTER        ) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
2555                                 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT    ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
2556                         }
2557                 }
2558 #endif
2559                 break;
2560         case RENDERPATH_D3D10:
2561                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2562                 break;
2563         case RENDERPATH_D3D11:
2564                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2565                 break;
2566         case RENDERPATH_GL20:
2567         case RENDERPATH_GLES2:
2568                 if (!vid.useinterleavedarrays)
2569                 {
2570                         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);
2571                         R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2572                         R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2573                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2574                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2575                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2576                         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2577                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2578                 }
2579                 else
2580                 {
2581                         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);
2582                         R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2583                 }
2584                 R_SetupShader_SetPermutationGLSL(mode, permutation);
2585                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2586                 if (mode == SHADERMODE_LIGHTSOURCE)
2587                 {
2588                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2589                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2590                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2591                         if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2592                         if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2593                         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);
2594         
2595                         // additive passes are only darkened by fog, not tinted
2596                         if (r_glsl_permutation->loc_FogColor >= 0)
2597                                 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2598                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2599                 }
2600                 else
2601                 {
2602                         if (mode == SHADERMODE_FLATCOLOR)
2603                         {
2604                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2605                         }
2606                         else if (mode == SHADERMODE_LIGHTDIRECTION)
2607                         {
2608                                 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]);
2609                                 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]);
2610                                 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);
2611                                 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);
2612                                 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);
2613                                 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]);
2614                                 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]);
2615                         }
2616                         else
2617                         {
2618                                 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]);
2619                                 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]);
2620                                 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);
2621                                 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);
2622                                 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);
2623                         }
2624                         // additive passes are only darkened by fog, not tinted
2625                         if (r_glsl_permutation->loc_FogColor >= 0)
2626                         {
2627                                 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2628                                         qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2629                                 else
2630                                         qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2631                         }
2632                         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);
2633                         if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2634                         if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2635                         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]);
2636                         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]);
2637                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2638                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2639                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2640                         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]);
2641                 }
2642                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2643                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2644                 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2645                 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]);
2646                 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]);
2647
2648                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2649                 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2650                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2651                 if (r_glsl_permutation->loc_Color_Pants >= 0)
2652                 {
2653                         if (rsurface.texture->pantstexture)
2654                                 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2655                         else
2656                                 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2657                 }
2658                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2659                 {
2660                         if (rsurface.texture->shirttexture)
2661                                 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2662                         else
2663                                 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2664                 }
2665                 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]);
2666                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2667                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2668                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2669                 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform3f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale, max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer), 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer));
2670                 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]);
2671                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2672                 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);}
2673                 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity);
2674
2675                 if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First            , r_texture_white                                     );
2676                 if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second           , r_texture_white                                     );
2677                 if (r_glsl_permutation->tex_Texture_GammaRamps      >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps       , r_texture_gammaramps                                );
2678                 if (r_glsl_permutation->tex_Texture_Normal          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal           , rsurface.texture->nmaptexture                       );
2679                 if (r_glsl_permutation->tex_Texture_Color           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color            , rsurface.texture->basetexture                       );
2680                 if (r_glsl_permutation->tex_Texture_Gloss           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss            , rsurface.texture->glosstexture                      );
2681                 if (r_glsl_permutation->tex_Texture_Glow            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow             , rsurface.texture->glowtexture                       );
2682                 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal  , rsurface.texture->backgroundnmaptexture             );
2683                 if (r_glsl_permutation->tex_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor   , rsurface.texture->backgroundbasetexture             );
2684                 if (r_glsl_permutation->tex_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss   , rsurface.texture->backgroundglosstexture            );
2685                 if (r_glsl_permutation->tex_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow    , rsurface.texture->backgroundglowtexture             );
2686                 if (r_glsl_permutation->tex_Texture_Pants           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants            , rsurface.texture->pantstexture                      );
2687                 if (r_glsl_permutation->tex_Texture_Shirt           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt            , rsurface.texture->shirttexture                      );
2688                 if (r_glsl_permutation->tex_Texture_ReflectMask     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask      , rsurface.texture->reflectmasktexture                );
2689                 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);
2690                 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture                          );
2691                 if (r_glsl_permutation->tex_Texture_FogMask         >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask          , r_texture_fogattenuation                            );
2692                 if (r_glsl_permutation->tex_Texture_Lightmap        >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap         , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2693                 if (r_glsl_permutation->tex_Texture_Deluxemap       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap        , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2694                 if (r_glsl_permutation->tex_Texture_Attenuation     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation      , r_shadow_attenuationgradienttexture                 );
2695                 if (rsurfacepass == RSURFPASS_BACKGROUND)
2696                 {
2697                         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);
2698                         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);
2699                         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);
2700                 }
2701                 else
2702                 {
2703                         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);
2704                 }
2705                 if (r_glsl_permutation->tex_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth       , r_shadow_prepassgeometrydepthtexture                );
2706                 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap   , r_shadow_prepassgeometrynormalmaptexture            );
2707                 if (r_glsl_permutation->tex_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse     , r_shadow_prepasslightingdiffusetexture              );
2708                 if (r_glsl_permutation->tex_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular    , r_shadow_prepasslightingspeculartexture             );
2709                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2710                 {
2711                         if (r_glsl_permutation->tex_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2dtexture                         );
2712                         if (rsurface.rtlight)
2713                         {
2714                                 if (r_glsl_permutation->tex_Texture_Cube            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube              , rsurface.rtlight->currentcubemap                    );
2715                                 if (r_glsl_permutation->tex_Texture_CubeProjection  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection    , r_shadow_shadowmapvsdcttexture                      );
2716                         }
2717                 }
2718                 if (r_glsl_permutation->tex_Texture_BounceGrid  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2719                 CHECKGLERROR
2720                 break;
2721         case RENDERPATH_GL13:
2722         case RENDERPATH_GL11:
2723                 break;
2724         case RENDERPATH_SOFT:
2725                 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);
2726                 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2727                 R_SetupShader_SetPermutationSoft(mode, permutation);
2728                 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2729                 if (mode == SHADERMODE_LIGHTSOURCE)
2730                 {
2731                         {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2732                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2733                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2734                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2735                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2736                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2737         
2738                         // additive passes are only darkened by fog, not tinted
2739                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2740                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2741                 }
2742                 else
2743                 {
2744                         if (mode == SHADERMODE_FLATCOLOR)
2745                         {
2746                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2747                         }
2748                         else if (mode == SHADERMODE_LIGHTDIRECTION)
2749                         {
2750                                 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]);
2751                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2752                                 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);
2753                                 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);
2754                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2755                                 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]);
2756                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2757                         }
2758                         else
2759                         {
2760                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2761                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2762                                 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);
2763                                 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);
2764                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2765                         }
2766                         // additive passes are only darkened by fog, not tinted
2767                         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2768                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2769                         else
2770                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2771                         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);
2772                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2773                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2774                         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]);
2775                         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]);
2776                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2777                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2778                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2779                         DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2780                 }
2781                 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2782                 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2783                 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2784                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2785                 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]);
2786
2787                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2788                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2789                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2790                 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2791                 {
2792                         if (rsurface.texture->pantstexture)
2793                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2794                         else
2795                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2796                 }
2797                 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2798                 {
2799                         if (rsurface.texture->shirttexture)
2800                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2801                         else
2802                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2803                 }
2804                 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2805                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2806                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2807                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2808                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale, max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer), 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer));
2809                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2810                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2811
2812                 R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
2813                 R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
2814                 R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
2815                 R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
2816                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
2817                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
2818                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
2819                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
2820                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
2821                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
2822                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
2823                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2824                 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
2825                 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
2826                 R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2827                 R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2828                 if (rsurface.rtlight                                  ) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
2829                 if (rsurfacepass == RSURFPASS_BACKGROUND)
2830                 {
2831                         R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2832                         if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2833                         R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2834                 }
2835                 else
2836                 {
2837                         if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2838                 }
2839 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
2840 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
2841                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
2842                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
2843                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2844                 {
2845                         R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2846                         if (rsurface.rtlight)
2847                         {
2848                                 if (permutation & SHADERPERMUTATION_CUBEFILTER        ) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
2849                                 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT    ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
2850                         }
2851                 }
2852                 break;
2853         }
2854 }
2855
2856 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2857 {
2858         // select a permutation of the lighting shader appropriate to this
2859         // combination of texture, entity, light source, and fogging, only use the
2860         // minimum features necessary to avoid wasting rendering time in the
2861         // fragment shader on features that are not being used
2862         unsigned int permutation = 0;
2863         unsigned int mode = 0;
2864         const float *lightcolorbase = rtlight->currentcolor;
2865         float ambientscale = rtlight->ambientscale;
2866         float diffusescale = rtlight->diffusescale;
2867         float specularscale = rtlight->specularscale;
2868         // this is the location of the light in view space
2869         vec3_t viewlightorigin;
2870         // this transforms from view space (camera) to light space (cubemap)
2871         matrix4x4_t viewtolight;
2872         matrix4x4_t lighttoview;
2873         float viewtolight16f[16];
2874         float range = 1.0f / r_shadow_deferred_8bitrange.value;
2875         // light source
2876         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2877         if (rtlight->currentcubemap != r_texture_whitecube)
2878                 permutation |= SHADERPERMUTATION_CUBEFILTER;
2879         if (diffusescale > 0)
2880                 permutation |= SHADERPERMUTATION_DIFFUSE;
2881         if (specularscale > 0)
2882                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2883         if (r_shadow_usingshadowmap2d)
2884         {
2885                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2886                 if (r_shadow_shadowmapvsdct)
2887                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2888
2889                 if (r_shadow_shadowmapsampler)
2890                         permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2891                 if (r_shadow_shadowmappcf > 1)
2892                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2893                 else if (r_shadow_shadowmappcf)
2894                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2895         }
2896         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
2897         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
2898         Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
2899         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
2900         switch(vid.renderpath)
2901         {
2902         case RENDERPATH_D3D9:
2903 #ifdef SUPPORTD3D
2904                 R_SetupShader_SetPermutationHLSL(mode, permutation);
2905                 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
2906                 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
2907                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
2908                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
2909                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
2910                 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2911                 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2912                 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2913                 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2914                 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2915
2916                 R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
2917                 R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthcolortexture           );
2918                 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
2919                 R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
2920                 R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dcolortexture                    );
2921                 R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
2922 #endif
2923                 break;
2924         case RENDERPATH_D3D10:
2925                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2926                 break;
2927         case RENDERPATH_D3D11:
2928                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2929                 break;
2930         case RENDERPATH_GL20:
2931         case RENDERPATH_GLES2:
2932                 R_SetupShader_SetPermutationGLSL(mode, permutation);
2933                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3f(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
2934                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
2935                 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);
2936                 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);
2937                 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);
2938                 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]);
2939                 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]);
2940                 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));
2941                 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]);
2942                 if (r_glsl_permutation->loc_PixelToScreenTexCoord     >= 0) qglUniform2f(       r_glsl_permutation->loc_PixelToScreenTexCoord    , 1.0f/vid.width, 1.0f/vid.height);
2943
2944                 if (r_glsl_permutation->tex_Texture_Attenuation       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation        , r_shadow_attenuationgradienttexture                 );
2945                 if (r_glsl_permutation->tex_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth        , r_shadow_prepassgeometrydepthtexture                );
2946                 if (r_glsl_permutation->tex_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap    , r_shadow_prepassgeometrynormalmaptexture            );
2947                 if (r_glsl_permutation->tex_Texture_Cube              >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube               , rsurface.rtlight->currentcubemap                    );
2948                 if (r_glsl_permutation->tex_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D        , r_shadow_shadowmap2dtexture                         );
2949                 if (r_glsl_permutation->tex_Texture_CubeProjection    >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection     , r_shadow_shadowmapvsdcttexture                      );
2950                 break;
2951         case RENDERPATH_GL13:
2952         case RENDERPATH_GL11:
2953                 break;
2954         case RENDERPATH_SOFT:
2955                 R_SetupShader_SetPermutationGLSL(mode, permutation);
2956                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
2957                 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1            , 1, false, viewtolight16f);
2958                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
2959                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
2960                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Specular   , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
2961                 DPSOFTRAST_Uniform2f(       DPSOFTRAST_UNIFORM_ShadowMap_TextureScale   , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2962                 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]);
2963                 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));
2964                 DPSOFTRAST_Uniform2f(       DPSOFTRAST_UNIFORM_ScreenToDepth            , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2965                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2966
2967                 R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
2968                 R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
2969                 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
2970                 R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
2971                 R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
2972                 R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
2973                 break;
2974         }
2975 }
2976
2977 #define SKINFRAME_HASH 1024
2978
2979 typedef struct
2980 {
2981         int loadsequence; // incremented each level change
2982         memexpandablearray_t array;
2983         skinframe_t *hash[SKINFRAME_HASH];
2984 }
2985 r_skinframe_t;
2986 r_skinframe_t r_skinframe;
2987
2988 void R_SkinFrame_PrepareForPurge(void)
2989 {
2990         r_skinframe.loadsequence++;
2991         // wrap it without hitting zero
2992         if (r_skinframe.loadsequence >= 200)
2993                 r_skinframe.loadsequence = 1;
2994 }
2995
2996 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2997 {
2998         if (!skinframe)
2999                 return;
3000         // mark the skinframe as used for the purging code
3001         skinframe->loadsequence = r_skinframe.loadsequence;
3002 }
3003
3004 void R_SkinFrame_Purge(void)
3005 {
3006         int i;
3007         skinframe_t *s;
3008         for (i = 0;i < SKINFRAME_HASH;i++)
3009         {
3010                 for (s = r_skinframe.hash[i];s;s = s->next)
3011                 {
3012                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3013                         {
3014                                 if (s->merged == s->base)
3015                                         s->merged = NULL;
3016                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3017                                 R_PurgeTexture(s->stain );s->stain  = NULL;
3018                                 R_PurgeTexture(s->merged);s->merged = NULL;
3019                                 R_PurgeTexture(s->base  );s->base   = NULL;
3020                                 R_PurgeTexture(s->pants );s->pants  = NULL;
3021                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
3022                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
3023                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
3024                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
3025                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
3026                                 R_PurgeTexture(s->reflect);s->reflect = NULL;
3027                                 s->loadsequence = 0;
3028                         }
3029                 }
3030         }
3031 }
3032
3033 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3034         skinframe_t *item;
3035         char basename[MAX_QPATH];
3036
3037         Image_StripImageExtension(name, basename, sizeof(basename));
3038
3039         if( last == NULL ) {
3040                 int hashindex;
3041                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3042                 item = r_skinframe.hash[hashindex];
3043         } else {
3044                 item = last->next;
3045         }
3046
3047         // linearly search through the hash bucket
3048         for( ; item ; item = item->next ) {
3049                 if( !strcmp( item->basename, basename ) ) {
3050                         return item;
3051                 }
3052         }
3053         return NULL;
3054 }
3055
3056 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3057 {
3058         skinframe_t *item;
3059         int hashindex;
3060         char basename[MAX_QPATH];
3061
3062         Image_StripImageExtension(name, basename, sizeof(basename));
3063
3064         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3065         for (item = r_skinframe.hash[hashindex];item;item = item->next)
3066                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
3067                         break;
3068
3069         if (!item) {
3070                 rtexture_t *dyntexture;
3071                 // check whether its a dynamic texture
3072                 dyntexture = CL_GetDynTexture( basename );
3073                 if (!add && !dyntexture)
3074                         return NULL;
3075                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3076                 memset(item, 0, sizeof(*item));
3077                 strlcpy(item->basename, basename, sizeof(item->basename));
3078                 item->base = dyntexture; // either NULL or dyntexture handle
3079                 item->textureflags = textureflags;
3080                 item->comparewidth = comparewidth;
3081                 item->compareheight = compareheight;
3082                 item->comparecrc = comparecrc;
3083                 item->next = r_skinframe.hash[hashindex];
3084                 r_skinframe.hash[hashindex] = item;
3085         }
3086         else if( item->base == NULL )
3087         {
3088                 rtexture_t *dyntexture;
3089                 // check whether its a dynamic texture
3090                 // 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]
3091                 dyntexture = CL_GetDynTexture( basename );
3092                 item->base = dyntexture; // either NULL or dyntexture handle
3093         }
3094
3095         R_SkinFrame_MarkUsed(item);
3096         return item;
3097 }
3098
3099 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3100         { \
3101                 unsigned long long avgcolor[5], wsum; \
3102                 int pix, comp, w; \
3103                 avgcolor[0] = 0; \
3104                 avgcolor[1] = 0; \
3105                 avgcolor[2] = 0; \
3106                 avgcolor[3] = 0; \
3107                 avgcolor[4] = 0; \
3108                 wsum = 0; \
3109                 for(pix = 0; pix < cnt; ++pix) \
3110                 { \
3111                         w = 0; \
3112                         for(comp = 0; comp < 3; ++comp) \
3113                                 w += getpixel; \
3114                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3115                         { \
3116                                 ++wsum; \
3117                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3118                                 w = getpixel; \
3119                                 for(comp = 0; comp < 3; ++comp) \
3120                                         avgcolor[comp] += getpixel * w; \
3121                                 avgcolor[3] += w; \
3122                         } \
3123                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3124                         avgcolor[4] += getpixel; \
3125                 } \
3126                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3127                         avgcolor[3] = 1; \
3128                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3129                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3130                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3131                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3132         }
3133
3134 extern cvar_t gl_picmip;
3135 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3136 {
3137         int j;
3138         unsigned char *pixels;
3139         unsigned char *bumppixels;
3140         unsigned char *basepixels = NULL;
3141         int basepixels_width = 0;
3142         int basepixels_height = 0;
3143         skinframe_t *skinframe;
3144         rtexture_t *ddsbase = NULL;
3145         qboolean ddshasalpha = false;
3146         float ddsavgcolor[4];
3147         char basename[MAX_QPATH];
3148         int miplevel = R_PicmipForFlags(textureflags);
3149         int savemiplevel = miplevel;
3150         int mymiplevel;
3151
3152         if (cls.state == ca_dedicated)
3153                 return NULL;
3154
3155         // return an existing skinframe if already loaded
3156         // if loading of the first image fails, don't make a new skinframe as it
3157         // would cause all future lookups of this to be missing
3158         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3159         if (skinframe && skinframe->base)
3160                 return skinframe;
3161
3162         Image_StripImageExtension(name, basename, sizeof(basename));
3163
3164         // check for DDS texture file first
3165         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
3166         {
3167                 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer != 0, &miplevel);
3168                 if (basepixels == NULL)
3169                         return NULL;
3170         }
3171
3172         // FIXME handle miplevel
3173
3174         if (developer_loading.integer)
3175                 Con_Printf("loading skin \"%s\"\n", name);
3176
3177         // we've got some pixels to store, so really allocate this new texture now
3178         if (!skinframe)
3179                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3180         skinframe->stain = NULL;
3181         skinframe->merged = NULL;
3182         skinframe->base = NULL;
3183         skinframe->pants = NULL;
3184         skinframe->shirt = NULL;
3185         skinframe->nmap = NULL;
3186         skinframe->gloss = NULL;
3187         skinframe->glow = NULL;
3188         skinframe->fog = NULL;
3189         skinframe->reflect = NULL;
3190         skinframe->hasalpha = false;
3191
3192         if (ddsbase)
3193         {
3194                 skinframe->base = ddsbase;
3195                 skinframe->hasalpha = ddshasalpha;
3196                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3197                 if (r_loadfog && skinframe->hasalpha)
3198                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
3199                 //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]);
3200         }
3201         else
3202         {
3203                 basepixels_width = image_width;
3204                 basepixels_height = image_height;
3205                 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3206                 if (textureflags & TEXF_ALPHA)
3207                 {
3208                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3209                         {
3210                                 if (basepixels[j] < 255)
3211                                 {
3212                                         skinframe->hasalpha = true;
3213                                         break;
3214                                 }
3215                         }
3216                         if (r_loadfog && skinframe->hasalpha)
3217                         {
3218                                 // has transparent pixels
3219                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3220                                 for (j = 0;j < image_width * image_height * 4;j += 4)
3221                                 {
3222                                         pixels[j+0] = 255;
3223                                         pixels[j+1] = 255;
3224                                         pixels[j+2] = 255;
3225                                         pixels[j+3] = basepixels[j+3];
3226                                 }
3227                                 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3228                                 Mem_Free(pixels);
3229                         }
3230                 }
3231                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3232                 //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]);
3233                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3234                         R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true, skinframe->hasalpha);
3235                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3236                         R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true, true);
3237         }
3238
3239         if (r_loaddds)
3240         {
3241                 mymiplevel = savemiplevel;
3242                 if (r_loadnormalmap)
3243                         skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
3244                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3245                 if (r_loadgloss)
3246                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3247                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3248                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3249                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3250         }
3251
3252         // _norm is the name used by tenebrae and has been adopted as standard
3253         if (r_loadnormalmap && skinframe->nmap == NULL)
3254         {
3255                 mymiplevel = savemiplevel;
3256                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3257                 {
3258                         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 ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3259                         Mem_Free(pixels);
3260                         pixels = NULL;
3261                 }
3262                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3263                 {
3264                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3265                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3266                         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 ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3267                         Mem_Free(pixels);
3268                         Mem_Free(bumppixels);
3269                 }
3270                 else if (r_shadow_bumpscale_basetexture.value > 0)
3271                 {
3272                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3273                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3274                         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 ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3275                         Mem_Free(pixels);
3276                 }
3277                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3278                         R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true, true);
3279         }
3280
3281         // _luma is supported only for tenebrae compatibility
3282         // _glow is the preferred name
3283         mymiplevel = savemiplevel;
3284         if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow",  skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel))))
3285         {
3286                 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3287                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3288                         R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true, true);
3289                 Mem_Free(pixels);pixels = NULL;
3290         }
3291
3292         mymiplevel = savemiplevel;
3293         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
3294         {
3295                 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3296                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3297                         R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true, true);
3298                 Mem_Free(pixels);
3299                 pixels = NULL;
3300         }
3301
3302         mymiplevel = savemiplevel;
3303         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
3304         {
3305                 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3306                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3307                         R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true, false);
3308                 Mem_Free(pixels);
3309                 pixels = NULL;
3310         }
3311
3312         mymiplevel = savemiplevel;
3313         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
3314         {
3315                 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3316                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3317                         R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true, false);
3318                 Mem_Free(pixels);
3319                 pixels = NULL;
3320         }
3321
3322         mymiplevel = savemiplevel;
3323         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
3324         {
3325                 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3326                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3327                         R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true, true);
3328                 Mem_Free(pixels);
3329                 pixels = NULL;
3330         }
3331
3332         if (basepixels)
3333                 Mem_Free(basepixels);
3334
3335         return skinframe;
3336 }
3337
3338 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3339 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
3340 {
3341         int i;
3342         unsigned char *temp1, *temp2;
3343         skinframe_t *skinframe;
3344
3345         if (cls.state == ca_dedicated)
3346                 return NULL;
3347
3348         // if already loaded just return it, otherwise make a new skinframe
3349         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3350         if (skinframe && skinframe->base)
3351                 return skinframe;
3352
3353         skinframe->stain = NULL;
3354         skinframe->merged = NULL;
3355         skinframe->base = NULL;
3356         skinframe->pants = NULL;
3357         skinframe->shirt = NULL;
3358         skinframe->nmap = NULL;
3359         skinframe->gloss = NULL;
3360         skinframe->glow = NULL;
3361         skinframe->fog = NULL;
3362         skinframe->reflect = NULL;
3363         skinframe->hasalpha = false;
3364
3365         // if no data was provided, then clearly the caller wanted to get a blank skinframe
3366         if (!skindata)
3367                 return NULL;
3368
3369         if (developer_loading.integer)
3370                 Con_Printf("loading 32bit skin \"%s\"\n", name);
3371
3372         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3373         {
3374                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3375                 temp2 = temp1 + width * height * 4;
3376                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3377                 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);
3378                 Mem_Free(temp1);
3379         }
3380         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, textureflags, -1, NULL);
3381         if (textureflags & TEXF_ALPHA)
3382         {
3383                 for (i = 3;i < width * height * 4;i += 4)
3384                 {
3385                         if (skindata[i] < 255)
3386                         {
3387                                 skinframe->hasalpha = true;
3388                                 break;
3389                         }
3390                 }
3391                 if (r_loadfog && skinframe->hasalpha)
3392                 {
3393                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3394                         memcpy(fogpixels, skindata, width * height * 4);
3395                         for (i = 0;i < width * height * 4;i += 4)
3396                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3397                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3398                         Mem_Free(fogpixels);
3399                 }
3400         }
3401
3402         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3403         //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]);
3404
3405         return skinframe;
3406 }
3407
3408 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3409 {
3410         int i;
3411         int featuresmask;
3412         skinframe_t *skinframe;
3413
3414         if (cls.state == ca_dedicated)
3415                 return NULL;
3416
3417         // if already loaded just return it, otherwise make a new skinframe
3418         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3419         if (skinframe && skinframe->base)
3420                 return skinframe;
3421
3422         skinframe->stain = NULL;
3423         skinframe->merged = NULL;
3424         skinframe->base = NULL;
3425         skinframe->pants = NULL;
3426         skinframe->shirt = NULL;
3427         skinframe->nmap = NULL;
3428         skinframe->gloss = NULL;
3429         skinframe->glow = NULL;
3430         skinframe->fog = NULL;
3431         skinframe->reflect = NULL;
3432         skinframe->hasalpha = false;
3433
3434         // if no data was provided, then clearly the caller wanted to get a blank skinframe
3435         if (!skindata)
3436                 return NULL;
3437
3438         if (developer_loading.integer)
3439                 Con_Printf("loading quake skin \"%s\"\n", name);
3440
3441         // 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)
3442         skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3443         memcpy(skinframe->qpixels, skindata, width*height);
3444         skinframe->qwidth = width;
3445         skinframe->qheight = height;
3446
3447         featuresmask = 0;
3448         for (i = 0;i < width * height;i++)
3449                 featuresmask |= palette_featureflags[skindata[i]];
3450
3451         skinframe->hasalpha = false;
3452         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3453         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3454         skinframe->qgeneratemerged = true;
3455         skinframe->qgeneratebase = skinframe->qhascolormapping;
3456         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3457
3458         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3459         //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]);
3460
3461         return skinframe;
3462 }
3463
3464 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3465 {
3466         int width;
3467         int height;
3468         unsigned char *skindata;
3469
3470         if (!skinframe->qpixels)
3471                 return;
3472
3473         if (!skinframe->qhascolormapping)
3474                 colormapped = false;
3475
3476         if (colormapped)
3477         {
3478                 if (!skinframe->qgeneratebase)
3479                         return;
3480         }
3481         else
3482         {
3483                 if (!skinframe->qgeneratemerged)
3484                         return;
3485         }
3486
3487         width = skinframe->qwidth;
3488         height = skinframe->qheight;
3489         skindata = skinframe->qpixels;
3490
3491         if (skinframe->qgeneratenmap)
3492         {
3493                 unsigned char *temp1, *temp2;
3494                 skinframe->qgeneratenmap = false;
3495                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3496                 temp2 = temp1 + width * height * 4;
3497                 // use either a custom palette or the quake palette
3498                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3499                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3500                 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);
3501                 Mem_Free(temp1);
3502         }
3503
3504         if (skinframe->qgenerateglow)
3505         {
3506                 skinframe->qgenerateglow = false;
3507                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
3508         }
3509
3510         if (colormapped)
3511         {
3512                 skinframe->qgeneratebase = false;
3513                 skinframe->base  = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
3514                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
3515                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
3516         }
3517         else
3518         {
3519                 skinframe->qgeneratemerged = false;
3520                 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
3521         }
3522
3523         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3524         {
3525                 Mem_Free(skinframe->qpixels);
3526                 skinframe->qpixels = NULL;
3527         }
3528 }
3529
3530 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)
3531 {
3532         int i;
3533         skinframe_t *skinframe;
3534
3535         if (cls.state == ca_dedicated)
3536                 return NULL;
3537
3538         // if already loaded just return it, otherwise make a new skinframe
3539         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3540         if (skinframe && skinframe->base)
3541                 return skinframe;
3542
3543         skinframe->stain = NULL;
3544         skinframe->merged = NULL;
3545         skinframe->base = NULL;
3546         skinframe->pants = NULL;
3547         skinframe->shirt = NULL;
3548         skinframe->nmap = NULL;
3549         skinframe->gloss = NULL;
3550         skinframe->glow = NULL;
3551         skinframe->fog = NULL;
3552         skinframe->reflect = NULL;
3553         skinframe->hasalpha = false;
3554
3555         // if no data was provided, then clearly the caller wanted to get a blank skinframe
3556         if (!skindata)
3557                 return NULL;
3558
3559         if (developer_loading.integer)
3560                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3561
3562         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3563         if (textureflags & TEXF_ALPHA)
3564         {
3565                 for (i = 0;i < width * height;i++)
3566                 {
3567                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3568                         {
3569                                 skinframe->hasalpha = true;
3570                                 break;
3571                         }
3572                 }
3573                 if (r_loadfog && skinframe->hasalpha)
3574                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3575         }
3576
3577         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3578         //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]);
3579
3580         return skinframe;
3581 }
3582
3583 skinframe_t *R_SkinFrame_LoadMissing(void)
3584 {
3585         skinframe_t *skinframe;
3586
3587         if (cls.state == ca_dedicated)
3588                 return NULL;
3589
3590         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3591         skinframe->stain = NULL;
3592         skinframe->merged = NULL;
3593         skinframe->base = NULL;
3594         skinframe->pants = NULL;
3595         skinframe->shirt = NULL;
3596         skinframe->nmap = NULL;
3597         skinframe->gloss = NULL;
3598         skinframe->glow = NULL;
3599         skinframe->fog = NULL;
3600         skinframe->reflect = NULL;
3601         skinframe->hasalpha = false;
3602
3603         skinframe->avgcolor[0] = rand() / RAND_MAX;
3604         skinframe->avgcolor[1] = rand() / RAND_MAX;
3605         skinframe->avgcolor[2] = rand() / RAND_MAX;
3606         skinframe->avgcolor[3] = 1;
3607
3608         return skinframe;
3609 }
3610
3611 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3612 typedef struct suffixinfo_s
3613 {
3614         const char *suffix;
3615         qboolean flipx, flipy, flipdiagonal;
3616 }
3617 suffixinfo_t;
3618 static suffixinfo_t suffix[3][6] =
3619 {
3620         {
3621                 {"px",   false, false, false},
3622                 {"nx",   false, false, false},
3623                 {"py",   false, false, false},
3624                 {"ny",   false, false, false},
3625                 {"pz",   false, false, false},
3626                 {"nz",   false, false, false}
3627         },
3628         {
3629                 {"posx", false, false, false},
3630                 {"negx", false, false, false},
3631                 {"posy", false, false, false},
3632                 {"negy", false, false, false},
3633                 {"posz", false, false, false},
3634                 {"negz", false, false, false}
3635         },
3636         {
3637                 {"rt",    true, false,  true},
3638                 {"lf",   false,  true,  true},
3639                 {"ft",    true,  true, false},
3640                 {"bk",   false, false, false},
3641                 {"up",    true, false,  true},
3642                 {"dn",    true, false,  true}
3643         }
3644 };
3645
3646 static int componentorder[4] = {0, 1, 2, 3};
3647
3648 rtexture_t *R_LoadCubemap(const char *basename)
3649 {
3650         int i, j, cubemapsize;
3651         unsigned char *cubemappixels, *image_buffer;
3652         rtexture_t *cubemaptexture;
3653         char name[256];
3654         // must start 0 so the first loadimagepixels has no requested width/height
3655         cubemapsize = 0;
3656         cubemappixels = NULL;
3657         cubemaptexture = NULL;
3658         // keep trying different suffix groups (posx, px, rt) until one loads
3659         for (j = 0;j < 3 && !cubemappixels;j++)
3660         {
3661                 // load the 6 images in the suffix group
3662                 for (i = 0;i < 6;i++)
3663                 {
3664                         // generate an image name based on the base and and suffix
3665                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3666                         // load it
3667                         if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer != 0, NULL)))
3668                         {
3669                                 // an image loaded, make sure width and height are equal
3670                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3671                                 {
3672                                         // if this is the first image to load successfully, allocate the cubemap memory
3673                                         if (!cubemappixels && image_width >= 1)
3674                                         {
3675                                                 cubemapsize = image_width;
3676                                                 // note this clears to black, so unavailable sides are black
3677                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3678                                         }
3679                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3680                                         if (cubemappixels)
3681                                                 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);
3682                                 }
3683                                 else
3684                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3685                                 // free the image
3686                                 Mem_Free(image_buffer);
3687                         }
3688                 }
3689         }
3690         // if a cubemap loaded, upload it
3691         if (cubemappixels)
3692         {
3693                 if (developer_loading.integer)
3694                         Con_Printf("loading cubemap \"%s\"\n", basename);
3695
3696                 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
3697                 Mem_Free(cubemappixels);
3698         }
3699         else
3700         {
3701                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3702                 if (developer_loading.integer)
3703                 {
3704                         Con_Printf("(tried tried images ");
3705                         for (j = 0;j < 3;j++)
3706                                 for (i = 0;i < 6;i++)
3707                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3708                         Con_Print(" and was unable to find any of them).\n");
3709                 }
3710         }
3711         return cubemaptexture;
3712 }
3713
3714 rtexture_t *R_GetCubemap(const char *basename)
3715 {
3716         int i;
3717         for (i = 0;i < r_texture_numcubemaps;i++)
3718                 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
3719                         return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
3720         if (i >= MAX_CUBEMAPS)
3721                 return r_texture_whitecube;
3722         r_texture_numcubemaps++;
3723         strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
3724         r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
3725         return r_texture_cubemaps[i].texture;
3726 }
3727
3728 void R_FreeCubemaps(void)
3729 {
3730         int i;
3731         for (i = 0;i < r_texture_numcubemaps;i++)
3732         {
3733                 if (developer_loading.integer)
3734                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
3735                 if (r_texture_cubemaps[i].texture)
3736                         R_FreeTexture(r_texture_cubemaps[i].texture);
3737         }
3738         r_texture_numcubemaps = 0;
3739 }
3740
3741 void R_Main_FreeViewCache(void)
3742 {
3743         if (r_refdef.viewcache.entityvisible)
3744                 Mem_Free(r_refdef.viewcache.entityvisible);
3745         if (r_refdef.viewcache.world_pvsbits)
3746                 Mem_Free(r_refdef.viewcache.world_pvsbits);
3747         if (r_refdef.viewcache.world_leafvisible)
3748                 Mem_Free(r_refdef.viewcache.world_leafvisible);
3749         if (r_refdef.viewcache.world_surfacevisible)
3750                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3751         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3752 }
3753
3754 void R_Main_ResizeViewCache(void)
3755 {
3756         int numentities = r_refdef.scene.numentities;
3757         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3758         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3759         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3760         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3761         if (r_refdef.viewcache.maxentities < numentities)
3762         {
3763                 r_refdef.viewcache.maxentities = numentities;
3764                 if (r_refdef.viewcache.entityvisible)
3765                         Mem_Free(r_refdef.viewcache.entityvisible);
3766                 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3767         }
3768         if (r_refdef.viewcache.world_numclusters != numclusters)
3769         {
3770                 r_refdef.viewcache.world_numclusters = numclusters;
3771                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3772                 if (r_refdef.viewcache.world_pvsbits)
3773                         Mem_Free(r_refdef.viewcache.world_pvsbits);
3774                 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3775         }
3776         if (r_refdef.viewcache.world_numleafs != numleafs)
3777         {
3778                 r_refdef.viewcache.world_numleafs = numleafs;
3779                 if (r_refdef.viewcache.world_leafvisible)
3780                         Mem_Free(r_refdef.viewcache.world_leafvisible);
3781                 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3782         }
3783         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3784         {
3785                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3786                 if (r_refdef.viewcache.world_surfacevisible)
3787                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
3788                 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3789         }
3790 }
3791
3792 extern rtexture_t *loadingscreentexture;
3793 void gl_main_start(void)
3794 {
3795         loadingscreentexture = NULL;
3796         r_texture_blanknormalmap = NULL;
3797         r_texture_white = NULL;
3798         r_texture_grey128 = NULL;
3799         r_texture_black = NULL;
3800         r_texture_whitecube = NULL;
3801         r_texture_normalizationcube = NULL;
3802         r_texture_fogattenuation = NULL;
3803         r_texture_fogheighttexture = NULL;
3804         r_texture_gammaramps = NULL;
3805         r_texture_numcubemaps = 0;
3806
3807         r_loaddds = r_texture_dds_load.integer != 0;
3808         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3809
3810         switch(vid.renderpath)
3811         {
3812         case RENDERPATH_GL20:
3813         case RENDERPATH_D3D9:
3814         case RENDERPATH_D3D10:
3815         case RENDERPATH_D3D11:
3816         case RENDERPATH_SOFT:
3817                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3818                 Cvar_SetValueQuick(&gl_combine, 1);
3819                 Cvar_SetValueQuick(&r_glsl, 1);
3820                 r_loadnormalmap = true;
3821                 r_loadgloss = true;
3822                 r_loadfog = false;
3823                 break;
3824         case RENDERPATH_GL13:
3825                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3826                 Cvar_SetValueQuick(&gl_combine, 1);
3827                 Cvar_SetValueQuick(&r_glsl, 0);
3828                 r_loadnormalmap = false;
3829                 r_loadgloss = false;
3830                 r_loadfog = true;
3831                 break;
3832         case RENDERPATH_GL11:
3833                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3834                 Cvar_SetValueQuick(&gl_combine, 0);
3835                 Cvar_SetValueQuick(&r_glsl, 0);
3836                 r_loadnormalmap = false;
3837                 r_loadgloss = false;
3838                 r_loadfog = true;
3839                 break;
3840         case RENDERPATH_GLES2:
3841                 Cvar_SetValueQuick(&r_textureunits, 1);
3842                 Cvar_SetValueQuick(&gl_combine, 1);
3843                 Cvar_SetValueQuick(&r_glsl, 1);
3844                 r_loadnormalmap = true;
3845                 r_loadgloss = false;
3846                 r_loadfog = false;
3847                 break;
3848         }
3849
3850         R_AnimCache_Free();
3851         R_FrameData_Reset();
3852
3853         r_numqueries = 0;
3854         r_maxqueries = 0;
3855         memset(r_queries, 0, sizeof(r_queries));
3856
3857         r_qwskincache = NULL;
3858         r_qwskincache_size = 0;
3859
3860         // set up r_skinframe loading system for textures
3861         memset(&r_skinframe, 0, sizeof(r_skinframe));
3862         r_skinframe.loadsequence = 1;
3863         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
3864
3865         r_main_texturepool = R_AllocTexturePool();
3866         R_BuildBlankTextures();
3867         R_BuildNoTexture();
3868         if (vid.support.arb_texture_cube_map)
3869         {
3870                 R_BuildWhiteCube();
3871                 R_BuildNormalizationCube();
3872         }
3873         r_texture_fogattenuation = NULL;
3874         r_texture_fogheighttexture = NULL;
3875         r_texture_gammaramps = NULL;
3876         //r_texture_fogintensity = NULL;
3877         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
3878         memset(&r_waterstate, 0, sizeof(r_waterstate));
3879         r_glsl_permutation = NULL;
3880         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3881         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
3882         glslshaderstring = NULL;
3883 #ifdef SUPPORTD3D
3884         r_hlsl_permutation = NULL;
3885         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
3886         Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
3887 #endif
3888         hlslshaderstring = NULL;
3889         memset(&r_svbsp, 0, sizeof (r_svbsp));
3890
3891         r_refdef.fogmasktable_density = 0;
3892 }
3893
3894 void gl_main_shutdown(void)
3895 {
3896         R_AnimCache_Free();
3897         R_FrameData_Reset();
3898
3899         R_Main_FreeViewCache();
3900
3901         switch(vid.renderpath)
3902         {
3903         case RENDERPATH_GL11:
3904         case RENDERPATH_GL13:
3905         case RENDERPATH_GL20:
3906         case RENDERPATH_GLES2:
3907                 if (r_maxqueries)
3908                         qglDeleteQueriesARB(r_maxqueries, r_queries);
3909                 break;
3910         case RENDERPATH_D3D9:
3911                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3912                 break;
3913         case RENDERPATH_D3D10:
3914                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3915                 break;
3916         case RENDERPATH_D3D11:
3917                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3918                 break;
3919         case RENDERPATH_SOFT:
3920                 break;
3921         }
3922
3923         r_numqueries = 0;
3924         r_maxqueries = 0;
3925         memset(r_queries, 0, sizeof(r_queries));
3926
3927         r_qwskincache = NULL;
3928         r_qwskincache_size = 0;
3929
3930         // clear out the r_skinframe state
3931         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
3932         memset(&r_skinframe, 0, sizeof(r_skinframe));
3933
3934         if (r_svbsp.nodes)
3935                 Mem_Free(r_svbsp.nodes);
3936         memset(&r_svbsp, 0, sizeof (r_svbsp));
3937         R_FreeTexturePool(&r_main_texturepool);
3938         loadingscreentexture = NULL;
3939         r_texture_blanknormalmap = NULL;
3940         r_texture_white = NULL;
3941         r_texture_grey128 = NULL;
3942         r_texture_black = NULL;
3943         r_texture_whitecube = NULL;
3944         r_texture_normalizationcube = NULL;
3945         r_texture_fogattenuation = NULL;
3946         r_texture_fogheighttexture = NULL;
3947         r_texture_gammaramps = NULL;
3948         r_texture_numcubemaps = 0;
3949         //r_texture_fogintensity = NULL;
3950         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
3951         memset(&r_waterstate, 0, sizeof(r_waterstate));
3952         R_GLSL_Restart_f();
3953
3954         r_glsl_permutation = NULL;
3955         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3956         Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
3957         glslshaderstring = NULL;
3958 #ifdef SUPPORTD3D
3959         r_hlsl_permutation = NULL;
3960         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
3961         Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
3962 #endif
3963         hlslshaderstring = NULL;
3964 }
3965
3966 extern void CL_ParseEntityLump(char *entitystring);
3967 void gl_main_newmap(void)
3968 {
3969         // FIXME: move this code to client
3970         char *entities, entname[MAX_QPATH];
3971         if (r_qwskincache)
3972                 Mem_Free(r_qwskincache);
3973         r_qwskincache = NULL;
3974         r_qwskincache_size = 0;
3975         if (cl.worldmodel)
3976         {
3977                 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
3978                 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
3979                 {
3980                         CL_ParseEntityLump(entities);
3981                         Mem_Free(entities);
3982                         return;
3983                 }
3984                 if (cl.worldmodel->brush.entities)
3985                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
3986         }
3987         R_Main_FreeViewCache();
3988
3989         R_FrameData_Reset();
3990 }
3991
3992 void GL_Main_Init(void)
3993 {
3994         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
3995
3996         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
3997         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
3998         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
3999         if (gamemode == GAME_NEHAHRA)
4000         {
4001                 Cvar_RegisterVariable (&gl_fogenable);
4002                 Cvar_RegisterVariable (&gl_fogdensity);
4003                 Cvar_RegisterVariable (&gl_fogred);
4004                 Cvar_RegisterVariable (&gl_foggreen);
4005                 Cvar_RegisterVariable (&gl_fogblue);
4006                 Cvar_RegisterVariable (&gl_fogstart);
4007                 Cvar_RegisterVariable (&gl_fogend);
4008                 Cvar_RegisterVariable (&gl_skyclip);
4009         }
4010         Cvar_RegisterVariable(&r_motionblur);
4011         Cvar_RegisterVariable(&r_motionblur_maxblur);
4012         Cvar_RegisterVariable(&r_motionblur_bmin);
4013         Cvar_RegisterVariable(&r_motionblur_vmin);
4014         Cvar_RegisterVariable(&r_motionblur_vmax);
4015         Cvar_RegisterVariable(&r_motionblur_vcoeff);
4016         Cvar_RegisterVariable(&r_motionblur_randomize);
4017         Cvar_RegisterVariable(&r_damageblur);
4018         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4019         Cvar_RegisterVariable(&r_equalize_entities_minambient);
4020         Cvar_RegisterVariable(&r_equalize_entities_by);
4021         Cvar_RegisterVariable(&r_equalize_entities_to);
4022         Cvar_RegisterVariable(&r_depthfirst);
4023         Cvar_RegisterVariable(&r_useinfinitefarclip);
4024         Cvar_RegisterVariable(&r_farclip_base);
4025         Cvar_RegisterVariable(&r_farclip_world);
4026         Cvar_RegisterVariable(&r_nearclip);
4027         Cvar_RegisterVariable(&r_showbboxes);
4028         Cvar_RegisterVariable(&r_showsurfaces);
4029         Cvar_RegisterVariable(&r_showtris);
4030         Cvar_RegisterVariable(&r_shownormals);
4031         Cvar_RegisterVariable(&r_showlighting);
4032         Cvar_RegisterVariable(&r_showshadowvolumes);
4033         Cvar_RegisterVariable(&r_showcollisionbrushes);
4034         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4035         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4036         Cvar_RegisterVariable(&r_showdisabledepthtest);
4037         Cvar_RegisterVariable(&r_drawportals);
4038         Cvar_RegisterVariable(&r_drawentities);
4039         Cvar_RegisterVariable(&r_draw2d);
4040         Cvar_RegisterVariable(&r_drawworld);
4041         Cvar_RegisterVariable(&r_cullentities_trace);
4042         Cvar_RegisterVariable(&r_cullentities_trace_samples);
4043         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4044         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4045         Cvar_RegisterVariable(&r_cullentities_trace_delay);
4046         Cvar_RegisterVariable(&r_drawviewmodel);
4047         Cvar_RegisterVariable(&r_drawexteriormodel);
4048         Cvar_RegisterVariable(&r_speeds);
4049         Cvar_RegisterVariable(&r_fullbrights);
4050         Cvar_RegisterVariable(&r_wateralpha);
4051         Cvar_RegisterVariable(&r_dynamic);
4052         Cvar_RegisterVariable(&r_fakelight);
4053         Cvar_RegisterVariable(&r_fakelight_intensity);
4054         Cvar_RegisterVariable(&r_fullbright);
4055         Cvar_RegisterVariable(&r_shadows);
4056         Cvar_RegisterVariable(&r_shadows_darken);
4057         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4058         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4059         Cvar_RegisterVariable(&r_shadows_throwdistance);
4060         Cvar_RegisterVariable(&r_shadows_throwdirection);
4061         Cvar_RegisterVariable(&r_shadows_focus);
4062         Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4063         Cvar_RegisterVariable(&r_q1bsp_skymasking);
4064         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4065         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4066         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4067         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4068         Cvar_RegisterVariable(&r_fog_exp2);
4069         Cvar_RegisterVariable(&r_drawfog);
4070         Cvar_RegisterVariable(&r_transparentdepthmasking);
4071         Cvar_RegisterVariable(&r_texture_dds_load);
4072         Cvar_RegisterVariable(&r_texture_dds_save);
4073         Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
4074         Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
4075         Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
4076         Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
4077         Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
4078         Cvar_RegisterVariable(&r_textureunits);
4079         Cvar_RegisterVariable(&gl_combine);
4080         Cvar_RegisterVariable(&r_glsl);
4081         Cvar_RegisterVariable(&r_glsl_deluxemapping);
4082         Cvar_RegisterVariable(&r_glsl_offsetmapping);
4083         Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4084         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4085         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4086         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4087         Cvar_RegisterVariable(&r_glsl_postprocess);
4088         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4089         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4090         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4091         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4092         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4093         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4094         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4095         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4096
4097         Cvar_RegisterVariable(&r_water);
4098         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4099         Cvar_RegisterVariable(&r_water_clippingplanebias);
4100         Cvar_RegisterVariable(&r_water_refractdistort);
4101         Cvar_RegisterVariable(&r_water_reflectdistort);
4102         Cvar_RegisterVariable(&r_water_scissormode);
4103         Cvar_RegisterVariable(&r_lerpsprites);
4104         Cvar_RegisterVariable(&r_lerpmodels);
4105         Cvar_RegisterVariable(&r_lerplightstyles);
4106         Cvar_RegisterVariable(&r_waterscroll);
4107         Cvar_RegisterVariable(&r_bloom);
4108         Cvar_RegisterVariable(&r_bloom_colorscale);
4109         Cvar_RegisterVariable(&r_bloom_brighten);
4110         Cvar_RegisterVariable(&r_bloom_blur);
4111         Cvar_RegisterVariable(&r_bloom_resolution);
4112         Cvar_RegisterVariable(&r_bloom_colorexponent);
4113         Cvar_RegisterVariable(&r_bloom_colorsubtract);
4114         Cvar_RegisterVariable(&r_hdr);
4115         Cvar_RegisterVariable(&r_hdr_scenebrightness);
4116         Cvar_RegisterVariable(&r_hdr_glowintensity);
4117         Cvar_RegisterVariable(&r_hdr_range);
4118         Cvar_RegisterVariable(&r_hdr_irisadaptation);
4119         Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4120         Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4121         Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4122         Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4123         Cvar_RegisterVariable(&r_hdr_irisadaptation_fade);
4124         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4125         Cvar_RegisterVariable(&developer_texturelogging);
4126         Cvar_RegisterVariable(&gl_lightmaps);
4127         Cvar_RegisterVariable(&r_test);
4128         Cvar_RegisterVariable(&r_glsl_saturation);
4129         Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4130         Cvar_RegisterVariable(&r_framedatasize);
4131         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4132                 Cvar_SetValue("r_fullbrights", 0);
4133         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4134
4135         Cvar_RegisterVariable(&r_track_sprites);
4136         Cvar_RegisterVariable(&r_track_sprites_flags);
4137         Cvar_RegisterVariable(&r_track_sprites_scalew);
4138         Cvar_RegisterVariable(&r_track_sprites_scaleh);
4139         Cvar_RegisterVariable(&r_overheadsprites_perspective);
4140         Cvar_RegisterVariable(&r_overheadsprites_pushback);
4141         Cvar_RegisterVariable(&r_overheadsprites_scalex);
4142         Cvar_RegisterVariable(&r_overheadsprites_scaley);
4143 }
4144
4145 extern void R_Textures_Init(void);
4146 extern void GL_Draw_Init(void);
4147 extern void GL_Main_Init(void);
4148 extern void R_Shadow_Init(void);
4149 extern void R_Sky_Init(void);
4150 extern void GL_Surf_Init(void);
4151 extern void R_Particles_Init(void);
4152 extern void R_Explosion_Init(void);
4153 extern void gl_backend_init(void);
4154 extern void Sbar_Init(void);
4155 extern void R_LightningBeams_Init(void);
4156 extern void Mod_RenderInit(void);
4157 extern void Font_Init(void);
4158
4159 void Render_Init(void)
4160 {
4161         gl_backend_init();
4162         R_Textures_Init();
4163         GL_Main_Init();
4164         Font_Init();
4165         GL_Draw_Init();
4166         R_Shadow_Init();
4167         R_Sky_Init();
4168         GL_Surf_Init();
4169         Sbar_Init();
4170         R_Particles_Init();
4171         R_Explosion_Init();
4172         R_LightningBeams_Init();
4173         Mod_RenderInit();
4174 }
4175
4176 /*
4177 ===============
4178 GL_Init
4179 ===============
4180 */
4181 extern char *ENGINE_EXTENSIONS;
4182 void GL_Init (void)
4183 {
4184         gl_renderer = (const char *)qglGetString(GL_RENDERER);
4185         gl_vendor = (const char *)qglGetString(GL_VENDOR);
4186         gl_version = (const char *)qglGetString(GL_VERSION);
4187         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4188
4189         if (!gl_extensions)
4190                 gl_extensions = "";
4191         if (!gl_platformextensions)
4192                 gl_platformextensions = "";
4193
4194         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4195         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4196         Con_Printf("GL_VERSION: %s\n", gl_version);
4197         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4198         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4199
4200         VID_CheckExtensions();
4201
4202         // LordHavoc: report supported extensions
4203         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4204
4205         // clear to black (loading plaque will be seen over this)
4206         GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4207 }
4208
4209 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4210 {
4211         int i;
4212         mplane_t *p;
4213         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4214         {
4215                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4216                 if (i == 4)
4217                         continue;
4218                 p = r_refdef.view.frustum + i;
4219                 switch(p->signbits)
4220                 {
4221                 default:
4222                 case 0:
4223                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4224                                 return true;
4225                         break;
4226                 case 1:
4227                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4228                                 return true;
4229                         break;
4230                 case 2:
4231                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4232                                 return true;
4233                         break;
4234                 case 3:
4235                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4236                                 return true;
4237                         break;
4238                 case 4:
4239                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4240                                 return true;
4241                         break;
4242                 case 5:
4243                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4244                                 return true;
4245                         break;
4246                 case 6:
4247                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4248                                 return true;
4249                         break;
4250                 case 7:
4251                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4252                                 return true;
4253                         break;
4254                 }
4255         }
4256         return false;
4257 }
4258
4259 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4260 {
4261         int i;
4262         const mplane_t *p;
4263         for (i = 0;i < numplanes;i++)
4264         {
4265                 p = planes + i;
4266                 switch(p->signbits)
4267                 {
4268                 default:
4269                 case 0:
4270                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4271                                 return true;
4272                         break;
4273                 case 1:
4274                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4275                                 return true;
4276                         break;
4277                 case 2:
4278                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4279                                 return true;
4280                         break;
4281                 case 3:
4282                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4283                                 return true;
4284                         break;
4285                 case 4:
4286                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4287                                 return true;
4288                         break;
4289                 case 5:
4290                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4291                                 return true;
4292                         break;
4293                 case 6:
4294                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4295                                 return true;
4296                         break;
4297                 case 7:
4298                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4299                                 return true;
4300                         break;
4301                 }
4302         }
4303         return false;
4304 }
4305
4306 //==================================================================================
4307
4308 // LordHavoc: this stores temporary data used within the same frame
4309
4310 typedef struct r_framedata_mem_s
4311 {
4312         struct r_framedata_mem_s *purge; // older mem block to free on next frame
4313         size_t size; // how much usable space
4314         size_t current; // how much space in use
4315         size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4316         size_t wantedsize; // how much space was allocated
4317         unsigned char *data; // start of real data (16byte aligned)
4318 }
4319 r_framedata_mem_t;
4320
4321 static r_framedata_mem_t *r_framedata_mem;
4322
4323 void R_FrameData_Reset(void)
4324 {
4325         while (r_framedata_mem)
4326         {
4327                 r_framedata_mem_t *next = r_framedata_mem->purge;
4328                 Mem_Free(r_framedata_mem);
4329                 r_framedata_mem = next;
4330         }
4331 }
4332
4333 void R_FrameData_Resize(void)
4334 {
4335         size_t wantedsize;
4336         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4337         wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4338         if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize)
4339         {
4340                 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4341                 newmem->wantedsize = wantedsize;
4342                 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4343                 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4344                 newmem->current = 0;
4345                 newmem->mark = 0;
4346                 newmem->purge = r_framedata_mem;
4347                 r_framedata_mem = newmem;
4348         }
4349 }
4350
4351 void R_FrameData_NewFrame(void)
4352 {
4353         R_FrameData_Resize();
4354         if (!r_framedata_mem)
4355                 return;
4356         // if we ran out of space on the last frame, free the old memory now
4357         while (r_framedata_mem->purge)
4358         {
4359                 // repeatedly remove the second item in the list, leaving only head
4360                 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4361                 Mem_Free(r_framedata_mem->purge);
4362                 r_framedata_mem->purge = next;
4363         }
4364         // reset the current mem pointer
4365         r_framedata_mem->current = 0;
4366         r_framedata_mem->mark = 0;
4367 }
4368
4369 void *R_FrameData_Alloc(size_t size)
4370 {
4371         void *data;
4372
4373         // align to 16 byte boundary - the data pointer is already aligned, so we
4374         // only need to ensure the size of every allocation is also aligned
4375         size = (size + 15) & ~15;
4376
4377         while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4378         {
4379                 // emergency - we ran out of space, allocate more memory
4380                 Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f));
4381                 R_FrameData_Resize();
4382         }
4383
4384         data = r_framedata_mem->data + r_framedata_mem->current;
4385         r_framedata_mem->current += size;
4386
4387         // count the usage for stats
4388         r_refdef.stats.framedatacurrent = max(r_refdef.stats.framedatacurrent, (int)r_framedata_mem->current);
4389         r_refdef.stats.framedatasize = max(r_refdef.stats.framedatasize, (int)r_framedata_mem->size);
4390
4391         return (void *)data;
4392 }
4393
4394 void *R_FrameData_Store(size_t size, void *data)
4395 {
4396         void *d = R_FrameData_Alloc(size);
4397         if (d && data)
4398                 memcpy(d, data, size);
4399         return d;
4400 }
4401
4402 void R_FrameData_SetMark(void)
4403 {
4404         if (!r_framedata_mem)
4405                 return;
4406         r_framedata_mem->mark = r_framedata_mem->current;
4407 }
4408
4409 void R_FrameData_ReturnToMark(void)
4410 {
4411         if (!r_framedata_mem)
4412                 return;
4413         r_framedata_mem->current = r_framedata_mem->mark;
4414 }
4415
4416 //==================================================================================
4417
4418 // LordHavoc: animcache originally written by Echon, rewritten since then
4419
4420 /**
4421  * Animation cache prevents re-generating mesh data for an animated model
4422  * multiple times in one frame for lighting, shadowing, reflections, etc.
4423  */
4424
4425 void R_AnimCache_Free(void)
4426 {
4427 }
4428
4429 void R_AnimCache_ClearCache(void)
4430 {
4431         int i;
4432         entity_render_t *ent;
4433
4434         for (i = 0;i < r_refdef.scene.numentities;i++)
4435         {
4436                 ent = r_refdef.scene.entities[i];
4437                 ent->animcache_vertex3f = NULL;
4438                 ent->animcache_normal3f = NULL;
4439                 ent->animcache_svector3f = NULL;
4440                 ent->animcache_tvector3f = NULL;
4441                 ent->animcache_vertexmesh = NULL;
4442                 ent->animcache_vertex3fbuffer = NULL;
4443                 ent->animcache_vertexmeshbuffer = NULL;
4444         }
4445 }
4446
4447 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4448 {
4449         int i;
4450
4451         // check if we need the meshbuffers
4452         if (!vid.useinterleavedarrays)
4453                 return;
4454
4455         if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4456                 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4457         // TODO: upload vertex3f buffer?
4458         if (ent->animcache_vertexmesh)
4459         {
4460                 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4461                 for (i = 0;i < numvertices;i++)
4462                         memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4463                 if (ent->animcache_svector3f)
4464                         for (i = 0;i < numvertices;i++)
4465                                 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4466                 if (ent->animcache_tvector3f)
4467                         for (i = 0;i < numvertices;i++)
4468                                 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4469                 if (ent->animcache_normal3f)
4470                         for (i = 0;i < numvertices;i++)
4471                                 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4472                 // TODO: upload vertexmeshbuffer?
4473         }
4474 }
4475
4476 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4477 {
4478         dp_model_t *model = ent->model;
4479         int numvertices;
4480         // see if it's already cached this frame
4481         if (ent->animcache_vertex3f)
4482         {
4483                 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
4484                 if (wantnormals || wanttangents)
4485                 {
4486                         if (ent->animcache_normal3f)
4487                                 wantnormals = false;
4488                         if (ent->animcache_svector3f)
4489                                 wanttangents = false;
4490                         if (wantnormals || wanttangents)
4491                         {
4492                                 numvertices = model->surfmesh.num_vertices;
4493                                 if (wantnormals)
4494                                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4495                                 if (wanttangents)
4496                                 {
4497                                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4498                                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4499                                 }
4500                                 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4501                                 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4502                         }
4503                 }
4504         }
4505         else
4506         {
4507                 // see if this ent is worth caching
4508                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
4509                         return false;
4510                 // get some memory for this entity and generate mesh data
4511                 numvertices = model->surfmesh.num_vertices;
4512                 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4513                 if (wantnormals)
4514                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4515                 if (wanttangents)
4516                 {
4517                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4518                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4519                 }
4520                 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4521                 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4522         }
4523         return true;
4524 }
4525
4526 void R_AnimCache_CacheVisibleEntities(void)
4527 {
4528         int i;
4529         qboolean wantnormals = true;
4530         qboolean wanttangents = !r_showsurfaces.integer;
4531
4532         switch(vid.renderpath)
4533         {
4534         case RENDERPATH_GL20:
4535         case RENDERPATH_D3D9:
4536         case RENDERPATH_D3D10:
4537         case RENDERPATH_D3D11:
4538         case RENDERPATH_GLES2:
4539                 break;
4540         case RENDERPATH_GL13:
4541         case RENDERPATH_GL11:
4542                 wanttangents = false;
4543                 break;
4544         case RENDERPATH_SOFT:
4545                 break;
4546         }
4547
4548         if (r_shownormals.integer)
4549                 wanttangents = wantnormals = true;
4550
4551         // TODO: thread this
4552         // NOTE: R_PrepareRTLights() also caches entities
4553
4554         for (i = 0;i < r_refdef.scene.numentities;i++)
4555                 if (r_refdef.viewcache.entityvisible[i])
4556                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
4557 }
4558
4559 //==================================================================================
4560
4561 static void R_View_UpdateEntityLighting (void)
4562 {
4563         int i;
4564         entity_render_t *ent;
4565         vec3_t tempdiffusenormal, avg;
4566         vec_t f, fa, fd, fdd;
4567         qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
4568
4569         for (i = 0;i < r_refdef.scene.numentities;i++)
4570         {
4571                 ent = r_refdef.scene.entities[i];
4572
4573                 // skip unseen models
4574                 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
4575                         continue;
4576
4577                 // skip bsp models
4578                 if (ent->model && ent->model->brush.num_leafs)
4579                 {
4580                         // TODO: use modellight for r_ambient settings on world?
4581                         VectorSet(ent->modellight_ambient, 0, 0, 0);
4582                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
4583                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
4584                         continue;
4585                 }
4586
4587                 // fetch the lighting from the worldmodel data
4588                 VectorClear(ent->modellight_ambient);
4589                 VectorClear(ent->modellight_diffuse);
4590                 VectorClear(tempdiffusenormal);
4591                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
4592                 {
4593                         vec3_t org;
4594                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4595
4596                         // complete lightning for lit sprites
4597                         // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
4598                         if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
4599                         {
4600                                 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
4601                                         org[2] = org[2] + r_overheadsprites_pushback.value;
4602                                 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
4603                         }
4604                         else
4605                                 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
4606
4607                         if(ent->flags & RENDER_EQUALIZE)
4608                         {
4609                                 // first fix up ambient lighting...
4610                                 if(r_equalize_entities_minambient.value > 0)
4611                                 {
4612                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4613                                         if(fd > 0)
4614                                         {
4615                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
4616                                                 if(fa < r_equalize_entities_minambient.value * fd)
4617                                                 {
4618                                                         // solve:
4619                                                         //   fa'/fd' = minambient
4620                                                         //   fa'+0.25*fd' = fa+0.25*fd
4621                                                         //   ...
4622                                                         //   fa' = fd' * minambient
4623                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
4624                                                         //   ...
4625                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
4626                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
4627                                                         //   ...
4628                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
4629                                                         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
4630                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
4631                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
4632                                                 }
4633                                         }
4634                                 }
4635
4636                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
4637                                 {
4638                                         fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
4639                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4640                                         f = fa + 0.25 * fd;
4641                                         if(f > 0)
4642                                         {
4643                                                 // adjust brightness and saturation to target
4644                                                 avg[0] = avg[1] = avg[2] = fa / f;
4645                                                 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
4646                                                 avg[0] = avg[1] = avg[2] = fd / f;
4647                                                 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
4648                                         }
4649                                 }
4650                         }
4651                 }
4652                 else // highly rare
4653                         VectorSet(ent->modellight_ambient, 1, 1, 1);
4654
4655                 // move the light direction into modelspace coordinates for lighting code
4656                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
4657                 if(VectorLength2(ent->modellight_lightdir) == 0)
4658                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
4659                 VectorNormalize(ent->modellight_lightdir);
4660         }
4661 }
4662
4663 #define MAX_LINEOFSIGHTTRACES 64
4664
4665 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
4666 {
4667         int i;
4668         vec3_t boxmins, boxmaxs;
4669         vec3_t start;
4670         vec3_t end;
4671         dp_model_t *model = r_refdef.scene.worldmodel;
4672
4673         if (!model || !model->brush.TraceLineOfSight)
4674                 return true;
4675
4676         // expand the box a little
4677         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
4678         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
4679         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
4680         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
4681         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
4682         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
4683
4684         // return true if eye is inside enlarged box
4685         if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
4686                 return true;
4687
4688         // try center
4689         VectorCopy(eye, start);
4690         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
4691         if (model->brush.TraceLineOfSight(model, start, end))
4692                 return true;
4693
4694         // try various random positions
4695         for (i = 0;i < numsamples;i++)
4696         {
4697                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4698                 if (model->brush.TraceLineOfSight(model, start, end))
4699                         return true;
4700         }
4701
4702         return false;
4703 }
4704
4705
4706 static void R_View_UpdateEntityVisible (void)
4707 {
4708         int i;
4709         int renderimask;
4710         int samples;
4711         entity_render_t *ent;
4712
4713         renderimask = r_refdef.envmap                                    ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4714                 : r_waterstate.renderingrefraction                       ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4715                 : (chase_active.integer || r_waterstate.renderingscene)  ? RENDER_VIEWMODEL
4716                 :                                                          RENDER_EXTERIORMODEL;
4717         if (!r_drawviewmodel.integer)
4718                 renderimask |= RENDER_VIEWMODEL;
4719         if (!r_drawexteriormodel.integer)
4720                 renderimask |= RENDER_EXTERIORMODEL;
4721         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4722         {
4723                 // worldmodel can check visibility
4724                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4725                 for (i = 0;i < r_refdef.scene.numentities;i++)
4726                 {
4727                         ent = r_refdef.scene.entities[i];
4728                         if (!(ent->flags & renderimask))
4729                         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)))
4730                         if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
4731                                 r_refdef.viewcache.entityvisible[i] = true;
4732                 }
4733                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
4734                         // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
4735                 {
4736                         for (i = 0;i < r_refdef.scene.numentities;i++)
4737                         {
4738                                 ent = r_refdef.scene.entities[i];
4739                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4740                                 {
4741                                         samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
4742                                         if (samples < 0)
4743                                                 continue; // temp entities do pvs only
4744                                         if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
4745                                                 ent->last_trace_visibility = realtime;
4746                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4747                                                 r_refdef.viewcache.entityvisible[i] = 0;
4748                                 }
4749                         }
4750                 }
4751         }
4752         else
4753         {
4754                 // no worldmodel or it can't check visibility
4755                 for (i = 0;i < r_refdef.scene.numentities;i++)
4756                 {
4757                         ent = r_refdef.scene.entities[i];
4758                         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));
4759                 }
4760         }
4761 }
4762
4763 /// only used if skyrendermasked, and normally returns false
4764 int R_DrawBrushModelsSky (void)
4765 {
4766         int i, sky;
4767         entity_render_t *ent;
4768
4769         sky = false;
4770         for (i = 0;i < r_refdef.scene.numentities;i++)
4771         {
4772                 if (!r_refdef.viewcache.entityvisible[i])
4773                         continue;
4774                 ent = r_refdef.scene.entities[i];
4775                 if (!ent->model || !ent->model->DrawSky)
4776                         continue;
4777                 ent->model->DrawSky(ent);
4778                 sky = true;
4779         }
4780         return sky;
4781 }
4782
4783 static void R_DrawNoModel(entity_render_t *ent);
4784 static void R_DrawModels(void)
4785 {
4786         int i;
4787         entity_render_t *ent;
4788
4789         for (i = 0;i < r_refdef.scene.numentities;i++)
4790         {
4791                 if (!r_refdef.viewcache.entityvisible[i])
4792                         continue;
4793                 ent = r_refdef.scene.entities[i];
4794                 r_refdef.stats.entities++;
4795                 if (ent->model && ent->model->Draw != NULL)
4796                         ent->model->Draw(ent);
4797                 else
4798                         R_DrawNoModel(ent);
4799         }
4800 }
4801
4802 static void R_DrawModelsDepth(void)
4803 {
4804         int i;
4805         entity_render_t *ent;
4806
4807         for (i = 0;i < r_refdef.scene.numentities;i++)
4808         {
4809                 if (!r_refdef.viewcache.entityvisible[i])
4810                         continue;
4811                 ent = r_refdef.scene.entities[i];
4812                 if (ent->model && ent->model->DrawDepth != NULL)
4813                         ent->model->DrawDepth(ent);
4814         }
4815 }
4816
4817 static void R_DrawModelsDebug(void)
4818 {
4819         int i;
4820         entity_render_t *ent;
4821
4822         for (i = 0;i < r_refdef.scene.numentities;i++)
4823         {
4824                 if (!r_refdef.viewcache.entityvisible[i])
4825                         continue;
4826                 ent = r_refdef.scene.entities[i];
4827                 if (ent->model && ent->model->DrawDebug != NULL)
4828                         ent->model->DrawDebug(ent);
4829         }
4830 }
4831
4832 static void R_DrawModelsAddWaterPlanes(void)
4833 {
4834         int i;
4835         entity_render_t *ent;
4836
4837         for (i = 0;i < r_refdef.scene.numentities;i++)
4838         {
4839                 if (!r_refdef.viewcache.entityvisible[i])
4840                         continue;
4841                 ent = r_refdef.scene.entities[i];
4842                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
4843                         ent->model->DrawAddWaterPlanes(ent);
4844         }
4845 }
4846
4847 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
4848 {
4849         if (r_hdr_irisadaptation.integer)
4850         {
4851                 vec3_t ambient;
4852                 vec3_t diffuse;
4853                 vec3_t diffusenormal;
4854                 vec_t brightness;
4855                 vec_t goal;
4856                 vec_t adjust;
4857                 vec_t current;
4858                 R_CompleteLightPoint(ambient, diffuse, diffusenormal, point, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
4859                 brightness = (ambient[0] + ambient[1] + ambient[2] + diffuse[0] + diffuse[1] + diffuse[2]) * (1.0f / 3.0f);
4860                 brightness = max(0.0000001f, brightness);
4861                 goal = r_hdr_irisadaptation_multiplier.value / brightness;
4862                 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
4863                 adjust = r_hdr_irisadaptation_fade.value * cl.realframetime;
4864                 current = r_hdr_irisadaptation_value.value;
4865                 if (current < goal)
4866                         current = min(current + adjust, goal);
4867                 else if (current > goal)
4868                         current = max(current - adjust, goal);
4869                 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
4870                         Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
4871         }
4872         else if (r_hdr_irisadaptation_value.value != 1.0f)
4873                 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
4874 }
4875
4876 static void R_View_SetFrustum(const int *scissor)
4877 {
4878         int i;
4879         double fpx = +1, fnx = -1, fpy = +1, fny = -1;
4880         vec3_t forward, left, up, origin, v;
4881
4882         if(scissor)
4883         {
4884                 // flipped x coordinates (because x points left here)
4885                 fpx =  1.0 - 2.0 * (scissor[0]              - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4886                 fnx =  1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4887
4888                 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
4889                 switch(vid.renderpath)
4890                 {
4891                         case RENDERPATH_D3D9:
4892                         case RENDERPATH_D3D10:
4893                         case RENDERPATH_D3D11:
4894                         case RENDERPATH_SOFT:
4895                                 // non-flipped y coordinates
4896                                 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4897                                 fpy = -1.0 + 2.0 * (vid.height - scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4898                                 break;
4899                         case RENDERPATH_GL11:
4900                         case RENDERPATH_GL13:
4901                         case RENDERPATH_GL20:
4902                         case RENDERPATH_GLES2:
4903                                 // non-flipped y coordinates
4904                                 fny = -1.0 + 2.0 * (scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4905                                 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4906                                 break;
4907                 }
4908         }
4909
4910         // we can't trust r_refdef.view.forward and friends in reflected scenes
4911         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
4912
4913 #if 0
4914         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
4915         r_refdef.view.frustum[0].normal[1] = 0 - 0;
4916         r_refdef.view.frustum[0].normal[2] = -1 - 0;
4917         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
4918         r_refdef.view.frustum[1].normal[1] = 0 + 0;
4919         r_refdef.view.frustum[1].normal[2] = -1 + 0;
4920         r_refdef.view.frustum[2].normal[0] = 0 - 0;
4921         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
4922         r_refdef.view.frustum[2].normal[2] = -1 - 0;
4923         r_refdef.view.frustum[3].normal[0] = 0 + 0;
4924         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
4925         r_refdef.view.frustum[3].normal[2] = -1 + 0;
4926 #endif
4927
4928 #if 0
4929         zNear = r_refdef.nearclip;
4930         nudge = 1.0 - 1.0 / (1<<23);
4931         r_refdef.view.frustum[4].normal[0] = 0 - 0;
4932         r_refdef.view.frustum[4].normal[1] = 0 - 0;
4933         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
4934         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
4935         r_refdef.view.frustum[5].normal[0] = 0 + 0;
4936         r_refdef.view.frustum[5].normal[1] = 0 + 0;
4937         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
4938         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
4939 #endif
4940
4941
4942
4943 #if 0
4944         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
4945         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
4946         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
4947         r_refdef.view.frustum[0].dist = m[15] - m[12];
4948
4949         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
4950         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
4951         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
4952         r_refdef.view.frustum[1].dist = m[15] + m[12];
4953
4954         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
4955         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
4956         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
4957         r_refdef.view.frustum[2].dist = m[15] - m[13];
4958
4959         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
4960         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
4961         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
4962         r_refdef.view.frustum[3].dist = m[15] + m[13];
4963
4964         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
4965         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
4966         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
4967         r_refdef.view.frustum[4].dist = m[15] - m[14];
4968
4969         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
4970         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
4971         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
4972         r_refdef.view.frustum[5].dist = m[15] + m[14];
4973 #endif
4974
4975         if (r_refdef.view.useperspective)
4976         {
4977                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
4978                 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]);
4979                 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]);
4980                 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]);
4981                 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]);
4982
4983                 // then the normals from the corners relative to origin
4984                 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
4985                 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
4986                 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
4987                 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
4988
4989                 // in a NORMAL view, forward cross left == up
4990                 // in a REFLECTED view, forward cross left == down
4991                 // so our cross products above need to be adjusted for a left handed coordinate system
4992                 CrossProduct(forward, left, v);
4993                 if(DotProduct(v, up) < 0)
4994                 {
4995                         VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
4996                         VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
4997                         VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
4998                         VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
4999                 }
5000
5001                 // Leaving those out was a mistake, those were in the old code, and they
5002                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5003                 // I couldn't reproduce it after adding those normalizations. --blub
5004                 VectorNormalize(r_refdef.view.frustum[0].normal);
5005                 VectorNormalize(r_refdef.view.frustum[1].normal);
5006                 VectorNormalize(r_refdef.view.frustum[2].normal);
5007                 VectorNormalize(r_refdef.view.frustum[3].normal);
5008
5009                 // make the corners absolute
5010                 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5011                 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5012                 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5013                 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5014
5015                 // one more normal
5016                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5017
5018                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5019                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5020                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5021                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5022                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5023         }
5024         else
5025         {
5026                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5027                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5028                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5029                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5030                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5031                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5032                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5033                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5034                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5035                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5036         }
5037         r_refdef.view.numfrustumplanes = 5;
5038
5039         if (r_refdef.view.useclipplane)
5040         {
5041                 r_refdef.view.numfrustumplanes = 6;
5042                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5043         }
5044
5045         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5046                 PlaneClassify(r_refdef.view.frustum + i);
5047
5048         // LordHavoc: note to all quake engine coders, Quake had a special case
5049         // for 90 degrees which assumed a square view (wrong), so I removed it,
5050         // Quake2 has it disabled as well.
5051
5052         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5053         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5054         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5055         //PlaneClassify(&frustum[0]);
5056
5057         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5058         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5059         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5060         //PlaneClassify(&frustum[1]);
5061
5062         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5063         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5064         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5065         //PlaneClassify(&frustum[2]);
5066
5067         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5068         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5069         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5070         //PlaneClassify(&frustum[3]);
5071
5072         // nearclip plane
5073         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5074         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5075         //PlaneClassify(&frustum[4]);
5076 }
5077
5078 void R_View_UpdateWithScissor(const int *myscissor)
5079 {
5080         R_Main_ResizeViewCache();
5081         R_View_SetFrustum(myscissor);
5082         R_View_WorldVisibility(r_refdef.view.useclipplane);
5083         R_View_UpdateEntityVisible();
5084         R_View_UpdateEntityLighting();
5085 }
5086
5087 void R_View_Update(void)
5088 {
5089         R_Main_ResizeViewCache();
5090         R_View_SetFrustum(NULL);
5091         R_View_WorldVisibility(r_refdef.view.useclipplane);
5092         R_View_UpdateEntityVisible();
5093         R_View_UpdateEntityLighting();
5094 }
5095
5096 void R_SetupView(qboolean allowwaterclippingplane)
5097 {
5098         const float *customclipplane = NULL;
5099         float plane[4];
5100         if (r_refdef.view.useclipplane && allowwaterclippingplane)
5101         {
5102                 // LordHavoc: couldn't figure out how to make this approach the
5103                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5104                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5105                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5106                         dist = r_refdef.view.clipplane.dist;
5107                 plane[0] = r_refdef.view.clipplane.normal[0];
5108                 plane[1] = r_refdef.view.clipplane.normal[1];
5109                 plane[2] = r_refdef.view.clipplane.normal[2];
5110                 plane[3] = dist;
5111                 customclipplane = plane;
5112         }
5113
5114         if (!r_refdef.view.useperspective)
5115                 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, -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);
5116         else if (vid.stencil && r_useinfinitefarclip.integer)
5117                 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
5118         else
5119                 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
5120         R_SetViewport(&r_refdef.view.viewport);
5121 }
5122
5123 void R_EntityMatrix(const matrix4x4_t *matrix)
5124 {
5125         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5126         {
5127                 gl_modelmatrixchanged = false;
5128                 gl_modelmatrix = *matrix;
5129                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5130                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5131                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5132                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5133                 CHECKGLERROR
5134                 switch(vid.renderpath)
5135                 {
5136                 case RENDERPATH_D3D9:
5137 #ifdef SUPPORTD3D
5138                         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5139                         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5140 #endif
5141                         break;
5142                 case RENDERPATH_D3D10:
5143                         Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5144                         break;
5145                 case RENDERPATH_D3D11:
5146                         Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5147                         break;
5148                 case RENDERPATH_GL13:
5149                 case RENDERPATH_GL11:
5150                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5151                         break;
5152                 case RENDERPATH_SOFT:
5153                         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5154                         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5155                         break;
5156                 case RENDERPATH_GL20:
5157                 case RENDERPATH_GLES2:
5158                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5159                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5160                         break;
5161                 }
5162         }
5163 }
5164
5165 void R_ResetViewRendering2D(void)
5166 {
5167         r_viewport_t viewport;
5168         DrawQ_Finish();
5169
5170         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5171         R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
5172         R_SetViewport(&viewport);
5173         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5174         GL_Color(1, 1, 1, 1);
5175         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5176         GL_BlendFunc(GL_ONE, GL_ZERO);
5177         GL_ScissorTest(false);
5178         GL_DepthMask(false);
5179         GL_DepthRange(0, 1);
5180         GL_DepthTest(false);
5181         GL_DepthFunc(GL_LEQUAL);
5182         R_EntityMatrix(&identitymatrix);
5183         R_Mesh_ResetTextureState();
5184         GL_PolygonOffset(0, 0);
5185         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5186         switch(vid.renderpath)
5187         {
5188         case RENDERPATH_GL11:
5189         case RENDERPATH_GL13:
5190         case RENDERPATH_GL20:
5191         case RENDERPATH_GLES2:
5192                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5193                 break;
5194         case RENDERPATH_D3D9:
5195         case RENDERPATH_D3D10:
5196         case RENDERPATH_D3D11:
5197         case RENDERPATH_SOFT:
5198                 break;
5199         }
5200         GL_CullFace(GL_NONE);
5201 }
5202
5203 void R_ResetViewRendering3D(void)
5204 {
5205         DrawQ_Finish();
5206
5207         R_SetupView(true);
5208         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5209         GL_Color(1, 1, 1, 1);
5210         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5211         GL_BlendFunc(GL_ONE, GL_ZERO);
5212         GL_ScissorTest(true);
5213         GL_DepthMask(true);
5214         GL_DepthRange(0, 1);
5215         GL_DepthTest(true);
5216         GL_DepthFunc(GL_LEQUAL);
5217         R_EntityMatrix(&identitymatrix);
5218         R_Mesh_ResetTextureState();
5219         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5220         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5221         switch(vid.renderpath)
5222         {
5223         case RENDERPATH_GL11:
5224         case RENDERPATH_GL13:
5225         case RENDERPATH_GL20:
5226         case RENDERPATH_GLES2:
5227                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5228                 break;
5229         case RENDERPATH_D3D9:
5230         case RENDERPATH_D3D10:
5231         case RENDERPATH_D3D11:
5232         case RENDERPATH_SOFT:
5233                 break;
5234         }
5235         GL_CullFace(r_refdef.view.cullface_back);
5236 }
5237
5238 /*
5239 ================
5240 R_RenderView_UpdateViewVectors
5241 ================
5242 */
5243 static void R_RenderView_UpdateViewVectors(void)
5244 {
5245         // break apart the view matrix into vectors for various purposes
5246         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5247         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5248         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5249         VectorNegate(r_refdef.view.left, r_refdef.view.right);
5250         // make an inverted copy of the view matrix for tracking sprites
5251         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5252 }
5253
5254 void R_RenderScene(void);
5255 void R_RenderWaterPlanes(void);
5256
5257 static void R_Water_StartFrame(void)
5258 {
5259         int i;
5260         int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5261         r_waterstate_waterplane_t *p;
5262
5263         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5264                 return;
5265
5266         switch(vid.renderpath)
5267         {
5268         case RENDERPATH_GL20:
5269         case RENDERPATH_D3D9:
5270         case RENDERPATH_D3D10:
5271         case RENDERPATH_D3D11:
5272         case RENDERPATH_SOFT:
5273         case RENDERPATH_GLES2:
5274                 break;
5275         case RENDERPATH_GL13:
5276         case RENDERPATH_GL11:
5277                 return;
5278         }
5279
5280         // set waterwidth and waterheight to the water resolution that will be
5281         // used (often less than the screen resolution for faster rendering)
5282         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
5283         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
5284
5285         // calculate desired texture sizes
5286         // can't use water if the card does not support the texture size
5287         if (!r_water.integer || r_showsurfaces.integer)
5288                 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5289         else if (vid.support.arb_texture_non_power_of_two)
5290         {
5291                 texturewidth = waterwidth;
5292                 textureheight = waterheight;
5293                 camerawidth = waterwidth;
5294                 cameraheight = waterheight;
5295         }
5296         else
5297         {
5298                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
5299                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
5300                 for (camerawidth    = 1;camerawidth   <= waterwidth; camerawidth    *= 2); camerawidth  /= 2;
5301                 for (cameraheight   = 1;cameraheight  <= waterheight;cameraheight   *= 2); cameraheight /= 2;
5302         }
5303
5304         // allocate textures as needed
5305         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
5306         {
5307                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
5308                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
5309                 {
5310                         if (p->texture_refraction)
5311                                 R_FreeTexture(p->texture_refraction);
5312                         p->texture_refraction = NULL;
5313                         if (p->texture_reflection)
5314                                 R_FreeTexture(p->texture_reflection);
5315                         p->texture_reflection = NULL;
5316                         if (p->texture_camera)
5317                                 R_FreeTexture(p->texture_camera);
5318                         p->texture_camera = NULL;
5319                 }
5320                 memset(&r_waterstate, 0, sizeof(r_waterstate));
5321                 r_waterstate.texturewidth = texturewidth;
5322                 r_waterstate.textureheight = textureheight;
5323                 r_waterstate.camerawidth = camerawidth;
5324                 r_waterstate.cameraheight = cameraheight;
5325         }
5326
5327         if (r_waterstate.texturewidth)
5328         {
5329                 r_waterstate.enabled = true;
5330
5331                 // when doing a reduced render (HDR) we want to use a smaller area
5332                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5333                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5334
5335                 // set up variables that will be used in shader setup
5336                 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
5337                 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
5338                 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
5339                 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
5340         }
5341
5342         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
5343         r_waterstate.numwaterplanes = 0;
5344 }
5345
5346 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5347 {
5348         int triangleindex, planeindex;
5349         const int *e;
5350         vec3_t vert[3];
5351         vec3_t normal;
5352         vec3_t center;
5353         mplane_t plane;
5354         r_waterstate_waterplane_t *p;
5355         texture_t *t = R_GetCurrentTexture(surface->texture);
5356
5357         // just use the first triangle with a valid normal for any decisions
5358         VectorClear(normal);
5359         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
5360         {
5361                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
5362                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
5363                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
5364                 TriangleNormal(vert[0], vert[1], vert[2], normal);
5365                 if (VectorLength2(normal) >= 0.001)
5366                         break;
5367         }
5368
5369         VectorCopy(normal, plane.normal);
5370         VectorNormalize(plane.normal);
5371         plane.dist = DotProduct(vert[0], plane.normal);
5372         PlaneClassify(&plane);
5373         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5374         {
5375                 // skip backfaces (except if nocullface is set)
5376                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5377                         return;
5378                 VectorNegate(plane.normal, plane.normal);
5379                 plane.dist *= -1;
5380                 PlaneClassify(&plane);
5381         }
5382
5383
5384         // find a matching plane if there is one
5385         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5386                 if(p->camera_entity == t->camera_entity)
5387                         if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
5388                                 break;
5389         if (planeindex >= r_waterstate.maxwaterplanes)
5390                 return; // nothing we can do, out of planes
5391
5392         // if this triangle does not fit any known plane rendered this frame, add one
5393         if (planeindex >= r_waterstate.numwaterplanes)
5394         {
5395                 // store the new plane
5396                 r_waterstate.numwaterplanes++;
5397                 p->plane = plane;
5398                 // clear materialflags and pvs
5399                 p->materialflags = 0;
5400                 p->pvsvalid = false;
5401                 p->camera_entity = t->camera_entity;
5402                 VectorCopy(surface->mins, p->mins);
5403                 VectorCopy(surface->maxs, p->maxs);
5404         }
5405         else
5406         {
5407                 // merge mins/maxs
5408                 p->mins[0] = min(p->mins[0], surface->mins[0]);
5409                 p->mins[1] = min(p->mins[1], surface->mins[1]);
5410                 p->mins[2] = min(p->mins[2], surface->mins[2]);
5411                 p->maxs[0] = max(p->maxs[0], surface->maxs[0]);
5412                 p->maxs[1] = max(p->maxs[1], surface->maxs[1]);
5413                 p->maxs[2] = max(p->maxs[2], surface->maxs[2]);
5414         }
5415         // merge this surface's materialflags into the waterplane
5416         p->materialflags |= t->currentmaterialflags;
5417         if(!(p->materialflags & MATERIALFLAG_CAMERA))
5418         {
5419                 // merge this surface's PVS into the waterplane
5420                 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
5421                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5422                  && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5423                 {
5424                         r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
5425                         p->pvsvalid = true;
5426                 }
5427         }
5428 }
5429
5430 static void R_Water_ProcessPlanes(void)
5431 {
5432         int myscissor[4];
5433         r_refdef_view_t originalview;
5434         r_refdef_view_t myview;
5435         int planeindex;
5436         r_waterstate_waterplane_t *p;
5437         vec3_t visorigin;
5438
5439         originalview = r_refdef.view;
5440
5441         // make sure enough textures are allocated
5442         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5443         {
5444                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5445                 {
5446                         if (!p->texture_refraction)
5447                                 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5448                         if (!p->texture_refraction)
5449                                 goto error;
5450                 }
5451                 else if (p->materialflags & MATERIALFLAG_CAMERA)
5452                 {
5453                         if (!p->texture_camera)
5454                                 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
5455                         if (!p->texture_camera)
5456                                 goto error;
5457                 }
5458
5459                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5460                 {
5461                         if (!p->texture_reflection)
5462                                 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5463                         if (!p->texture_reflection)
5464                                 goto error;
5465                 }
5466         }
5467
5468         // render views
5469         r_refdef.view = originalview;
5470         r_refdef.view.showdebug = false;
5471         r_refdef.view.width = r_waterstate.waterwidth;
5472         r_refdef.view.height = r_waterstate.waterheight;
5473         r_refdef.view.useclipplane = true;
5474         myview = r_refdef.view;
5475         r_waterstate.renderingscene = true;
5476         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5477         {
5478                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5479                 {
5480                         r_refdef.view = myview;
5481                         if(r_water_scissormode.integer)
5482                         {
5483                                 R_SetupView(true);
5484                                 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5485                                         continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5486                         }
5487
5488                         // render reflected scene and copy into texture
5489                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
5490                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
5491                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
5492                         r_refdef.view.clipplane = p->plane;
5493
5494                         // reverse the cullface settings for this render
5495                         r_refdef.view.cullface_front = GL_FRONT;
5496                         r_refdef.view.cullface_back = GL_BACK;
5497                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
5498                         {
5499                                 r_refdef.view.usecustompvs = true;
5500                                 if (p->pvsvalid)
5501                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5502                                 else
5503                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5504                         }
5505
5506                         R_ResetViewRendering3D();
5507                         R_ClearScreen(r_refdef.fogenabled);
5508                         if(r_water_scissormode.integer & 2)
5509                                 R_View_UpdateWithScissor(myscissor);
5510                         else
5511                                 R_View_Update();
5512                         if(r_water_scissormode.integer & 1)
5513                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5514                         R_RenderScene();
5515
5516                         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);
5517                 }
5518
5519                 // render the normal view scene and copy into texture
5520                 // (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)
5521                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5522                 {
5523                         r_refdef.view = myview;
5524                         if(r_water_scissormode.integer)
5525                         {
5526                                 R_SetupView(true);
5527                                 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5528                                         continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5529                         }
5530
5531                         r_waterstate.renderingrefraction = true;
5532
5533                         r_refdef.view.clipplane = p->plane;
5534                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5535                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5536
5537                         if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
5538                         {
5539                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5540                                 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
5541                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5542                                 R_RenderView_UpdateViewVectors();
5543                                 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5544                                 {
5545                                         r_refdef.view.usecustompvs = true;
5546                                         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);
5547                                 }
5548                         }
5549
5550                         PlaneClassify(&r_refdef.view.clipplane);
5551
5552                         R_ResetViewRendering3D();
5553                         R_ClearScreen(r_refdef.fogenabled);
5554                         if(r_water_scissormode.integer & 2)
5555                                 R_View_UpdateWithScissor(myscissor);
5556                         else
5557                                 R_View_Update();
5558                         if(r_water_scissormode.integer & 1)
5559                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5560                         R_RenderScene();
5561
5562                         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);
5563                         r_waterstate.renderingrefraction = false;
5564                 }
5565                 else if (p->materialflags & MATERIALFLAG_CAMERA)
5566                 {
5567                         r_refdef.view = myview;
5568
5569                         r_refdef.view.clipplane = p->plane;
5570                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5571                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5572
5573                         r_refdef.view.width = r_waterstate.camerawidth;
5574                         r_refdef.view.height = r_waterstate.cameraheight;
5575                         r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5576                         r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5577
5578                         if(p->camera_entity)
5579                         {
5580                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5581                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5582                         }
5583
5584                         // note: all of the view is used for displaying... so
5585                         // there is no use in scissoring
5586
5587                         // reverse the cullface settings for this render
5588                         r_refdef.view.cullface_front = GL_FRONT;
5589                         r_refdef.view.cullface_back = GL_BACK;
5590                         // also reverse the view matrix
5591                         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
5592                         R_RenderView_UpdateViewVectors();
5593                         if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5594                         {
5595                                 r_refdef.view.usecustompvs = true;
5596                                 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);
5597                         }
5598                         
5599                         // camera needs no clipplane
5600                         r_refdef.view.useclipplane = false;
5601
5602                         PlaneClassify(&r_refdef.view.clipplane);
5603
5604                         R_ResetViewRendering3D();
5605                         R_ClearScreen(r_refdef.fogenabled);
5606                         R_View_Update();
5607                         R_RenderScene();
5608
5609                         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);
5610                         r_waterstate.renderingrefraction = false;
5611                 }
5612
5613         }
5614         r_waterstate.renderingscene = false;
5615         r_refdef.view = originalview;
5616         R_ResetViewRendering3D();
5617         R_ClearScreen(r_refdef.fogenabled);
5618         R_View_Update();
5619         return;
5620 error:
5621         r_refdef.view = originalview;
5622         r_waterstate.renderingscene = false;
5623         Cvar_SetValueQuick(&r_water, 0);
5624         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
5625         return;
5626 }
5627
5628 void R_Bloom_StartFrame(void)
5629 {
5630         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
5631
5632         switch(vid.renderpath)
5633         {
5634         case RENDERPATH_GL20:
5635         case RENDERPATH_D3D9:
5636         case RENDERPATH_D3D10:
5637         case RENDERPATH_D3D11:
5638         case RENDERPATH_SOFT:
5639         case RENDERPATH_GLES2:
5640                 break;
5641         case RENDERPATH_GL13:
5642         case RENDERPATH_GL11:
5643                 return;
5644         }
5645
5646         // set bloomwidth and bloomheight to the bloom resolution that will be
5647         // used (often less than the screen resolution for faster rendering)
5648         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
5649         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
5650         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
5651         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
5652         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
5653
5654         // calculate desired texture sizes
5655         if (vid.support.arb_texture_non_power_of_two)
5656         {
5657                 screentexturewidth = r_refdef.view.width;
5658                 screentextureheight = r_refdef.view.height;
5659                 bloomtexturewidth = r_bloomstate.bloomwidth;
5660                 bloomtextureheight = r_bloomstate.bloomheight;
5661         }
5662         else
5663         {
5664                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
5665                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
5666                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
5667                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
5668         }
5669
5670         if ((r_hdr.integer || r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
5671         {
5672                 Cvar_SetValueQuick(&r_hdr, 0);
5673                 Cvar_SetValueQuick(&r_bloom, 0);
5674                 Cvar_SetValueQuick(&r_motionblur, 0);
5675                 Cvar_SetValueQuick(&r_damageblur, 0);
5676         }
5677
5678         if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial)) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)))
5679                 screentexturewidth = screentextureheight = 0;
5680         if (!r_hdr.integer && !r_bloom.integer)
5681                 bloomtexturewidth = bloomtextureheight = 0;
5682
5683         // allocate textures as needed
5684         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
5685         {
5686                 if (r_bloomstate.texture_screen)
5687                         R_FreeTexture(r_bloomstate.texture_screen);
5688                 r_bloomstate.texture_screen = NULL;
5689                 r_bloomstate.screentexturewidth = screentexturewidth;
5690                 r_bloomstate.screentextureheight = screentextureheight;
5691                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
5692                         r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP, -1, NULL);
5693         }
5694         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
5695         {
5696                 if (r_bloomstate.texture_bloom)
5697                         R_FreeTexture(r_bloomstate.texture_bloom);
5698                 r_bloomstate.texture_bloom = NULL;
5699                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
5700                 r_bloomstate.bloomtextureheight = bloomtextureheight;
5701                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
5702                         r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5703         }
5704
5705         // when doing a reduced render (HDR) we want to use a smaller area
5706         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
5707         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
5708         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
5709         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
5710         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
5711
5712         // set up a texcoord array for the full resolution screen image
5713         // (we have to keep this around to copy back during final render)
5714         r_bloomstate.screentexcoord2f[0] = 0;
5715         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
5716         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
5717         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
5718         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
5719         r_bloomstate.screentexcoord2f[5] = 0;
5720         r_bloomstate.screentexcoord2f[6] = 0;
5721         r_bloomstate.screentexcoord2f[7] = 0;
5722
5723         // set up a texcoord array for the reduced resolution bloom image
5724         // (which will be additive blended over the screen image)
5725         r_bloomstate.bloomtexcoord2f[0] = 0;
5726         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
5727         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
5728         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
5729         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
5730         r_bloomstate.bloomtexcoord2f[5] = 0;
5731         r_bloomstate.bloomtexcoord2f[6] = 0;
5732         r_bloomstate.bloomtexcoord2f[7] = 0;
5733
5734         switch(vid.renderpath)
5735         {
5736         case RENDERPATH_GL11:
5737         case RENDERPATH_GL13:
5738         case RENDERPATH_GL20:
5739         case RENDERPATH_SOFT:
5740         case RENDERPATH_GLES2:
5741                 break;
5742         case RENDERPATH_D3D9:
5743         case RENDERPATH_D3D10:
5744         case RENDERPATH_D3D11:
5745                 {
5746                         int i;
5747                         for (i = 0;i < 4;i++)
5748                         {
5749                                 r_bloomstate.screentexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.screentexturewidth;
5750                                 r_bloomstate.screentexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.screentextureheight;
5751                                 r_bloomstate.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.bloomtexturewidth;
5752                                 r_bloomstate.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.bloomtextureheight;
5753                         }
5754                 }
5755                 break;
5756         }
5757
5758         if (r_hdr.integer || r_bloom.integer)
5759         {
5760                 r_bloomstate.enabled = true;
5761                 r_bloomstate.hdr = r_hdr.integer != 0;
5762         }
5763
5764         R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
5765 }
5766
5767 void R_Bloom_CopyBloomTexture(float colorscale)
5768 {
5769         r_refdef.stats.bloom++;
5770
5771         // scale down screen texture to the bloom texture size
5772         CHECKGLERROR
5773         R_SetViewport(&r_bloomstate.viewport);
5774         GL_BlendFunc(GL_ONE, GL_ZERO);
5775         GL_Color(colorscale, colorscale, colorscale, 1);
5776         // 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...
5777         switch(vid.renderpath)
5778         {
5779         case RENDERPATH_GL11:
5780         case RENDERPATH_GL13:
5781         case RENDERPATH_GL20:
5782         case RENDERPATH_SOFT:
5783         case RENDERPATH_GLES2:
5784                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
5785                 break;
5786         case RENDERPATH_D3D9:
5787         case RENDERPATH_D3D10:
5788         case RENDERPATH_D3D11:
5789                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
5790                 break;
5791         }
5792         // TODO: do boxfilter scale-down in shader?
5793         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
5794         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5795         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
5796
5797         // we now have a bloom image in the framebuffer
5798         // copy it into the bloom image texture for later processing
5799         R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
5800         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
5801 }
5802
5803 void R_Bloom_CopyHDRTexture(void)
5804 {
5805         R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5806         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
5807 }
5808
5809 void R_Bloom_MakeTexture(void)
5810 {
5811         int x, range, dir;
5812         float xoffset, yoffset, r, brighten;
5813
5814         r_refdef.stats.bloom++;
5815
5816         R_ResetViewRendering2D();
5817
5818         // we have a bloom image in the framebuffer
5819         CHECKGLERROR
5820         R_SetViewport(&r_bloomstate.viewport);
5821
5822         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
5823         {
5824                 x *= 2;
5825                 r = bound(0, r_bloom_colorexponent.value / x, 1);
5826                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
5827                 GL_Color(r,r,r,1);
5828                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
5829                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
5830                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5831                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
5832
5833                 // copy the vertically blurred bloom view to a texture
5834                 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
5835                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
5836         }
5837
5838         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
5839         brighten = r_bloom_brighten.value;
5840         if (r_hdr.integer)
5841                 brighten *= r_hdr_range.value;
5842         brighten = sqrt(brighten);
5843         if(range >= 1)
5844                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
5845         R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
5846
5847         for (dir = 0;dir < 2;dir++)
5848         {
5849                 // blend on at multiple vertical offsets to achieve a vertical blur
5850                 // TODO: do offset blends using GLSL
5851                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
5852                 GL_BlendFunc(GL_ONE, GL_ZERO);
5853                 for (x = -range;x <= range;x++)
5854                 {
5855                         if (!dir){xoffset = 0;yoffset = x;}
5856                         else {xoffset = x;yoffset = 0;}
5857                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
5858                         yoffset /= (float)r_bloomstate.bloomtextureheight;
5859                         // compute a texcoord array with the specified x and y offset
5860                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
5861                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
5862                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
5863                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
5864                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
5865                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
5866                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
5867                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
5868                         // this r value looks like a 'dot' particle, fading sharply to
5869                         // black at the edges
5870                         // (probably not realistic but looks good enough)
5871                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
5872                         //r = brighten/(range*2+1);
5873                         r = brighten / (range * 2 + 1);
5874                         if(range >= 1)
5875                                 r *= (1 - x*x/(float)(range*range));
5876                         GL_Color(r, r, r, 1);
5877                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
5878                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5879                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
5880                         GL_BlendFunc(GL_ONE, GL_ONE);
5881                 }
5882
5883                 // copy the vertically blurred bloom view to a texture
5884                 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
5885                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
5886         }
5887 }
5888
5889 void R_HDR_RenderBloomTexture(void)
5890 {
5891         int oldwidth, oldheight;
5892         float oldcolorscale;
5893         qboolean oldwaterstate;
5894
5895         oldwaterstate = r_waterstate.enabled;
5896         oldcolorscale = r_refdef.view.colorscale;
5897         oldwidth = r_refdef.view.width;
5898         oldheight = r_refdef.view.height;
5899         r_refdef.view.width = r_bloomstate.bloomwidth;
5900         r_refdef.view.height = r_bloomstate.bloomheight;
5901
5902         if(r_hdr.integer < 2)
5903                 r_waterstate.enabled = false;
5904
5905         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
5906         // TODO: add exposure compensation features
5907         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
5908
5909         r_refdef.view.showdebug = false;
5910         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
5911
5912         R_ResetViewRendering3D();
5913
5914         R_ClearScreen(r_refdef.fogenabled);
5915         if (r_timereport_active)
5916                 R_TimeReport("HDRclear");
5917
5918         R_View_Update();
5919         if (r_timereport_active)
5920                 R_TimeReport("visibility");
5921
5922         // only do secondary renders with HDR if r_hdr is 2 or higher
5923         r_waterstate.numwaterplanes = 0;
5924         if (r_waterstate.enabled)
5925                 R_RenderWaterPlanes();
5926
5927         r_refdef.view.showdebug = true;
5928         R_RenderScene();
5929         r_waterstate.numwaterplanes = 0;
5930
5931         R_ResetViewRendering2D();
5932
5933         R_Bloom_CopyHDRTexture();
5934         R_Bloom_MakeTexture();
5935
5936         // restore the view settings
5937         r_waterstate.enabled = oldwaterstate;
5938         r_refdef.view.width = oldwidth;
5939         r_refdef.view.height = oldheight;
5940         r_refdef.view.colorscale = oldcolorscale;
5941
5942         R_ResetViewRendering3D();
5943
5944         R_ClearScreen(r_refdef.fogenabled);
5945         if (r_timereport_active)
5946                 R_TimeReport("viewclear");
5947 }
5948
5949 static void R_BlendView(void)
5950 {
5951         unsigned int permutation;
5952         float uservecs[4][4];
5953
5954         switch (vid.renderpath)
5955         {
5956         case RENDERPATH_GL20:
5957         case RENDERPATH_D3D9:
5958         case RENDERPATH_D3D10:
5959         case RENDERPATH_D3D11:
5960         case RENDERPATH_SOFT:
5961         case RENDERPATH_GLES2:
5962                 permutation =
5963                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
5964                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
5965                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
5966                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
5967                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
5968
5969                 if (r_bloomstate.texture_screen)
5970                 {
5971                         // make sure the buffer is available
5972                         if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
5973
5974                         R_ResetViewRendering2D();
5975
5976                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
5977                         {
5978                                 // declare variables
5979                                 float speed;
5980                                 static float avgspeed;
5981
5982                                 speed = VectorLength(cl.movement_velocity);
5983
5984                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
5985                                 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
5986
5987                                 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
5988                                 speed = bound(0, speed, 1);
5989                                 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
5990
5991                                 // calculate values into a standard alpha
5992                                 cl.motionbluralpha = 1 - exp(-
5993                                                 (
5994                                                  (r_motionblur.value * speed / 80)
5995                                                  +
5996                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
5997                                                 )
5998                                                 /
5999                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
6000                                            );
6001
6002                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6003                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6004                                 // apply the blur
6005                                 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
6006                                 {
6007                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6008                                         GL_Color(1, 1, 1, cl.motionbluralpha);
6009                                         switch(vid.renderpath)
6010                                         {
6011                                         case RENDERPATH_GL11:
6012                                         case RENDERPATH_GL13:
6013                                         case RENDERPATH_GL20:
6014                                         case RENDERPATH_SOFT:
6015                                         case RENDERPATH_GLES2:
6016                                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6017                                                 break;
6018                                         case RENDERPATH_D3D9:
6019                                         case RENDERPATH_D3D10:
6020                                         case RENDERPATH_D3D11:
6021                                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6022                                                 break;
6023                                         }
6024                                         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
6025                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6026                                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6027                                 }
6028                         }
6029
6030                         // copy view into the screen texture
6031                         R_Mesh_CopyToTexture(r_bloomstate.texture_screen, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6032                         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6033                 }
6034                 else if (!r_bloomstate.texture_bloom)
6035                 {
6036                         // we may still have to do view tint...
6037                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6038                         {
6039                                 // apply a color tint to the whole view
6040                                 R_ResetViewRendering2D();
6041                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6042                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6043                                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
6044                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6045                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6046                         }
6047                         break; // no screen processing, no bloom, skip it
6048                 }
6049
6050                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
6051                 {
6052                         // render simple bloom effect
6053                         // copy the screen and shrink it and darken it for the bloom process
6054                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
6055                         // make the bloom texture
6056                         R_Bloom_MakeTexture();
6057                 }
6058
6059 #if _MSC_VER >= 1400
6060 #define sscanf sscanf_s
6061 #endif
6062                 memset(uservecs, 0, sizeof(uservecs));
6063                 if (r_glsl_postprocess_uservec1_enable.integer)
6064                         sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6065                 if (r_glsl_postprocess_uservec2_enable.integer)
6066                         sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6067                 if (r_glsl_postprocess_uservec3_enable.integer)
6068                         sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6069                 if (r_glsl_postprocess_uservec4_enable.integer)
6070                         sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6071
6072                 R_ResetViewRendering2D();
6073                 GL_Color(1, 1, 1, 1);
6074                 GL_BlendFunc(GL_ONE, GL_ZERO);
6075
6076                 switch(vid.renderpath)
6077                 {
6078                 case RENDERPATH_GL20:
6079                 case RENDERPATH_GLES2:
6080                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
6081                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6082                         if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First     , r_bloomstate.texture_screen);
6083                         if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second    , r_bloomstate.texture_bloom );
6084                         if (r_glsl_permutation->tex_Texture_GammaRamps      >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps       );
6085                         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]);
6086                         if (r_glsl_permutation->loc_PixelSize               >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
6087                         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]);
6088                         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]);
6089                         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]);
6090                         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]);
6091                         if (r_glsl_permutation->loc_Saturation              >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
6092                         if (r_glsl_permutation->loc_PixelToScreenTexCoord   >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6093                         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);
6094                         break;
6095                 case RENDERPATH_D3D9:
6096 #ifdef SUPPORTD3D
6097                         // 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...
6098                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
6099                         R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6100                         R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
6101                         R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
6102                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
6103                         hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor        , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6104                         hlslPSSetParameter2f(D3DPSREGISTER_PixelSize            , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
6105                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec1             , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6106                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec2             , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6107                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec3             , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6108                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec4             , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6109                         hlslPSSetParameter1f(D3DPSREGISTER_Saturation           , r_glsl_saturation.value);
6110                         hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6111                         hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6112 #endif
6113                         break;
6114                 case RENDERPATH_D3D10:
6115                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6116                         break;
6117                 case RENDERPATH_D3D11:
6118                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6119                         break;
6120                 case RENDERPATH_SOFT:
6121                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
6122                         R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6123                         R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
6124                         R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
6125                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
6126                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor     , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6127                         DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
6128                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1          , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6129                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2          , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6130                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3          , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6131                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4          , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6132                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation        , r_glsl_saturation.value);
6133                         DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6134                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6135                         break;
6136                 default:
6137                         break;
6138                 }
6139                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6140                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6141                 break;
6142         case RENDERPATH_GL13:
6143         case RENDERPATH_GL11:
6144                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6145                 {
6146                         // apply a color tint to the whole view
6147                         R_ResetViewRendering2D();
6148                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6149                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6150                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
6151                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6152                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6153                 }
6154                 break;
6155         }
6156 }
6157
6158 matrix4x4_t r_waterscrollmatrix;
6159
6160 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
6161 {
6162         if (r_refdef.fog_density)
6163         {
6164                 r_refdef.fogcolor[0] = r_refdef.fog_red;
6165                 r_refdef.fogcolor[1] = r_refdef.fog_green;
6166                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6167
6168                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6169                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6170                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6171                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6172
6173                 {
6174                         vec3_t fogvec;
6175                         VectorCopy(r_refdef.fogcolor, fogvec);
6176                         //   color.rgb *= ContrastBoost * SceneBrightness;
6177                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6178                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6179                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6180                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6181                 }
6182         }
6183 }
6184
6185 void R_UpdateVariables(void)
6186 {
6187         R_Textures_Frame();
6188
6189         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
6190
6191         r_refdef.farclip = r_farclip_base.value;
6192         if (r_refdef.scene.worldmodel)
6193                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6194         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6195
6196         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6197                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6198         r_refdef.polygonfactor = 0;
6199         r_refdef.polygonoffset = 0;
6200         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6201         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6202
6203         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6204         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6205         r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6206         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6207         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6208         if (FAKELIGHT_ENABLED)
6209         {
6210                 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
6211         }
6212         if (r_showsurfaces.integer)
6213         {
6214                 r_refdef.scene.rtworld = false;
6215                 r_refdef.scene.rtworldshadows = false;
6216                 r_refdef.scene.rtdlight = false;
6217                 r_refdef.scene.rtdlightshadows = false;
6218                 r_refdef.lightmapintensity = 0;
6219         }
6220
6221         if (gamemode == GAME_NEHAHRA)
6222         {
6223                 if (gl_fogenable.integer)
6224                 {
6225                         r_refdef.oldgl_fogenable = true;
6226                         r_refdef.fog_density = gl_fogdensity.value;
6227                         r_refdef.fog_red = gl_fogred.value;
6228                         r_refdef.fog_green = gl_foggreen.value;
6229                         r_refdef.fog_blue = gl_fogblue.value;
6230                         r_refdef.fog_alpha = 1;
6231                         r_refdef.fog_start = 0;
6232                         r_refdef.fog_end = gl_skyclip.value;
6233                         r_refdef.fog_height = 1<<30;
6234                         r_refdef.fog_fadedepth = 128;
6235                 }
6236                 else if (r_refdef.oldgl_fogenable)
6237                 {
6238                         r_refdef.oldgl_fogenable = false;
6239                         r_refdef.fog_density = 0;
6240                         r_refdef.fog_red = 0;
6241                         r_refdef.fog_green = 0;
6242                         r_refdef.fog_blue = 0;
6243                         r_refdef.fog_alpha = 0;
6244                         r_refdef.fog_start = 0;
6245                         r_refdef.fog_end = 0;
6246                         r_refdef.fog_height = 1<<30;
6247                         r_refdef.fog_fadedepth = 128;
6248                 }
6249         }
6250
6251         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6252         r_refdef.fog_start = max(0, r_refdef.fog_start);
6253         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6254
6255         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
6256
6257         if (r_refdef.fog_density && r_drawfog.integer)
6258         {
6259                 r_refdef.fogenabled = true;
6260                 // this is the point where the fog reaches 0.9986 alpha, which we
6261                 // consider a good enough cutoff point for the texture
6262                 // (0.9986 * 256 == 255.6)
6263                 if (r_fog_exp2.integer)
6264                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6265                 else
6266                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6267                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6268                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6269                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6270                 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6271                         R_BuildFogHeightTexture();
6272                 // fog color was already set
6273                 // update the fog texture
6274                 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)
6275                         R_BuildFogTexture();
6276                 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6277                 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6278         }
6279         else
6280                 r_refdef.fogenabled = false;
6281
6282         switch(vid.renderpath)
6283         {
6284         case RENDERPATH_GL20:
6285         case RENDERPATH_D3D9:
6286         case RENDERPATH_D3D10:
6287         case RENDERPATH_D3D11:
6288         case RENDERPATH_SOFT:
6289         case RENDERPATH_GLES2:
6290                 if(v_glslgamma.integer && !vid_gammatables_trivial)
6291                 {
6292                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
6293                         {
6294                                 // build GLSL gamma texture
6295 #define RAMPWIDTH 256
6296                                 unsigned short ramp[RAMPWIDTH * 3];
6297                                 unsigned char rampbgr[RAMPWIDTH][4];
6298                                 int i;
6299
6300                                 r_texture_gammaramps_serial = vid_gammatables_serial;
6301
6302                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
6303                                 for(i = 0; i < RAMPWIDTH; ++i)
6304                                 {
6305                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6306                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6307                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
6308                                         rampbgr[i][3] = 0;
6309                                 }
6310                                 if (r_texture_gammaramps)
6311                                 {
6312                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
6313                                 }
6314                                 else
6315                                 {
6316                                         r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
6317                                 }
6318                         }
6319                 }
6320                 else
6321                 {
6322                         // remove GLSL gamma texture
6323                 }
6324                 break;
6325         case RENDERPATH_GL13:
6326         case RENDERPATH_GL11:
6327                 break;
6328         }
6329 }
6330
6331 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
6332 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
6333 /*
6334 ================
6335 R_SelectScene
6336 ================
6337 */
6338 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
6339         if( scenetype != r_currentscenetype ) {
6340                 // store the old scenetype
6341                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
6342                 r_currentscenetype = scenetype;
6343                 // move in the new scene
6344                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
6345         }
6346 }
6347
6348 /*
6349 ================
6350 R_GetScenePointer
6351 ================
6352 */
6353 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
6354 {
6355         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
6356         if( scenetype == r_currentscenetype ) {
6357                 return &r_refdef.scene;
6358         } else {
6359                 return &r_scenes_store[ scenetype ];
6360         }
6361 }
6362
6363 /*
6364 ================
6365 R_RenderView
6366 ================
6367 */
6368 int dpsoftrast_test;
6369 void R_RenderView(void)
6370 {
6371         matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
6372
6373         dpsoftrast_test = r_test.integer;
6374
6375         if (r_timereport_active)
6376                 R_TimeReport("start");
6377         r_textureframe++; // used only by R_GetCurrentTexture
6378         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6379
6380         if(R_CompileShader_CheckStaticParms())
6381                 R_GLSL_Restart_f();
6382
6383         if (!r_drawentities.integer)
6384                 r_refdef.scene.numentities = 0;
6385
6386         R_AnimCache_ClearCache();
6387         R_FrameData_NewFrame();
6388
6389         /* adjust for stereo display */
6390         if(R_Stereo_Active())
6391         {
6392                 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);
6393                 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
6394         }
6395
6396         if (r_refdef.view.isoverlay)
6397         {
6398                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
6399                 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
6400                 R_TimeReport("depthclear");
6401
6402                 r_refdef.view.showdebug = false;
6403
6404                 r_waterstate.enabled = false;
6405                 r_waterstate.numwaterplanes = 0;
6406
6407                 R_RenderScene();
6408
6409                 r_refdef.view.matrix = originalmatrix;
6410
6411                 CHECKGLERROR
6412                 return;
6413         }
6414
6415         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
6416         {
6417                 r_refdef.view.matrix = originalmatrix;
6418                 return; //Host_Error ("R_RenderView: NULL worldmodel");
6419         }
6420
6421         r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
6422
6423         R_RenderView_UpdateViewVectors();
6424
6425         R_Shadow_UpdateWorldLightSelection();
6426
6427         R_Bloom_StartFrame();
6428         R_Water_StartFrame();
6429
6430         CHECKGLERROR
6431         if (r_timereport_active)
6432                 R_TimeReport("viewsetup");
6433
6434         R_ResetViewRendering3D();
6435
6436         if (r_refdef.view.clear || r_refdef.fogenabled)
6437         {
6438                 R_ClearScreen(r_refdef.fogenabled);
6439                 if (r_timereport_active)
6440                         R_TimeReport("viewclear");
6441         }
6442         r_refdef.view.clear = true;
6443
6444         // this produces a bloom texture to be used in R_BlendView() later
6445         if (r_hdr.integer && r_bloomstate.bloomwidth)
6446         {
6447                 R_HDR_RenderBloomTexture();
6448                 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
6449                 r_textureframe++; // used only by R_GetCurrentTexture
6450         }
6451
6452         r_refdef.view.showdebug = true;
6453
6454         R_View_Update();
6455         if (r_timereport_active)
6456                 R_TimeReport("visibility");
6457
6458         r_waterstate.numwaterplanes = 0;
6459         if (r_waterstate.enabled)
6460                 R_RenderWaterPlanes();
6461
6462         R_RenderScene();
6463         r_waterstate.numwaterplanes = 0;
6464
6465         R_BlendView();
6466         if (r_timereport_active)
6467                 R_TimeReport("blendview");
6468
6469         GL_Scissor(0, 0, vid.width, vid.height);
6470         GL_ScissorTest(false);
6471
6472         r_refdef.view.matrix = originalmatrix;
6473
6474         CHECKGLERROR
6475 }
6476
6477 void R_RenderWaterPlanes(void)
6478 {
6479         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
6480         {
6481                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
6482                 if (r_timereport_active)
6483                         R_TimeReport("waterworld");
6484         }
6485
6486         // don't let sound skip if going slow
6487         if (r_refdef.scene.extraupdate)
6488                 S_ExtraUpdate ();
6489
6490         R_DrawModelsAddWaterPlanes();
6491         if (r_timereport_active)
6492                 R_TimeReport("watermodels");
6493
6494         if (r_waterstate.numwaterplanes)
6495         {
6496                 R_Water_ProcessPlanes();
6497                 if (r_timereport_active)
6498                         R_TimeReport("waterscenes");
6499         }
6500 }
6501
6502 extern void R_DrawLightningBeams (void);
6503 extern void VM_CL_AddPolygonsToMeshQueue (void);
6504 extern void R_DrawPortals (void);
6505 extern cvar_t cl_locs_show;
6506 static void R_DrawLocs(void);
6507 static void R_DrawEntityBBoxes(void);
6508 static void R_DrawModelDecals(void);
6509 extern void R_DrawModelShadows(void);
6510 extern void R_DrawModelShadowMaps(void);
6511 extern cvar_t cl_decals_newsystem;
6512 extern qboolean r_shadow_usingdeferredprepass;
6513 void R_RenderScene(void)
6514 {
6515         qboolean shadowmapping = false;
6516
6517         if (r_timereport_active)
6518                 R_TimeReport("beginscene");
6519
6520         r_refdef.stats.renders++;
6521
6522         R_UpdateFogColor();
6523
6524         // don't let sound skip if going slow
6525         if (r_refdef.scene.extraupdate)
6526                 S_ExtraUpdate ();
6527
6528         R_MeshQueue_BeginScene();
6529
6530         R_SkyStartFrame();
6531
6532         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);
6533
6534         if (r_timereport_active)
6535                 R_TimeReport("skystartframe");
6536
6537         if (cl.csqc_vidvars.drawworld)
6538         {
6539                 // don't let sound skip if going slow
6540                 if (r_refdef.scene.extraupdate)
6541                         S_ExtraUpdate ();
6542
6543                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
6544                 {
6545                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
6546                         if (r_timereport_active)
6547                                 R_TimeReport("worldsky");
6548                 }
6549
6550                 if (R_DrawBrushModelsSky() && r_timereport_active)
6551                         R_TimeReport("bmodelsky");
6552
6553                 if (skyrendermasked && skyrenderlater)
6554                 {
6555                         // we have to force off the water clipping plane while rendering sky
6556                         R_SetupView(false);
6557                         R_Sky();
6558                         R_SetupView(true);
6559                         if (r_timereport_active)
6560                                 R_TimeReport("sky");
6561                 }
6562         }
6563
6564         R_AnimCache_CacheVisibleEntities();
6565         if (r_timereport_active)
6566                 R_TimeReport("animation");
6567
6568         R_Shadow_PrepareLights();
6569         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
6570                 R_Shadow_PrepareModelShadows();
6571         if (r_timereport_active)
6572                 R_TimeReport("preparelights");
6573
6574         if (R_Shadow_ShadowMappingEnabled())
6575                 shadowmapping = true;
6576
6577         if (r_shadow_usingdeferredprepass)
6578                 R_Shadow_DrawPrepass();
6579
6580         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
6581         {
6582                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
6583                 if (r_timereport_active)
6584                         R_TimeReport("worlddepth");
6585         }
6586         if (r_depthfirst.integer >= 2)
6587         {
6588                 R_DrawModelsDepth();
6589                 if (r_timereport_active)
6590                         R_TimeReport("modeldepth");
6591         }
6592
6593         if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
6594         {
6595                 R_DrawModelShadowMaps();
6596                 R_ResetViewRendering3D();
6597                 // don't let sound skip if going slow
6598                 if (r_refdef.scene.extraupdate)
6599                         S_ExtraUpdate ();
6600         }
6601
6602         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
6603         {
6604                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
6605                 if (r_timereport_active)
6606                         R_TimeReport("world");
6607         }
6608
6609         // don't let sound skip if going slow
6610         if (r_refdef.scene.extraupdate)
6611                 S_ExtraUpdate ();
6612
6613         R_DrawModels();
6614         if (r_timereport_active)
6615                 R_TimeReport("models");
6616
6617         // don't let sound skip if going slow
6618         if (r_refdef.scene.extraupdate)
6619                 S_ExtraUpdate ();
6620
6621         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
6622         {
6623                 R_DrawModelShadows();
6624                 R_ResetViewRendering3D();
6625                 // don't let sound skip if going slow
6626                 if (r_refdef.scene.extraupdate)
6627                         S_ExtraUpdate ();
6628         }
6629
6630         if (!r_shadow_usingdeferredprepass)
6631         {
6632                 R_Shadow_DrawLights();
6633                 if (r_timereport_active)
6634                         R_TimeReport("rtlights");
6635         }
6636
6637         // don't let sound skip if going slow
6638         if (r_refdef.scene.extraupdate)
6639                 S_ExtraUpdate ();
6640
6641         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
6642         {
6643                 R_DrawModelShadows();
6644                 R_ResetViewRendering3D();
6645                 // don't let sound skip if going slow
6646                 if (r_refdef.scene.extraupdate)
6647                         S_ExtraUpdate ();
6648         }
6649
6650         if (cl.csqc_vidvars.drawworld)
6651         {
6652                 if (cl_decals_newsystem.integer)
6653                 {
6654                         R_DrawModelDecals();
6655                         if (r_timereport_active)
6656                                 R_TimeReport("modeldecals");
6657                 }
6658                 else
6659                 {
6660                         R_DrawDecals();
6661                         if (r_timereport_active)
6662                                 R_TimeReport("decals");
6663                 }
6664
6665                 R_DrawParticles();
6666                 if (r_timereport_active)
6667                         R_TimeReport("particles");
6668
6669                 R_DrawExplosions();
6670                 if (r_timereport_active)
6671                         R_TimeReport("explosions");
6672
6673                 R_DrawLightningBeams();
6674                 if (r_timereport_active)
6675                         R_TimeReport("lightning");
6676         }
6677
6678         VM_CL_AddPolygonsToMeshQueue();
6679
6680         if (r_refdef.view.showdebug)
6681         {
6682                 if (cl_locs_show.integer)
6683                 {
6684                         R_DrawLocs();
6685                         if (r_timereport_active)
6686                                 R_TimeReport("showlocs");
6687                 }
6688
6689                 if (r_drawportals.integer)
6690                 {
6691                         R_DrawPortals();
6692                         if (r_timereport_active)
6693                                 R_TimeReport("portals");
6694                 }
6695
6696                 if (r_showbboxes.value > 0)
6697                 {
6698                         R_DrawEntityBBoxes();
6699                         if (r_timereport_active)
6700                                 R_TimeReport("bboxes");
6701                 }
6702         }
6703
6704         R_MeshQueue_RenderTransparent();
6705         if (r_timereport_active)
6706                 R_TimeReport("drawtrans");
6707
6708         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))
6709         {
6710                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
6711                 if (r_timereport_active)
6712                         R_TimeReport("worlddebug");
6713                 R_DrawModelsDebug();
6714                 if (r_timereport_active)
6715                         R_TimeReport("modeldebug");
6716         }
6717
6718         if (cl.csqc_vidvars.drawworld)
6719         {
6720                 R_Shadow_DrawCoronas();
6721                 if (r_timereport_active)
6722                         R_TimeReport("coronas");
6723         }
6724
6725 #if 0
6726         {
6727                 GL_DepthTest(false);
6728                 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
6729                 GL_Color(1, 1, 1, 1);
6730                 qglBegin(GL_POLYGON);
6731                 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
6732                 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
6733                 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
6734                 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
6735                 qglEnd();
6736                 qglBegin(GL_POLYGON);
6737                 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]);
6738                 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]);
6739                 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]);
6740                 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]);
6741                 qglEnd();
6742                 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
6743         }
6744 #endif
6745
6746         // don't let sound skip if going slow
6747         if (r_refdef.scene.extraupdate)
6748                 S_ExtraUpdate ();
6749
6750         R_ResetViewRendering2D();
6751 }
6752
6753 static const unsigned short bboxelements[36] =
6754 {
6755         5, 1, 3, 5, 3, 7,
6756         6, 2, 0, 6, 0, 4,
6757         7, 3, 2, 7, 2, 6,
6758         4, 0, 1, 4, 1, 5,
6759         4, 5, 7, 4, 7, 6,
6760         1, 0, 2, 1, 2, 3,
6761 };
6762
6763 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
6764 {
6765         int i;
6766         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
6767
6768         RSurf_ActiveWorldEntity();
6769
6770         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6771         GL_DepthMask(false);
6772         GL_DepthRange(0, 1);
6773         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6774 //      R_Mesh_ResetTextureState();
6775
6776         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
6777         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
6778         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
6779         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
6780         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
6781         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
6782         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
6783         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
6784         R_FillColors(color4f, 8, cr, cg, cb, ca);
6785         if (r_refdef.fogenabled)
6786         {
6787                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
6788                 {
6789                         f1 = RSurf_FogVertex(v);
6790                         f2 = 1 - f1;
6791                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
6792                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
6793                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
6794                 }
6795         }
6796         R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
6797         R_Mesh_ResetTextureState();
6798         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
6799         R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
6800 }
6801
6802 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6803 {
6804         int i;
6805         float color[4];
6806         prvm_edict_t *edict;
6807         prvm_prog_t *prog_save = prog;
6808
6809         // this function draws bounding boxes of server entities
6810         if (!sv.active)
6811                 return;
6812
6813         GL_CullFace(GL_NONE);
6814         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
6815
6816         prog = 0;
6817         SV_VM_Begin();
6818         for (i = 0;i < numsurfaces;i++)
6819         {
6820                 edict = PRVM_EDICT_NUM(surfacelist[i]);
6821                 switch ((int)edict->fields.server->solid)
6822                 {
6823                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
6824                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
6825                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
6826                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
6827                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
6828                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
6829                 }
6830                 color[3] *= r_showbboxes.value;
6831                 color[3] = bound(0, color[3], 1);
6832                 GL_DepthTest(!r_showdisabledepthtest.integer);
6833                 GL_CullFace(r_refdef.view.cullface_front);
6834                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
6835         }
6836         SV_VM_End();
6837         prog = prog_save;
6838 }
6839
6840 static void R_DrawEntityBBoxes(void)
6841 {
6842         int i;
6843         prvm_edict_t *edict;
6844         vec3_t center;
6845         prvm_prog_t *prog_save = prog;
6846
6847         // this function draws bounding boxes of server entities
6848         if (!sv.active)
6849                 return;
6850
6851         prog = 0;
6852         SV_VM_Begin();
6853         for (i = 0;i < prog->num_edicts;i++)
6854         {
6855                 edict = PRVM_EDICT_NUM(i);
6856                 if (edict->priv.server->free)
6857                         continue;
6858                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
6859                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
6860                         continue;
6861                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
6862                         continue;
6863                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
6864                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
6865         }
6866         SV_VM_End();
6867         prog = prog_save;
6868 }
6869
6870 static const int nomodelelement3i[24] =
6871 {
6872         5, 2, 0,
6873         5, 1, 2,
6874         5, 0, 3,
6875         5, 3, 1,
6876         0, 2, 4,
6877         2, 1, 4,
6878         3, 0, 4,
6879         1, 3, 4
6880 };
6881
6882 static const unsigned short nomodelelement3s[24] =
6883 {
6884         5, 2, 0,
6885         5, 1, 2,
6886         5, 0, 3,
6887         5, 3, 1,
6888         0, 2, 4,
6889         2, 1, 4,
6890         3, 0, 4,
6891         1, 3, 4
6892 };
6893
6894 static const float nomodelvertex3f[6*3] =
6895 {
6896         -16,   0,   0,
6897          16,   0,   0,
6898           0, -16,   0,
6899           0,  16,   0,
6900           0,   0, -16,
6901           0,   0,  16
6902 };
6903
6904 static const float nomodelcolor4f[6*4] =
6905 {
6906         0.0f, 0.0f, 0.5f, 1.0f,
6907         0.0f, 0.0f, 0.5f, 1.0f,
6908         0.0f, 0.5f, 0.0f, 1.0f,
6909         0.0f, 0.5f, 0.0f, 1.0f,
6910         0.5f, 0.0f, 0.0f, 1.0f,
6911         0.5f, 0.0f, 0.0f, 1.0f
6912 };
6913
6914 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6915 {
6916         int i;
6917         float f1, f2, *c;
6918         float color4f[6*4];
6919
6920         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);
6921
6922         // this is only called once per entity so numsurfaces is always 1, and
6923         // surfacelist is always {0}, so this code does not handle batches
6924
6925         if (rsurface.ent_flags & RENDER_ADDITIVE)
6926         {
6927                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
6928                 GL_DepthMask(false);
6929         }
6930         else if (rsurface.colormod[3] < 1)
6931         {
6932                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6933                 GL_DepthMask(false);
6934         }
6935         else
6936         {
6937                 GL_BlendFunc(GL_ONE, GL_ZERO);
6938                 GL_DepthMask(true);
6939         }
6940         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
6941         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
6942         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
6943         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
6944         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
6945         for (i = 0, c = color4f;i < 6;i++, c += 4)
6946         {
6947                 c[0] *= rsurface.colormod[0];
6948                 c[1] *= rsurface.colormod[1];
6949                 c[2] *= rsurface.colormod[2];
6950                 c[3] *= rsurface.colormod[3];
6951         }
6952         if (r_refdef.fogenabled)
6953         {
6954                 for (i = 0, c = color4f;i < 6;i++, c += 4)
6955                 {
6956                         f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
6957                         f2 = 1 - f1;
6958                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
6959                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
6960                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
6961                 }
6962         }
6963 //      R_Mesh_ResetTextureState();
6964         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
6965         R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
6966         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
6967 }
6968
6969 void R_DrawNoModel(entity_render_t *ent)
6970 {
6971         vec3_t org;
6972         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6973         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
6974                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
6975         else
6976                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
6977 }
6978
6979 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
6980 {
6981         vec3_t right1, right2, diff, normal;
6982
6983         VectorSubtract (org2, org1, normal);
6984
6985         // calculate 'right' vector for start
6986         VectorSubtract (r_refdef.view.origin, org1, diff);
6987         CrossProduct (normal, diff, right1);
6988         VectorNormalize (right1);
6989
6990         // calculate 'right' vector for end
6991         VectorSubtract (r_refdef.view.origin, org2, diff);
6992         CrossProduct (normal, diff, right2);
6993         VectorNormalize (right2);
6994
6995         vert[ 0] = org1[0] + width * right1[0];
6996         vert[ 1] = org1[1] + width * right1[1];
6997         vert[ 2] = org1[2] + width * right1[2];
6998         vert[ 3] = org1[0] - width * right1[0];
6999         vert[ 4] = org1[1] - width * right1[1];
7000         vert[ 5] = org1[2] - width * right1[2];
7001         vert[ 6] = org2[0] - width * right2[0];
7002         vert[ 7] = org2[1] - width * right2[1];
7003         vert[ 8] = org2[2] - width * right2[2];
7004         vert[ 9] = org2[0] + width * right2[0];
7005         vert[10] = org2[1] + width * right2[1];
7006         vert[11] = org2[2] + width * right2[2];
7007 }
7008
7009 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)
7010 {
7011         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7012         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7013         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7014         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7015         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7016         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7017         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7018         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7019         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7020         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7021         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7022         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7023 }
7024
7025 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7026 {
7027         int i;
7028         float *vertex3f;
7029         float v[3];
7030         VectorSet(v, x, y, z);
7031         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7032                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7033                         break;
7034         if (i == mesh->numvertices)
7035         {
7036                 if (mesh->numvertices < mesh->maxvertices)
7037                 {
7038                         VectorCopy(v, vertex3f);
7039                         mesh->numvertices++;
7040                 }
7041                 return mesh->numvertices;
7042         }
7043         else
7044                 return i;
7045 }
7046
7047 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7048 {
7049         int i;
7050         int *e, element[3];
7051         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7052         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7053         e = mesh->element3i + mesh->numtriangles * 3;
7054         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7055         {
7056                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7057                 if (mesh->numtriangles < mesh->maxtriangles)
7058                 {
7059                         *e++ = element[0];
7060                         *e++ = element[1];
7061                         *e++ = element[2];
7062                         mesh->numtriangles++;
7063                 }
7064                 element[1] = element[2];
7065         }
7066 }
7067
7068 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7069 {
7070         int i;
7071         int *e, element[3];
7072         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7073         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7074         e = mesh->element3i + mesh->numtriangles * 3;
7075         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7076         {
7077                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7078                 if (mesh->numtriangles < mesh->maxtriangles)
7079                 {
7080                         *e++ = element[0];
7081                         *e++ = element[1];
7082                         *e++ = element[2];
7083                         mesh->numtriangles++;
7084                 }
7085                 element[1] = element[2];
7086         }
7087 }
7088
7089 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7090 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7091 {
7092         int planenum, planenum2;
7093         int w;
7094         int tempnumpoints;
7095         mplane_t *plane, *plane2;
7096         double maxdist;
7097         double temppoints[2][256*3];
7098         // figure out how large a bounding box we need to properly compute this brush
7099         maxdist = 0;
7100         for (w = 0;w < numplanes;w++)
7101                 maxdist = max(maxdist, fabs(planes[w].dist));
7102         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7103         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7104         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7105         {
7106                 w = 0;
7107                 tempnumpoints = 4;
7108                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7109                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7110                 {
7111                         if (planenum2 == planenum)
7112                                 continue;
7113                         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);
7114                         w = !w;
7115                 }
7116                 if (tempnumpoints < 3)
7117                         continue;
7118                 // generate elements forming a triangle fan for this polygon
7119                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7120         }
7121 }
7122
7123 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)
7124 {
7125         texturelayer_t *layer;
7126         layer = t->currentlayers + t->currentnumlayers++;
7127         layer->type = type;
7128         layer->depthmask = depthmask;
7129         layer->blendfunc1 = blendfunc1;
7130         layer->blendfunc2 = blendfunc2;
7131         layer->texture = texture;
7132         layer->texmatrix = *matrix;
7133         layer->color[0] = r;
7134         layer->color[1] = g;
7135         layer->color[2] = b;
7136         layer->color[3] = a;
7137 }
7138
7139 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7140 {
7141         if(parms[0] == 0 && parms[1] == 0)
7142                 return false;
7143         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7144                 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
7145                         return false;
7146         return true;
7147 }
7148
7149 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7150 {
7151         double index, f;
7152         index = parms[2] + r_refdef.scene.time * parms[3];
7153         index -= floor(index);
7154         switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7155         {
7156         default:
7157         case Q3WAVEFUNC_NONE:
7158         case Q3WAVEFUNC_NOISE:
7159         case Q3WAVEFUNC_COUNT:
7160                 f = 0;
7161                 break;
7162         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7163         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7164         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7165         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7166         case Q3WAVEFUNC_TRIANGLE:
7167                 index *= 4;
7168                 f = index - floor(index);
7169                 if (index < 1)
7170                         f = f;
7171                 else if (index < 2)
7172                         f = 1 - f;
7173                 else if (index < 3)
7174                         f = -f;
7175                 else
7176                         f = -(1 - f);
7177                 break;
7178         }
7179         f = parms[0] + parms[1] * f;
7180         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7181                 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
7182         return (float) f;
7183 }
7184
7185 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
7186 {
7187         int w, h, idx;
7188         float f;
7189         float tcmat[12];
7190         matrix4x4_t matrix, temp;
7191         switch(tcmod->tcmod)
7192         {
7193                 case Q3TCMOD_COUNT:
7194                 case Q3TCMOD_NONE:
7195                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7196                                 matrix = r_waterscrollmatrix;
7197                         else
7198                                 matrix = identitymatrix;
7199                         break;
7200                 case Q3TCMOD_ENTITYTRANSLATE:
7201                         // this is used in Q3 to allow the gamecode to control texcoord
7202                         // scrolling on the entity, which is not supported in darkplaces yet.
7203                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
7204                         break;
7205                 case Q3TCMOD_ROTATE:
7206                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
7207                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
7208                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
7209                         break;
7210                 case Q3TCMOD_SCALE:
7211                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
7212                         break;
7213                 case Q3TCMOD_SCROLL:
7214                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
7215                         break;
7216                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
7217                         w = (int) tcmod->parms[0];
7218                         h = (int) tcmod->parms[1];
7219                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
7220                         f = f - floor(f);
7221                         idx = (int) floor(f * w * h);
7222                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
7223                         break;
7224                 case Q3TCMOD_STRETCH:
7225                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
7226                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
7227                         break;
7228                 case Q3TCMOD_TRANSFORM:
7229                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
7230                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
7231                         VectorSet(tcmat +  6, 0                   , 0                , 1);
7232                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
7233                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
7234                         break;
7235                 case Q3TCMOD_TURBULENT:
7236                         // this is handled in the RSurf_PrepareVertices function
7237                         matrix = identitymatrix;
7238                         break;
7239         }
7240         temp = *texmatrix;
7241         Matrix4x4_Concat(texmatrix, &matrix, &temp);
7242 }
7243
7244 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
7245 {
7246         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
7247         char name[MAX_QPATH];
7248         skinframe_t *skinframe;
7249         unsigned char pixels[296*194];
7250         strlcpy(cache->name, skinname, sizeof(cache->name));
7251         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
7252         if (developer_loading.integer)
7253                 Con_Printf("loading %s\n", name);
7254         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
7255         if (!skinframe || !skinframe->base)
7256         {
7257                 unsigned char *f;
7258                 fs_offset_t filesize;
7259                 skinframe = NULL;
7260                 f = FS_LoadFile(name, tempmempool, true, &filesize);
7261                 if (f)
7262                 {
7263                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
7264                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
7265                         Mem_Free(f);
7266                 }
7267         }
7268         cache->skinframe = skinframe;
7269 }
7270
7271 texture_t *R_GetCurrentTexture(texture_t *t)
7272 {
7273         int i;
7274         const entity_render_t *ent = rsurface.entity;
7275         dp_model_t *model = ent->model;
7276         q3shaderinfo_layer_tcmod_t *tcmod;
7277
7278         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
7279                 return t->currentframe;
7280         t->update_lastrenderframe = r_textureframe;
7281         t->update_lastrenderentity = (void *)ent;
7282
7283         if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
7284                 t->camera_entity = ent->entitynumber;
7285         else
7286                 t->camera_entity = 0;
7287
7288         // switch to an alternate material if this is a q1bsp animated material
7289         {
7290                 texture_t *texture = t;
7291                 int s = rsurface.ent_skinnum;
7292                 if ((unsigned int)s >= (unsigned int)model->numskins)
7293                         s = 0;
7294                 if (model->skinscenes)
7295                 {
7296                         if (model->skinscenes[s].framecount > 1)
7297                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
7298                         else
7299                                 s = model->skinscenes[s].firstframe;
7300                 }
7301                 if (s > 0)
7302                         t = t + s * model->num_surfaces;
7303                 if (t->animated)
7304                 {
7305                         // use an alternate animation if the entity's frame is not 0,
7306                         // and only if the texture has an alternate animation
7307                         if (rsurface.ent_alttextures && t->anim_total[1])
7308                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
7309                         else
7310                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
7311                 }
7312                 texture->currentframe = t;
7313         }
7314
7315         // update currentskinframe to be a qw skin or animation frame
7316         if (rsurface.ent_qwskin >= 0)
7317         {
7318                 i = rsurface.ent_qwskin;
7319                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
7320                 {
7321                         r_qwskincache_size = cl.maxclients;
7322                         if (r_qwskincache)
7323                                 Mem_Free(r_qwskincache);
7324                         r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
7325                 }
7326                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
7327                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
7328                 t->currentskinframe = r_qwskincache[i].skinframe;
7329                 if (t->currentskinframe == NULL)
7330                         t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
7331         }
7332         else if (t->numskinframes >= 2)
7333                 t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
7334         if (t->backgroundnumskinframes >= 2)
7335                 t->backgroundcurrentskinframe = t->backgroundskinframes[(unsigned int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
7336
7337         t->currentmaterialflags = t->basematerialflags;
7338         t->currentalpha = rsurface.colormod[3];
7339         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
7340                 t->currentalpha *= r_wateralpha.value;
7341         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
7342                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
7343         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
7344                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
7345         if (!(rsurface.ent_flags & RENDER_LIGHT))
7346                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
7347         else if (FAKELIGHT_ENABLED)
7348         {
7349                         // no modellight if using fakelight for the map
7350         }
7351         else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7352         {
7353                 // pick a model lighting mode
7354                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
7355                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
7356                 else
7357                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
7358         }
7359         if (rsurface.ent_flags & RENDER_ADDITIVE)
7360                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7361         else if (t->currentalpha < 1)
7362                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7363         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
7364                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
7365         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
7366                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
7367         if (t->backgroundnumskinframes)
7368                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
7369         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
7370         {
7371                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
7372                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
7373         }
7374         else
7375                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
7376         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
7377                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
7378
7379         // there is no tcmod
7380         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7381         {
7382                 t->currenttexmatrix = r_waterscrollmatrix;
7383                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
7384         }
7385         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
7386         {
7387                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
7388                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
7389         }
7390
7391         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7392                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
7393         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7394                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
7395
7396         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
7397         if (t->currentskinframe->qpixels)
7398                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
7399         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
7400         if (!t->basetexture)
7401                 t->basetexture = r_texture_notexture;
7402         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
7403         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
7404         t->nmaptexture = t->currentskinframe->nmap;
7405         if (!t->nmaptexture)
7406                 t->nmaptexture = r_texture_blanknormalmap;
7407         t->glosstexture = r_texture_black;
7408         t->glowtexture = t->currentskinframe->glow;
7409         t->fogtexture = t->currentskinframe->fog;
7410         t->reflectmasktexture = t->currentskinframe->reflect;
7411         if (t->backgroundnumskinframes)
7412         {
7413                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
7414                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
7415                 t->backgroundglosstexture = r_texture_black;
7416                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
7417                 if (!t->backgroundnmaptexture)
7418                         t->backgroundnmaptexture = r_texture_blanknormalmap;
7419         }
7420         else
7421         {
7422                 t->backgroundbasetexture = r_texture_white;
7423                 t->backgroundnmaptexture = r_texture_blanknormalmap;
7424                 t->backgroundglosstexture = r_texture_black;
7425                 t->backgroundglowtexture = NULL;
7426         }
7427         t->specularpower = r_shadow_glossexponent.value;
7428         // TODO: store reference values for these in the texture?
7429         t->specularscale = 0;
7430         if (r_shadow_gloss.integer > 0)
7431         {
7432                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
7433                 {
7434                         if (r_shadow_glossintensity.value > 0)
7435                         {
7436                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
7437                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
7438                                 t->specularscale = r_shadow_glossintensity.value;
7439                         }
7440                 }
7441                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
7442                 {
7443                         t->glosstexture = r_texture_white;
7444                         t->backgroundglosstexture = r_texture_white;
7445                         t->specularscale = r_shadow_gloss2intensity.value;
7446                         t->specularpower = r_shadow_gloss2exponent.value;
7447                 }
7448         }
7449         t->specularscale *= t->specularscalemod;
7450         t->specularpower *= t->specularpowermod;
7451
7452         // lightmaps mode looks bad with dlights using actual texturing, so turn
7453         // off the colormap and glossmap, but leave the normalmap on as it still
7454         // accurately represents the shading involved
7455         if (gl_lightmaps.integer)
7456         {
7457                 t->basetexture = r_texture_grey128;
7458                 t->pantstexture = r_texture_black;
7459                 t->shirttexture = r_texture_black;
7460                 t->nmaptexture = r_texture_blanknormalmap;
7461                 t->glosstexture = r_texture_black;
7462                 t->glowtexture = NULL;
7463                 t->fogtexture = NULL;
7464                 t->reflectmasktexture = NULL;
7465                 t->backgroundbasetexture = NULL;
7466                 t->backgroundnmaptexture = r_texture_blanknormalmap;
7467                 t->backgroundglosstexture = r_texture_black;
7468                 t->backgroundglowtexture = NULL;
7469                 t->specularscale = 0;
7470                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
7471         }
7472
7473         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
7474         VectorClear(t->dlightcolor);
7475         t->currentnumlayers = 0;
7476         if (t->currentmaterialflags & MATERIALFLAG_WALL)
7477         {
7478                 int blendfunc1, blendfunc2;
7479                 qboolean depthmask;
7480                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
7481                 {
7482                         blendfunc1 = GL_SRC_ALPHA;
7483                         blendfunc2 = GL_ONE;
7484                 }
7485                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
7486                 {
7487                         blendfunc1 = GL_SRC_ALPHA;
7488                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
7489                 }
7490                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7491                 {
7492                         blendfunc1 = t->customblendfunc[0];
7493                         blendfunc2 = t->customblendfunc[1];
7494                 }
7495                 else
7496                 {
7497                         blendfunc1 = GL_ONE;
7498                         blendfunc2 = GL_ZERO;
7499                 }
7500                 // don't colormod evilblend textures
7501                 if(!R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD)
7502                         VectorSet(t->lightmapcolor, 1, 1, 1);
7503                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
7504                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7505                 {
7506                         // fullbright is not affected by r_refdef.lightmapintensity
7507                         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]);
7508                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
7509                                 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]);
7510                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
7511                                 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]);
7512                 }
7513                 else
7514                 {
7515                         vec3_t ambientcolor;
7516                         float colorscale;
7517                         // set the color tint used for lights affecting this surface
7518                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
7519                         colorscale = 2;
7520                         // q3bsp has no lightmap updates, so the lightstylevalue that
7521                         // would normally be baked into the lightmap must be
7522                         // applied to the color
7523                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
7524                         if (model->type == mod_brushq3)
7525                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
7526                         colorscale *= r_refdef.lightmapintensity;
7527                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
7528                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
7529                         // basic lit geometry
7530                         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]);
7531                         // add pants/shirt if needed
7532                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
7533                                 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]);
7534                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
7535                                 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]);
7536                         // now add ambient passes if needed
7537                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
7538                         {
7539                                 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]);
7540                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
7541                                         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]);
7542                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
7543                                         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]);
7544                         }
7545                 }
7546                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
7547                         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]);
7548                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
7549                 {
7550                         // if this is opaque use alpha blend which will darken the earlier
7551                         // passes cheaply.
7552                         //
7553                         // if this is an alpha blended material, all the earlier passes
7554                         // were darkened by fog already, so we only need to add the fog
7555                         // color ontop through the fog mask texture
7556                         //
7557                         // if this is an additive blended material, all the earlier passes
7558                         // were darkened by fog already, and we should not add fog color
7559                         // (because the background was not darkened, there is no fog color
7560                         // that was lost behind it).
7561                         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]);
7562                 }
7563         }
7564
7565         return t->currentframe;
7566 }
7567
7568 rsurfacestate_t rsurface;
7569
7570 void RSurf_ActiveWorldEntity(void)
7571 {
7572         dp_model_t *model = r_refdef.scene.worldmodel;
7573         //if (rsurface.entity == r_refdef.scene.worldentity)
7574         //      return;
7575         rsurface.entity = r_refdef.scene.worldentity;
7576         rsurface.skeleton = NULL;
7577         memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
7578         rsurface.ent_skinnum = 0;
7579         rsurface.ent_qwskin = -1;
7580         rsurface.ent_shadertime = 0;
7581         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
7582         rsurface.matrix = identitymatrix;
7583         rsurface.inversematrix = identitymatrix;
7584         rsurface.matrixscale = 1;
7585         rsurface.inversematrixscale = 1;
7586         R_EntityMatrix(&identitymatrix);
7587         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
7588         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
7589         rsurface.fograngerecip = r_refdef.fograngerecip;
7590         rsurface.fogheightfade = r_refdef.fogheightfade;
7591         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
7592         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7593         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
7594         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
7595         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
7596         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
7597         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
7598         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
7599         rsurface.colormod[3] = 1;
7600         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);
7601         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
7602         rsurface.frameblend[0].lerp = 1;
7603         rsurface.ent_alttextures = false;
7604         rsurface.basepolygonfactor = r_refdef.polygonfactor;
7605         rsurface.basepolygonoffset = r_refdef.polygonoffset;
7606         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
7607         rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7608         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
7609         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
7610         rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7611         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
7612         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
7613         rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7614         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
7615         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
7616         rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7617         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
7618         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
7619         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7620         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
7621         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
7622         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7623         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
7624         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
7625         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7626         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
7627         rsurface.modelelement3i = model->surfmesh.data_element3i;
7628         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
7629         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
7630         rsurface.modelelement3s = model->surfmesh.data_element3s;
7631         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
7632         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
7633         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
7634         rsurface.modelnumvertices = model->surfmesh.num_vertices;
7635         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
7636         rsurface.modelsurfaces = model->data_surfaces;
7637         rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
7638         rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
7639         rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
7640         rsurface.modelgeneratedvertex = false;
7641         rsurface.batchgeneratedvertex = false;
7642         rsurface.batchfirstvertex = 0;
7643         rsurface.batchnumvertices = 0;
7644         rsurface.batchfirsttriangle = 0;
7645         rsurface.batchnumtriangles = 0;
7646         rsurface.batchvertex3f  = NULL;
7647         rsurface.batchvertex3f_vertexbuffer = NULL;
7648         rsurface.batchvertex3f_bufferoffset = 0;
7649         rsurface.batchsvector3f = NULL;
7650         rsurface.batchsvector3f_vertexbuffer = NULL;
7651         rsurface.batchsvector3f_bufferoffset = 0;
7652         rsurface.batchtvector3f = NULL;
7653         rsurface.batchtvector3f_vertexbuffer = NULL;
7654         rsurface.batchtvector3f_bufferoffset = 0;
7655         rsurface.batchnormal3f  = NULL;
7656         rsurface.batchnormal3f_vertexbuffer = NULL;
7657         rsurface.batchnormal3f_bufferoffset = 0;
7658         rsurface.batchlightmapcolor4f = NULL;
7659         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7660         rsurface.batchlightmapcolor4f_bufferoffset = 0;
7661         rsurface.batchtexcoordtexture2f = NULL;
7662         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7663         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7664         rsurface.batchtexcoordlightmap2f = NULL;
7665         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7666         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7667         rsurface.batchvertexmesh = NULL;
7668         rsurface.batchvertexmeshbuffer = NULL;
7669         rsurface.batchvertex3fbuffer = NULL;
7670         rsurface.batchelement3i = NULL;
7671         rsurface.batchelement3i_indexbuffer = NULL;
7672         rsurface.batchelement3i_bufferoffset = 0;
7673         rsurface.batchelement3s = NULL;
7674         rsurface.batchelement3s_indexbuffer = NULL;
7675         rsurface.batchelement3s_bufferoffset = 0;
7676         rsurface.passcolor4f = NULL;
7677         rsurface.passcolor4f_vertexbuffer = NULL;
7678         rsurface.passcolor4f_bufferoffset = 0;
7679 }
7680
7681 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
7682 {
7683         dp_model_t *model = ent->model;
7684         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
7685         //      return;
7686         rsurface.entity = (entity_render_t *)ent;
7687         rsurface.skeleton = ent->skeleton;
7688         memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
7689         rsurface.ent_skinnum = ent->skinnum;
7690         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;
7691         rsurface.ent_shadertime = ent->shadertime;
7692         rsurface.ent_flags = ent->flags;
7693         rsurface.matrix = ent->matrix;
7694         rsurface.inversematrix = ent->inversematrix;
7695         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7696         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7697         R_EntityMatrix(&rsurface.matrix);
7698         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7699         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7700         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
7701         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7702         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7703         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7704         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
7705         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
7706         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
7707         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
7708         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
7709         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
7710         rsurface.colormod[3] = ent->alpha;
7711         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
7712         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
7713         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
7714         rsurface.basepolygonfactor = r_refdef.polygonfactor;
7715         rsurface.basepolygonoffset = r_refdef.polygonoffset;
7716         if (ent->model->brush.submodel && !prepass)
7717         {
7718                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
7719                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
7720         }
7721         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
7722         {
7723                 if (ent->animcache_vertex3f)
7724                 {
7725                         rsurface.modelvertex3f = ent->animcache_vertex3f;
7726                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
7727                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
7728                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
7729                         rsurface.modelvertexmesh = ent->animcache_vertexmesh;
7730                         rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
7731                         rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer;
7732                 }
7733                 else if (wanttangents)
7734                 {
7735                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7736                         rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7737                         rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7738                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7739                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
7740                         rsurface.modelvertexmesh = NULL;
7741                         rsurface.modelvertexmeshbuffer = NULL;
7742                         rsurface.modelvertex3fbuffer = NULL;
7743                 }
7744                 else if (wantnormals)
7745                 {
7746                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7747                         rsurface.modelsvector3f = NULL;
7748                         rsurface.modeltvector3f = NULL;
7749                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7750                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
7751                         rsurface.modelvertexmesh = NULL;
7752                         rsurface.modelvertexmeshbuffer = NULL;
7753                         rsurface.modelvertex3fbuffer = NULL;
7754                 }
7755                 else
7756                 {
7757                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7758                         rsurface.modelsvector3f = NULL;
7759                         rsurface.modeltvector3f = NULL;
7760                         rsurface.modelnormal3f = NULL;
7761                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
7762                         rsurface.modelvertexmesh = NULL;
7763                         rsurface.modelvertexmeshbuffer = NULL;
7764                         rsurface.modelvertex3fbuffer = NULL;
7765                 }
7766                 rsurface.modelvertex3f_vertexbuffer = 0;
7767                 rsurface.modelvertex3f_bufferoffset = 0;
7768                 rsurface.modelsvector3f_vertexbuffer = 0;
7769                 rsurface.modelsvector3f_bufferoffset = 0;
7770                 rsurface.modeltvector3f_vertexbuffer = 0;
7771                 rsurface.modeltvector3f_bufferoffset = 0;
7772                 rsurface.modelnormal3f_vertexbuffer = 0;
7773                 rsurface.modelnormal3f_bufferoffset = 0;
7774                 rsurface.modelgeneratedvertex = true;
7775         }
7776         else
7777         {
7778                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
7779                 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7780                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
7781                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
7782                 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7783                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
7784                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
7785                 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7786                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
7787                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
7788                 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7789                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
7790                 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
7791                 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
7792                 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
7793                 rsurface.modelgeneratedvertex = false;
7794         }
7795         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
7796         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7797         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
7798         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
7799         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7800         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
7801         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
7802         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7803         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
7804         rsurface.modelelement3i = model->surfmesh.data_element3i;
7805         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
7806         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
7807         rsurface.modelelement3s = model->surfmesh.data_element3s;
7808         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
7809         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
7810         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
7811         rsurface.modelnumvertices = model->surfmesh.num_vertices;
7812         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
7813         rsurface.modelsurfaces = model->data_surfaces;
7814         rsurface.batchgeneratedvertex = false;
7815         rsurface.batchfirstvertex = 0;
7816         rsurface.batchnumvertices = 0;
7817         rsurface.batchfirsttriangle = 0;
7818         rsurface.batchnumtriangles = 0;
7819         rsurface.batchvertex3f  = NULL;
7820         rsurface.batchvertex3f_vertexbuffer = NULL;
7821         rsurface.batchvertex3f_bufferoffset = 0;
7822         rsurface.batchsvector3f = NULL;
7823         rsurface.batchsvector3f_vertexbuffer = NULL;
7824         rsurface.batchsvector3f_bufferoffset = 0;
7825         rsurface.batchtvector3f = NULL;
7826         rsurface.batchtvector3f_vertexbuffer = NULL;
7827         rsurface.batchtvector3f_bufferoffset = 0;
7828         rsurface.batchnormal3f  = NULL;
7829         rsurface.batchnormal3f_vertexbuffer = NULL;
7830         rsurface.batchnormal3f_bufferoffset = 0;
7831         rsurface.batchlightmapcolor4f = NULL;
7832         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7833         rsurface.batchlightmapcolor4f_bufferoffset = 0;
7834         rsurface.batchtexcoordtexture2f = NULL;
7835         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7836         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7837         rsurface.batchtexcoordlightmap2f = NULL;
7838         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7839         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7840         rsurface.batchvertexmesh = NULL;
7841         rsurface.batchvertexmeshbuffer = NULL;
7842         rsurface.batchvertex3fbuffer = NULL;
7843         rsurface.batchelement3i = NULL;
7844         rsurface.batchelement3i_indexbuffer = NULL;
7845         rsurface.batchelement3i_bufferoffset = 0;
7846         rsurface.batchelement3s = NULL;
7847         rsurface.batchelement3s_indexbuffer = NULL;
7848         rsurface.batchelement3s_bufferoffset = 0;
7849         rsurface.passcolor4f = NULL;
7850         rsurface.passcolor4f_vertexbuffer = NULL;
7851         rsurface.passcolor4f_bufferoffset = 0;
7852 }
7853
7854 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)
7855 {
7856         rsurface.entity = r_refdef.scene.worldentity;
7857         rsurface.skeleton = NULL;
7858         rsurface.ent_skinnum = 0;
7859         rsurface.ent_qwskin = -1;
7860         rsurface.ent_shadertime = shadertime;
7861         rsurface.ent_flags = entflags;
7862         rsurface.modelnumvertices = numvertices;
7863         rsurface.modelnumtriangles = numtriangles;
7864         rsurface.matrix = *matrix;
7865         rsurface.inversematrix = *inversematrix;
7866         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7867         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7868         R_EntityMatrix(&rsurface.matrix);
7869         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7870         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7871         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
7872         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7873         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7874         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7875         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
7876         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
7877         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
7878         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
7879         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
7880         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
7881         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);
7882         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
7883         rsurface.frameblend[0].lerp = 1;
7884         rsurface.ent_alttextures = false;
7885         rsurface.basepolygonfactor = r_refdef.polygonfactor;
7886         rsurface.basepolygonoffset = r_refdef.polygonoffset;
7887         if (wanttangents)
7888         {
7889                 rsurface.modelvertex3f = (float *)vertex3f;
7890                 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7891                 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7892                 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7893         }
7894         else if (wantnormals)
7895         {
7896                 rsurface.modelvertex3f = (float *)vertex3f;
7897                 rsurface.modelsvector3f = NULL;
7898                 rsurface.modeltvector3f = NULL;
7899                 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7900         }
7901         else
7902         {
7903                 rsurface.modelvertex3f = (float *)vertex3f;
7904                 rsurface.modelsvector3f = NULL;
7905                 rsurface.modeltvector3f = NULL;
7906                 rsurface.modelnormal3f = NULL;
7907         }
7908         rsurface.modelvertexmesh = NULL;
7909         rsurface.modelvertexmeshbuffer = NULL;
7910         rsurface.modelvertex3fbuffer = NULL;
7911         rsurface.modelvertex3f_vertexbuffer = 0;
7912         rsurface.modelvertex3f_bufferoffset = 0;
7913         rsurface.modelsvector3f_vertexbuffer = 0;
7914         rsurface.modelsvector3f_bufferoffset = 0;
7915         rsurface.modeltvector3f_vertexbuffer = 0;
7916         rsurface.modeltvector3f_bufferoffset = 0;
7917         rsurface.modelnormal3f_vertexbuffer = 0;
7918         rsurface.modelnormal3f_bufferoffset = 0;
7919         rsurface.modelgeneratedvertex = true;
7920         rsurface.modellightmapcolor4f  = (float *)color4f;
7921         rsurface.modellightmapcolor4f_vertexbuffer = 0;
7922         rsurface.modellightmapcolor4f_bufferoffset = 0;
7923         rsurface.modeltexcoordtexture2f  = (float *)texcoord2f;
7924         rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
7925         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
7926         rsurface.modeltexcoordlightmap2f  = NULL;
7927         rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
7928         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
7929         rsurface.modelelement3i = (int *)element3i;
7930         rsurface.modelelement3i_indexbuffer = NULL;
7931         rsurface.modelelement3i_bufferoffset = 0;
7932         rsurface.modelelement3s = (unsigned short *)element3s;
7933         rsurface.modelelement3s_indexbuffer = NULL;
7934         rsurface.modelelement3s_bufferoffset = 0;
7935         rsurface.modellightmapoffsets = NULL;
7936         rsurface.modelsurfaces = NULL;
7937         rsurface.batchgeneratedvertex = false;
7938         rsurface.batchfirstvertex = 0;
7939         rsurface.batchnumvertices = 0;
7940         rsurface.batchfirsttriangle = 0;
7941         rsurface.batchnumtriangles = 0;
7942         rsurface.batchvertex3f  = NULL;
7943         rsurface.batchvertex3f_vertexbuffer = NULL;
7944         rsurface.batchvertex3f_bufferoffset = 0;
7945         rsurface.batchsvector3f = NULL;
7946         rsurface.batchsvector3f_vertexbuffer = NULL;
7947         rsurface.batchsvector3f_bufferoffset = 0;
7948         rsurface.batchtvector3f = NULL;
7949         rsurface.batchtvector3f_vertexbuffer = NULL;
7950         rsurface.batchtvector3f_bufferoffset = 0;
7951         rsurface.batchnormal3f  = NULL;
7952         rsurface.batchnormal3f_vertexbuffer = NULL;
7953         rsurface.batchnormal3f_bufferoffset = 0;
7954         rsurface.batchlightmapcolor4f = NULL;
7955         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7956         rsurface.batchlightmapcolor4f_bufferoffset = 0;
7957         rsurface.batchtexcoordtexture2f = NULL;
7958         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7959         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7960         rsurface.batchtexcoordlightmap2f = NULL;
7961         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7962         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7963         rsurface.batchvertexmesh = NULL;
7964         rsurface.batchvertexmeshbuffer = NULL;
7965         rsurface.batchvertex3fbuffer = NULL;
7966         rsurface.batchelement3i = NULL;
7967         rsurface.batchelement3i_indexbuffer = NULL;
7968         rsurface.batchelement3i_bufferoffset = 0;
7969         rsurface.batchelement3s = NULL;
7970         rsurface.batchelement3s_indexbuffer = NULL;
7971         rsurface.batchelement3s_bufferoffset = 0;
7972         rsurface.passcolor4f = NULL;
7973         rsurface.passcolor4f_vertexbuffer = NULL;
7974         rsurface.passcolor4f_bufferoffset = 0;
7975
7976         if (rsurface.modelnumvertices && rsurface.modelelement3i)
7977         {
7978                 if ((wantnormals || wanttangents) && !normal3f)
7979                 {
7980                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7981                         Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
7982                 }
7983                 if (wanttangents && !svector3f)
7984                 {
7985                         rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7986                         rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7987                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
7988                 }
7989         }
7990 }
7991
7992 float RSurf_FogPoint(const float *v)
7993 {
7994         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7995         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
7996         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
7997         float FogHeightFade = r_refdef.fogheightfade;
7998         float fogfrac;
7999         unsigned int fogmasktableindex;
8000         if (r_refdef.fogplaneviewabove)
8001                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8002         else
8003                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8004         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8005         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8006 }
8007
8008 float RSurf_FogVertex(const float *v)
8009 {
8010         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8011         float FogPlaneViewDist = rsurface.fogplaneviewdist;
8012         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8013         float FogHeightFade = rsurface.fogheightfade;
8014         float fogfrac;
8015         unsigned int fogmasktableindex;
8016         if (r_refdef.fogplaneviewabove)
8017                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8018         else
8019                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8020         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8021         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8022 }
8023
8024 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8025 {
8026         int i;
8027         for (i = 0;i < numelements;i++)
8028                 outelement3i[i] = inelement3i[i] + adjust;
8029 }
8030
8031 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8032 extern cvar_t gl_vbo;
8033 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8034 {
8035         int deformindex;
8036         int firsttriangle;
8037         int numtriangles;
8038         int firstvertex;
8039         int endvertex;
8040         int numvertices;
8041         int surfacefirsttriangle;
8042         int surfacenumtriangles;
8043         int surfacefirstvertex;
8044         int surfaceendvertex;
8045         int surfacenumvertices;
8046         int batchnumvertices;
8047         int batchnumtriangles;
8048         int needsupdate;
8049         int i, j;
8050         qboolean gaps;
8051         qboolean dynamicvertex;
8052         float amplitude;
8053         float animpos;
8054         float scale;
8055         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8056         float waveparms[4];
8057         q3shaderinfo_deform_t *deform;
8058         const msurface_t *surface, *firstsurface;
8059         r_vertexmesh_t *vertexmesh;
8060         if (!texturenumsurfaces)
8061                 return;
8062         // find vertex range of this surface batch
8063         gaps = false;
8064         firstsurface = texturesurfacelist[0];
8065         firsttriangle = firstsurface->num_firsttriangle;
8066         batchnumvertices = 0;
8067         batchnumtriangles = 0;
8068         firstvertex = endvertex = firstsurface->num_firstvertex;
8069         for (i = 0;i < texturenumsurfaces;i++)
8070         {
8071                 surface = texturesurfacelist[i];
8072                 if (surface != firstsurface + i)
8073                         gaps = true;
8074                 surfacefirstvertex = surface->num_firstvertex;
8075                 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
8076                 surfacenumvertices = surface->num_vertices;
8077                 surfacenumtriangles = surface->num_triangles;
8078                 if (firstvertex > surfacefirstvertex)
8079                         firstvertex = surfacefirstvertex;
8080                 if (endvertex < surfaceendvertex)
8081                         endvertex = surfaceendvertex;
8082                 batchnumvertices += surfacenumvertices;
8083                 batchnumtriangles += surfacenumtriangles;
8084         }
8085
8086         // we now know the vertex range used, and if there are any gaps in it
8087         rsurface.batchfirstvertex = firstvertex;
8088         rsurface.batchnumvertices = endvertex - firstvertex;
8089         rsurface.batchfirsttriangle = firsttriangle;
8090         rsurface.batchnumtriangles = batchnumtriangles;
8091
8092         // this variable holds flags for which properties have been updated that
8093         // may require regenerating vertexmesh array...
8094         needsupdate = 0;
8095
8096         // check if any dynamic vertex processing must occur
8097         dynamicvertex = false;
8098
8099         // if there is a chance of animated vertex colors, it's a dynamic batch
8100         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8101         {
8102                 dynamicvertex = true;
8103                 batchneed |= BATCHNEED_NOGAPS;
8104                 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
8105         }
8106
8107         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
8108         {
8109                 switch (deform->deform)
8110                 {
8111                 default:
8112                 case Q3DEFORM_PROJECTIONSHADOW:
8113                 case Q3DEFORM_TEXT0:
8114                 case Q3DEFORM_TEXT1:
8115                 case Q3DEFORM_TEXT2:
8116                 case Q3DEFORM_TEXT3:
8117                 case Q3DEFORM_TEXT4:
8118                 case Q3DEFORM_TEXT5:
8119                 case Q3DEFORM_TEXT6:
8120                 case Q3DEFORM_TEXT7:
8121                 case Q3DEFORM_NONE:
8122                         break;
8123                 case Q3DEFORM_AUTOSPRITE:
8124                         dynamicvertex = true;
8125                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8126                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8127                         break;
8128                 case Q3DEFORM_AUTOSPRITE2:
8129                         dynamicvertex = true;
8130                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8131                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8132                         break;
8133                 case Q3DEFORM_NORMAL:
8134                         dynamicvertex = true;
8135                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8136                         needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8137                         break;
8138                 case Q3DEFORM_WAVE:
8139                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8140                                 break; // if wavefunc is a nop, ignore this transform
8141                         dynamicvertex = true;
8142                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8143                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8144                         break;
8145                 case Q3DEFORM_BULGE:
8146                         dynamicvertex = true;
8147                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8148                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8149                         break;
8150                 case Q3DEFORM_MOVE:
8151                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8152                                 break; // if wavefunc is a nop, ignore this transform
8153                         dynamicvertex = true;
8154                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8155                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
8156                         break;
8157                 }
8158         }
8159         switch(rsurface.texture->tcgen.tcgen)
8160         {
8161         default:
8162         case Q3TCGEN_TEXTURE:
8163                 break;
8164         case Q3TCGEN_LIGHTMAP:
8165                 dynamicvertex = true;
8166                 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
8167                 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
8168                 break;
8169         case Q3TCGEN_VECTOR:
8170                 dynamicvertex = true;
8171                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8172                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8173                 break;
8174         case Q3TCGEN_ENVIRONMENT:
8175                 dynamicvertex = true;
8176                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
8177                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8178                 break;
8179         }
8180         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8181         {
8182                 dynamicvertex = true;
8183                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8184                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8185         }
8186
8187         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8188         {
8189                 dynamicvertex = true;
8190                 batchneed |= BATCHNEED_NOGAPS;
8191                 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
8192         }
8193
8194         if (dynamicvertex || gaps || rsurface.batchfirstvertex)
8195         {
8196                 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
8197                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)      batchneed |= BATCHNEED_ARRAY_VERTEX;
8198                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)      batchneed |= BATCHNEED_ARRAY_NORMAL;
8199                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)      batchneed |= BATCHNEED_ARRAY_VECTOR;
8200                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
8201                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)    batchneed |= BATCHNEED_ARRAY_TEXCOORD;
8202                 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP)    batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
8203         }
8204
8205         // when the model data has no vertex buffer (dynamic mesh), we need to
8206         // eliminate gaps
8207         if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
8208                 batchneed |= BATCHNEED_NOGAPS;
8209
8210         // if needsupdate, we have to do a dynamic vertex batch for sure
8211         if (needsupdate & batchneed)
8212                 dynamicvertex = true;
8213
8214         // see if we need to build vertexmesh from arrays
8215         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8216                 dynamicvertex = true;
8217
8218         // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
8219         // also some drivers strongly dislike firstvertex
8220         if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
8221                 dynamicvertex = true;
8222
8223         rsurface.batchvertex3f = rsurface.modelvertex3f;
8224         rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
8225         rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8226         rsurface.batchsvector3f = rsurface.modelsvector3f;
8227         rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
8228         rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8229         rsurface.batchtvector3f = rsurface.modeltvector3f;
8230         rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
8231         rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8232         rsurface.batchnormal3f = rsurface.modelnormal3f;
8233         rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
8234         rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8235         rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
8236         rsurface.batchlightmapcolor4f_vertexbuffer  = rsurface.modellightmapcolor4f_vertexbuffer;
8237         rsurface.batchlightmapcolor4f_bufferoffset  = rsurface.modellightmapcolor4f_bufferoffset;
8238         rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
8239         rsurface.batchtexcoordtexture2f_vertexbuffer  = rsurface.modeltexcoordtexture2f_vertexbuffer;
8240         rsurface.batchtexcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
8241         rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
8242         rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
8243         rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
8244         rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
8245         rsurface.batchvertexmesh = rsurface.modelvertexmesh;
8246         rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
8247         rsurface.batchelement3i = rsurface.modelelement3i;
8248         rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
8249         rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
8250         rsurface.batchelement3s = rsurface.modelelement3s;
8251         rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
8252         rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
8253
8254         // if any dynamic vertex processing has to occur in software, we copy the
8255         // entire surface list together before processing to rebase the vertices
8256         // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
8257         //
8258         // if any gaps exist and we do not have a static vertex buffer, we have to
8259         // copy the surface list together to avoid wasting upload bandwidth on the
8260         // vertices in the gaps.
8261         //
8262         // if gaps exist and we have a static vertex buffer, we still have to
8263         // combine the index buffer ranges into one dynamic index buffer.
8264         //
8265         // in all cases we end up with data that can be drawn in one call.
8266
8267         if (!dynamicvertex)
8268         {
8269                 // static vertex data, just set pointers...
8270                 rsurface.batchgeneratedvertex = false;
8271                 // if there are gaps, we want to build a combined index buffer,
8272                 // otherwise use the original static buffer with an appropriate offset
8273                 if (gaps)
8274                 {
8275                         // build a new triangle elements array for this batch
8276                         rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8277                         rsurface.batchfirsttriangle = 0;
8278                         numtriangles = 0;
8279                         for (i = 0;i < texturenumsurfaces;i++)
8280                         {
8281                                 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8282                                 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8283                                 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
8284                                 numtriangles += surfacenumtriangles;
8285                         }
8286                         rsurface.batchelement3i_indexbuffer = NULL;
8287                         rsurface.batchelement3i_bufferoffset = 0;
8288                         rsurface.batchelement3s = NULL;
8289                         rsurface.batchelement3s_indexbuffer = NULL;
8290                         rsurface.batchelement3s_bufferoffset = 0;
8291                         if (endvertex <= 65536)
8292                         {
8293                                 // make a 16bit (unsigned short) index array if possible
8294                                 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8295                                 for (i = 0;i < numtriangles*3;i++)
8296                                         rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8297                         }
8298                 }
8299                 return;
8300         }
8301
8302         // something needs software processing, do it for real...
8303         // we only directly handle separate array data in this case and then
8304         // generate interleaved data if needed...
8305         rsurface.batchgeneratedvertex = true;
8306
8307         // now copy the vertex data into a combined array and make an index array
8308         // (this is what Quake3 does all the time)
8309         //if (gaps || rsurface.batchfirstvertex)
8310         {
8311                 rsurface.batchvertex3fbuffer = NULL;
8312                 rsurface.batchvertexmesh = NULL;
8313                 rsurface.batchvertexmeshbuffer = NULL;
8314                 rsurface.batchvertex3f = NULL;
8315                 rsurface.batchvertex3f_vertexbuffer = NULL;
8316                 rsurface.batchvertex3f_bufferoffset = 0;
8317                 rsurface.batchsvector3f = NULL;
8318                 rsurface.batchsvector3f_vertexbuffer = NULL;
8319                 rsurface.batchsvector3f_bufferoffset = 0;
8320                 rsurface.batchtvector3f = NULL;
8321                 rsurface.batchtvector3f_vertexbuffer = NULL;
8322                 rsurface.batchtvector3f_bufferoffset = 0;
8323                 rsurface.batchnormal3f = NULL;
8324                 rsurface.batchnormal3f_vertexbuffer = NULL;
8325                 rsurface.batchnormal3f_bufferoffset = 0;
8326                 rsurface.batchlightmapcolor4f = NULL;
8327                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8328                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8329                 rsurface.batchtexcoordtexture2f = NULL;
8330                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8331                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8332                 rsurface.batchtexcoordlightmap2f = NULL;
8333                 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8334                 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8335                 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8336                 rsurface.batchelement3i_indexbuffer = NULL;
8337                 rsurface.batchelement3i_bufferoffset = 0;
8338                 rsurface.batchelement3s = NULL;
8339                 rsurface.batchelement3s_indexbuffer = NULL;
8340                 rsurface.batchelement3s_bufferoffset = 0;
8341                 // we'll only be setting up certain arrays as needed
8342                 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
8343                         rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
8344                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8345                         rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8346                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8347                         rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8348                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8349                 {
8350                         rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8351                         rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8352                 }
8353                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8354                         rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8355                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8356                         rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8357                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8358                         rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8359                 numvertices = 0;
8360                 numtriangles = 0;
8361                 for (i = 0;i < texturenumsurfaces;i++)
8362                 {
8363                         surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
8364                         surfacenumvertices = texturesurfacelist[i]->num_vertices;
8365                         surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8366                         surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8367                         // copy only the data requested
8368                         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
8369                                 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
8370                         if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
8371                         {
8372                                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8373                                         memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8374                                 if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f)
8375                                         memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8376                                 if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f)
8377                                 {
8378                                         memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8379                                         memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8380                                 }
8381                                 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f)
8382                                         memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
8383                                 if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f)
8384                                         memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8385                                 if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f)
8386                                         memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8387                         }
8388                         RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
8389                         numvertices += surfacenumvertices;
8390                         numtriangles += surfacenumtriangles;
8391                 }
8392
8393                 // generate a 16bit index array as well if possible
8394                 // (in general, dynamic batches fit)
8395                 if (numvertices <= 65536)
8396                 {
8397                         rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8398                         for (i = 0;i < numtriangles*3;i++)
8399                                 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8400                 }
8401
8402                 // since we've copied everything, the batch now starts at 0
8403                 rsurface.batchfirstvertex = 0;
8404                 rsurface.batchnumvertices = batchnumvertices;
8405                 rsurface.batchfirsttriangle = 0;
8406                 rsurface.batchnumtriangles = batchnumtriangles;
8407         }
8408
8409         // q1bsp surfaces rendered in vertex color mode have to have colors
8410         // calculated based on lightstyles
8411         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8412         {
8413                 // generate color arrays for the surfaces in this list
8414                 int c[4];
8415                 int scale;
8416                 int size3;
8417                 const int *offsets;
8418                 const unsigned char *lm;
8419                 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8420                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8421                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8422                 numvertices = 0;
8423                 for (i = 0;i < texturenumsurfaces;i++)
8424                 {
8425                         surface = texturesurfacelist[i];
8426                         offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8427                         surfacenumvertices = surface->num_vertices;
8428                         if (surface->lightmapinfo->samples)
8429                         {
8430                                 for (j = 0;j < surfacenumvertices;j++)
8431                                 {
8432                                         lm = surface->lightmapinfo->samples + offsets[j];
8433                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8434                                         VectorScale(lm, scale, c);
8435                                         if (surface->lightmapinfo->styles[1] != 255)
8436                                         {
8437                                                 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8438                                                 lm += size3;
8439                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8440                                                 VectorMA(c, scale, lm, c);
8441                                                 if (surface->lightmapinfo->styles[2] != 255)
8442                                                 {
8443                                                         lm += size3;
8444                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8445                                                         VectorMA(c, scale, lm, c);
8446                                                         if (surface->lightmapinfo->styles[3] != 255)
8447                                                         {
8448                                                                 lm += size3;
8449                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8450                                                                 VectorMA(c, scale, lm, c);
8451                                                         }
8452                                                 }
8453                                         }
8454                                         c[0] >>= 7;
8455                                         c[1] >>= 7;
8456                                         c[2] >>= 7;
8457                                         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);
8458                                         numvertices++;
8459                                 }
8460                         }
8461                         else
8462                         {
8463                                 for (j = 0;j < surfacenumvertices;j++)
8464                                 {
8465                                         Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8466                                         numvertices++;
8467                                 }
8468                         }
8469                 }
8470         }
8471
8472         // if vertices are deformed (sprite flares and things in maps, possibly
8473         // water waves, bulges and other deformations), modify the copied vertices
8474         // in place
8475         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
8476         {
8477                 switch (deform->deform)
8478                 {
8479                 default:
8480                 case Q3DEFORM_PROJECTIONSHADOW:
8481                 case Q3DEFORM_TEXT0:
8482                 case Q3DEFORM_TEXT1:
8483                 case Q3DEFORM_TEXT2:
8484                 case Q3DEFORM_TEXT3:
8485                 case Q3DEFORM_TEXT4:
8486                 case Q3DEFORM_TEXT5:
8487                 case Q3DEFORM_TEXT6:
8488                 case Q3DEFORM_TEXT7:
8489                 case Q3DEFORM_NONE:
8490                         break;
8491                 case Q3DEFORM_AUTOSPRITE:
8492                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8493                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8494                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8495                         VectorNormalize(newforward);
8496                         VectorNormalize(newright);
8497                         VectorNormalize(newup);
8498 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8499 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
8500 //                      rsurface.batchvertex3f_bufferoffset = 0;
8501 //                      rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
8502 //                      rsurface.batchsvector3f_vertexbuffer = NULL;
8503 //                      rsurface.batchsvector3f_bufferoffset = 0;
8504 //                      rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
8505 //                      rsurface.batchtvector3f_vertexbuffer = NULL;
8506 //                      rsurface.batchtvector3f_bufferoffset = 0;
8507 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8508 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
8509 //                      rsurface.batchnormal3f_bufferoffset = 0;
8510                         // a single autosprite surface can contain multiple sprites...
8511                         for (j = 0;j < batchnumvertices - 3;j += 4)
8512                         {
8513                                 VectorClear(center);
8514                                 for (i = 0;i < 4;i++)
8515                                         VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8516                                 VectorScale(center, 0.25f, center);
8517                                 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
8518                                 VectorCopy(rsurface.batchsvector3f + 3*j, right);
8519                                 VectorCopy(rsurface.batchtvector3f + 3*j, up);
8520                                 for (i = 0;i < 4;i++)
8521                                 {
8522                                         VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
8523                                         VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
8524                                 }
8525                         }
8526                         // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
8527                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8528                         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);
8529                         break;
8530                 case Q3DEFORM_AUTOSPRITE2:
8531                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8532                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8533                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8534                         VectorNormalize(newforward);
8535                         VectorNormalize(newright);
8536                         VectorNormalize(newup);
8537 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8538 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
8539 //                      rsurface.batchvertex3f_bufferoffset = 0;
8540                         {
8541                                 const float *v1, *v2;
8542                                 vec3_t start, end;
8543                                 float f, l;
8544                                 struct
8545                                 {
8546                                         float length2;
8547                                         const float *v1;
8548                                         const float *v2;
8549                                 }
8550                                 shortest[2];
8551                                 memset(shortest, 0, sizeof(shortest));
8552                                 // a single autosprite surface can contain multiple sprites...
8553                                 for (j = 0;j < batchnumvertices - 3;j += 4)
8554                                 {
8555                                         VectorClear(center);
8556                                         for (i = 0;i < 4;i++)
8557                                                 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8558                                         VectorScale(center, 0.25f, center);
8559                                         // find the two shortest edges, then use them to define the
8560                                         // axis vectors for rotating around the central axis
8561                                         for (i = 0;i < 6;i++)
8562                                         {
8563                                                 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
8564                                                 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
8565                                                 l = VectorDistance2(v1, v2);
8566                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
8567                                                 if (v1[2] != v2[2])
8568                                                         l += (1.0f / 1024.0f);
8569                                                 if (shortest[0].length2 > l || i == 0)
8570                                                 {
8571                                                         shortest[1] = shortest[0];
8572                                                         shortest[0].length2 = l;
8573                                                         shortest[0].v1 = v1;
8574                                                         shortest[0].v2 = v2;
8575                                                 }
8576                                                 else if (shortest[1].length2 > l || i == 1)
8577                                                 {
8578                                                         shortest[1].length2 = l;
8579                                                         shortest[1].v1 = v1;
8580                                                         shortest[1].v2 = v2;
8581                                                 }
8582                                         }
8583                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
8584                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
8585                                         // this calculates the right vector from the shortest edge
8586                                         // and the up vector from the edge midpoints
8587                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
8588                                         VectorNormalize(right);
8589                                         VectorSubtract(end, start, up);
8590                                         VectorNormalize(up);
8591                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
8592                                         VectorSubtract(rsurface.localvieworigin, center, forward);
8593                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
8594                                         VectorNegate(forward, forward);
8595                                         VectorReflect(forward, 0, up, forward);
8596                                         VectorNormalize(forward);
8597                                         CrossProduct(up, forward, newright);
8598                                         VectorNormalize(newright);
8599                                         // rotate the quad around the up axis vector, this is made
8600                                         // especially easy by the fact we know the quad is flat,
8601                                         // so we only have to subtract the center position and
8602                                         // measure distance along the right vector, and then
8603                                         // multiply that by the newright vector and add back the
8604                                         // center position
8605                                         // we also need to subtract the old position to undo the
8606                                         // displacement from the center, which we do with a
8607                                         // DotProduct, the subtraction/addition of center is also
8608                                         // optimized into DotProducts here
8609                                         l = DotProduct(right, center);
8610                                         for (i = 0;i < 4;i++)
8611                                         {
8612                                                 v1 = rsurface.batchvertex3f + 3*(j+i);
8613                                                 f = DotProduct(right, v1) - l;
8614                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
8615                                         }
8616                                 }
8617                         }
8618                         if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
8619                         {
8620 //                              rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8621 //                              rsurface.batchnormal3f_vertexbuffer = NULL;
8622 //                              rsurface.batchnormal3f_bufferoffset = 0;
8623                                 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8624                         }
8625                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8626                         {
8627 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8628 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
8629 //                              rsurface.batchsvector3f_bufferoffset = 0;
8630 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8631 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
8632 //                              rsurface.batchtvector3f_bufferoffset = 0;
8633                                 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);
8634                         }
8635                         break;
8636                 case Q3DEFORM_NORMAL:
8637                         // deform the normals to make reflections wavey
8638                         rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8639                         rsurface.batchnormal3f_vertexbuffer = NULL;
8640                         rsurface.batchnormal3f_bufferoffset = 0;
8641                         for (j = 0;j < batchnumvertices;j++)
8642                         {
8643                                 float vertex[3];
8644                                 float *normal = rsurface.batchnormal3f + 3*j;
8645                                 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
8646                                 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
8647                                 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
8648                                 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
8649                                 VectorNormalize(normal);
8650                         }
8651                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8652                         {
8653 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8654 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
8655 //                              rsurface.batchsvector3f_bufferoffset = 0;
8656 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8657 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
8658 //                              rsurface.batchtvector3f_bufferoffset = 0;
8659                                 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);
8660                         }
8661                         break;
8662                 case Q3DEFORM_WAVE:
8663                         // deform vertex array to make wavey water and flags and such
8664                         waveparms[0] = deform->waveparms[0];
8665                         waveparms[1] = deform->waveparms[1];
8666                         waveparms[2] = deform->waveparms[2];
8667                         waveparms[3] = deform->waveparms[3];
8668                         if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
8669                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
8670                         // this is how a divisor of vertex influence on deformation
8671                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
8672                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8673 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8674 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
8675 //                      rsurface.batchvertex3f_bufferoffset = 0;
8676 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8677 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
8678 //                      rsurface.batchnormal3f_bufferoffset = 0;
8679                         for (j = 0;j < batchnumvertices;j++)
8680                         {
8681                                 // if the wavefunc depends on time, evaluate it per-vertex
8682                                 if (waveparms[3])
8683                                 {
8684                                         waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
8685                                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8686                                 }
8687                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8688                         }
8689                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8690                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8691                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8692                         {
8693 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8694 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
8695 //                              rsurface.batchsvector3f_bufferoffset = 0;
8696 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8697 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
8698 //                              rsurface.batchtvector3f_bufferoffset = 0;
8699                                 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);
8700                         }
8701                         break;
8702                 case Q3DEFORM_BULGE:
8703                         // deform vertex array to make the surface have moving bulges
8704 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8705 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
8706 //                      rsurface.batchvertex3f_bufferoffset = 0;
8707 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8708 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
8709 //                      rsurface.batchnormal3f_bufferoffset = 0;
8710                         for (j = 0;j < batchnumvertices;j++)
8711                         {
8712                                 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1];
8713                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8714                         }
8715                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8716                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8717                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8718                         {
8719 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8720 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
8721 //                              rsurface.batchsvector3f_bufferoffset = 0;
8722 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8723 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
8724 //                              rsurface.batchtvector3f_bufferoffset = 0;
8725                                 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);
8726                         }
8727                         break;
8728                 case Q3DEFORM_MOVE:
8729                         // deform vertex array
8730                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8731                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
8732                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
8733                         VectorScale(deform->parms, scale, waveparms);
8734 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8735 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
8736 //                      rsurface.batchvertex3f_bufferoffset = 0;
8737                         for (j = 0;j < batchnumvertices;j++)
8738                                 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
8739                         break;
8740                 }
8741         }
8742
8743         // generate texcoords based on the chosen texcoord source
8744         switch(rsurface.texture->tcgen.tcgen)
8745         {
8746         default:
8747         case Q3TCGEN_TEXTURE:
8748                 break;
8749         case Q3TCGEN_LIGHTMAP:
8750 //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8751 //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8752 //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8753                 if (rsurface.batchtexcoordlightmap2f)
8754                         memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
8755                 break;
8756         case Q3TCGEN_VECTOR:
8757 //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8758 //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8759 //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8760                 for (j = 0;j < batchnumvertices;j++)
8761                 {
8762                         rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
8763                         rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
8764                 }
8765                 break;
8766         case Q3TCGEN_ENVIRONMENT:
8767                 // make environment reflections using a spheremap
8768                 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8769                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8770                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8771                 for (j = 0;j < batchnumvertices;j++)
8772                 {
8773                         // identical to Q3A's method, but executed in worldspace so
8774                         // carried models can be shiny too
8775
8776                         float viewer[3], d, reflected[3], worldreflected[3];
8777
8778                         VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
8779                         // VectorNormalize(viewer);
8780
8781                         d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
8782
8783                         reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
8784                         reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
8785                         reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
8786                         // note: this is proportinal to viewer, so we can normalize later
8787
8788                         Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
8789                         VectorNormalize(worldreflected);
8790
8791                         // note: this sphere map only uses world x and z!
8792                         // so positive and negative y will LOOK THE SAME.
8793                         rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
8794                         rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
8795                 }
8796                 break;
8797         }
8798         // the only tcmod that needs software vertex processing is turbulent, so
8799         // check for it here and apply the changes if needed
8800         // and we only support that as the first one
8801         // (handling a mixture of turbulent and other tcmods would be problematic
8802         //  without punting it entirely to a software path)
8803         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8804         {
8805                 amplitude = rsurface.texture->tcmods[0].parms[1];
8806                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
8807 //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8808 //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8809 //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8810                 for (j = 0;j < batchnumvertices;j++)
8811                 {
8812                         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);
8813                         rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1]                                ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
8814                 }
8815         }
8816
8817         if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
8818         {
8819                 // convert the modified arrays to vertex structs
8820 //              rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
8821 //              rsurface.batchvertexmeshbuffer = NULL;
8822                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
8823                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
8824                                 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
8825                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
8826                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
8827                                 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
8828                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
8829                 {
8830                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
8831                         {
8832                                 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
8833                                 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
8834                         }
8835                 }
8836                 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
8837                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
8838                                 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
8839                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
8840                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
8841                                 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
8842                 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
8843                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
8844                                 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
8845         }
8846 }
8847
8848 void RSurf_DrawBatch(void)
8849 {
8850         // sometimes a zero triangle surface (usually a degenerate patch) makes it
8851         // through the pipeline, killing it earlier in the pipeline would have
8852         // per-surface overhead rather than per-batch overhead, so it's best to
8853         // reject it here, before it hits glDraw.
8854         if (rsurface.batchnumtriangles == 0)
8855                 return;
8856 #if 0
8857         // batch debugging code
8858         if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
8859         {
8860                 int i;
8861                 int j;
8862                 int c;
8863                 const int *e;
8864                 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
8865                 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
8866                 {
8867                         c = e[i];
8868                         for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
8869                         {
8870                                 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
8871                                 {
8872                                         if (rsurface.modelsurfaces[j].texture != rsurface.texture)
8873                                                 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);
8874                                         break;
8875                                 }
8876                         }
8877                 }
8878         }
8879 #endif
8880         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);
8881 }
8882
8883 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
8884 {
8885         // pick the closest matching water plane
8886         int planeindex, vertexindex, bestplaneindex = -1;
8887         float d, bestd;
8888         vec3_t vert;
8889         const float *v;
8890         r_waterstate_waterplane_t *p;
8891         qboolean prepared = false;
8892         bestd = 0;
8893         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8894         {
8895                 if(p->camera_entity != rsurface.texture->camera_entity)
8896                         continue;
8897                 d = 0;
8898                 if(!prepared)
8899                 {
8900                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
8901                         prepared = true;
8902                         if(rsurface.batchnumvertices == 0)
8903                                 break;
8904                 }
8905                 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
8906                 {
8907                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
8908                         d += fabs(PlaneDiff(vert, &p->plane));
8909                 }
8910                 if (bestd > d || bestplaneindex < 0)
8911                 {
8912                         bestd = d;
8913                         bestplaneindex = planeindex;
8914                 }
8915         }
8916         return bestplaneindex;
8917         // NOTE: this MAY return a totally unrelated water plane; we can ignore
8918         // this situation though, as it might be better to render single larger
8919         // batches with useless stuff (backface culled for example) than to
8920         // render multiple smaller batches
8921 }
8922
8923 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
8924 {
8925         int i;
8926         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
8927         rsurface.passcolor4f_vertexbuffer = 0;
8928         rsurface.passcolor4f_bufferoffset = 0;
8929         for (i = 0;i < rsurface.batchnumvertices;i++)
8930                 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
8931 }
8932
8933 static void RSurf_DrawBatch_GL11_ApplyFog(void)
8934 {
8935         int i;
8936         float f;
8937         const float *v;
8938         const float *c;
8939         float *c2;
8940         if (rsurface.passcolor4f)
8941         {
8942                 // generate color arrays
8943                 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
8944                 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
8945                 rsurface.passcolor4f_vertexbuffer = 0;
8946                 rsurface.passcolor4f_bufferoffset = 0;
8947                 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)
8948                 {
8949                         f = RSurf_FogVertex(v);
8950                         c2[0] = c[0] * f;
8951                         c2[1] = c[1] * f;
8952                         c2[2] = c[2] * f;
8953                         c2[3] = c[3];
8954                 }
8955         }
8956         else
8957         {
8958                 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
8959                 rsurface.passcolor4f_vertexbuffer = 0;
8960                 rsurface.passcolor4f_bufferoffset = 0;
8961                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
8962                 {
8963                         f = RSurf_FogVertex(v);
8964                         c2[0] = f;
8965                         c2[1] = f;
8966                         c2[2] = f;
8967                         c2[3] = 1;
8968                 }
8969         }
8970 }
8971
8972 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
8973 {
8974         int i;
8975         float f;
8976         const float *v;
8977         const float *c;
8978         float *c2;
8979         if (!rsurface.passcolor4f)
8980                 return;
8981         c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
8982         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
8983         rsurface.passcolor4f_vertexbuffer = 0;
8984         rsurface.passcolor4f_bufferoffset = 0;
8985         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)
8986         {
8987                 f = RSurf_FogVertex(v);
8988                 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
8989                 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
8990                 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
8991                 c2[3] = c[3];
8992         }
8993 }
8994
8995 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
8996 {
8997         int i;
8998         const float *c;
8999         float *c2;
9000         if (!rsurface.passcolor4f)
9001                 return;
9002         c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9003         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9004         rsurface.passcolor4f_vertexbuffer = 0;
9005         rsurface.passcolor4f_bufferoffset = 0;
9006         for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9007         {
9008                 c2[0] = c[0] * r;
9009                 c2[1] = c[1] * g;
9010                 c2[2] = c[2] * b;
9011                 c2[3] = c[3] * a;
9012         }
9013 }
9014
9015 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
9016 {
9017         int i;
9018         const float *c;
9019         float *c2;
9020         if (!rsurface.passcolor4f)
9021                 return;
9022         c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9023         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9024         rsurface.passcolor4f_vertexbuffer = 0;
9025         rsurface.passcolor4f_bufferoffset = 0;
9026         for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9027         {
9028                 c2[0] = c[0] + r_refdef.scene.ambient;
9029                 c2[1] = c[1] + r_refdef.scene.ambient;
9030                 c2[2] = c[2] + r_refdef.scene.ambient;
9031                 c2[3] = c[3];
9032         }
9033 }
9034
9035 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9036 {
9037         // TODO: optimize
9038         rsurface.passcolor4f = NULL;
9039         rsurface.passcolor4f_vertexbuffer = 0;
9040         rsurface.passcolor4f_bufferoffset = 0;
9041         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9042         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9043         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9044         GL_Color(r, g, b, a);
9045         R_Mesh_TexBind(0, rsurface.lightmaptexture);
9046         RSurf_DrawBatch();
9047 }
9048
9049 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9050 {
9051         // TODO: optimize applyfog && applycolor case
9052         // just apply fog if necessary, and tint the fog color array if necessary
9053         rsurface.passcolor4f = NULL;
9054         rsurface.passcolor4f_vertexbuffer = 0;
9055         rsurface.passcolor4f_bufferoffset = 0;
9056         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9057         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9058         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9059         GL_Color(r, g, b, a);
9060         RSurf_DrawBatch();
9061 }
9062
9063 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9064 {
9065         // TODO: optimize
9066         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
9067         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
9068         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
9069         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9070         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9071         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9072         GL_Color(r, g, b, a);
9073         RSurf_DrawBatch();
9074 }
9075
9076 static void RSurf_DrawBatch_GL11_ClampColor(void)
9077 {
9078         int i;
9079         const float *c1;
9080         float *c2;
9081         if (!rsurface.passcolor4f)
9082                 return;
9083         for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
9084         {
9085                 c2[0] = bound(0.0f, c1[0], 1.0f);
9086                 c2[1] = bound(0.0f, c1[1], 1.0f);
9087                 c2[2] = bound(0.0f, c1[2], 1.0f);
9088                 c2[3] = bound(0.0f, c1[3], 1.0f);
9089         }
9090 }
9091
9092 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
9093 {
9094         int i;
9095         float f;
9096         const float *v;
9097         const float *n;
9098         float *c;
9099         //vec3_t eyedir;
9100
9101         // fake shading
9102         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9103         rsurface.passcolor4f_vertexbuffer = 0;
9104         rsurface.passcolor4f_bufferoffset = 0;
9105         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)
9106         {
9107                 f = -DotProduct(r_refdef.view.forward, n);
9108                 f = max(0, f);
9109                 f = f * 0.85 + 0.15; // work around so stuff won't get black
9110                 f *= r_refdef.lightmapintensity;
9111                 Vector4Set(c, f, f, f, 1);
9112         }
9113 }
9114
9115 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9116 {
9117         RSurf_DrawBatch_GL11_ApplyFakeLight();
9118         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9119         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9120         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9121         GL_Color(r, g, b, a);
9122         RSurf_DrawBatch();
9123 }
9124
9125 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
9126 {
9127         int i;
9128         float f;
9129         float alpha;
9130         const float *v;
9131         const float *n;
9132         float *c;
9133         vec3_t ambientcolor;
9134         vec3_t diffusecolor;
9135         vec3_t lightdir;
9136         // TODO: optimize
9137         // model lighting
9138         VectorCopy(rsurface.modellight_lightdir, lightdir);
9139         f = 0.5f * r_refdef.lightmapintensity;
9140         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
9141         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
9142         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
9143         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
9144         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
9145         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
9146         alpha = *a;
9147         if (VectorLength2(diffusecolor) > 0)
9148         {
9149                 // q3-style directional shading
9150                 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9151                 rsurface.passcolor4f_vertexbuffer = 0;
9152                 rsurface.passcolor4f_bufferoffset = 0;
9153                 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)
9154                 {
9155                         if ((f = DotProduct(n, lightdir)) > 0)
9156                                 VectorMA(ambientcolor, f, diffusecolor, c);
9157                         else
9158                                 VectorCopy(ambientcolor, c);
9159                         c[3] = alpha;
9160                 }
9161                 *r = 1;
9162                 *g = 1;
9163                 *b = 1;
9164                 *a = 1;
9165                 *applycolor = false;
9166         }
9167         else
9168         {
9169                 *r = ambientcolor[0];
9170                 *g = ambientcolor[1];
9171                 *b = ambientcolor[2];
9172                 rsurface.passcolor4f = NULL;
9173                 rsurface.passcolor4f_vertexbuffer = 0;
9174                 rsurface.passcolor4f_bufferoffset = 0;
9175         }
9176 }
9177
9178 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9179 {
9180         RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
9181         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9182         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9183         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9184         GL_Color(r, g, b, a);
9185         RSurf_DrawBatch();
9186 }
9187
9188 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
9189 {
9190         int i;
9191         float f;
9192         const float *v;
9193         float *c;
9194         for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
9195         {
9196                 f = 1 - RSurf_FogVertex(v);
9197                 c[0] = r;
9198                 c[1] = g;
9199                 c[2] = b;
9200                 c[3] = f * a;
9201         }
9202 }
9203
9204 void RSurf_SetupDepthAndCulling(void)
9205 {
9206         // submodels are biased to avoid z-fighting with world surfaces that they
9207         // may be exactly overlapping (avoids z-fighting artifacts on certain
9208         // doors and things in Quake maps)
9209         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
9210         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
9211         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
9212         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9213 }
9214
9215 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9216 {
9217         // transparent sky would be ridiculous
9218         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9219                 return;
9220         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9221         skyrenderlater = true;
9222         RSurf_SetupDepthAndCulling();
9223         GL_DepthMask(true);
9224         // LordHavoc: HalfLife maps have freaky skypolys so don't use
9225         // skymasking on them, and Quake3 never did sky masking (unlike
9226         // software Quake and software Quake2), so disable the sky masking
9227         // in Quake3 maps as it causes problems with q3map2 sky tricks,
9228         // and skymasking also looks very bad when noclipping outside the
9229         // level, so don't use it then either.
9230         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
9231         {
9232                 R_Mesh_ResetTextureState();
9233                 if (skyrendermasked)
9234                 {
9235                         R_SetupShader_DepthOrShadow();
9236                         // depth-only (masking)
9237                         GL_ColorMask(0,0,0,0);
9238                         // just to make sure that braindead drivers don't draw
9239                         // anything despite that colormask...
9240                         GL_BlendFunc(GL_ZERO, GL_ONE);
9241                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9242                         if (rsurface.batchvertex3fbuffer)
9243                                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
9244                         else
9245                                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
9246                 }
9247                 else
9248                 {
9249                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9250                         // fog sky
9251                         GL_BlendFunc(GL_ONE, GL_ZERO);
9252                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9253                         GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
9254                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9255                 }
9256                 RSurf_DrawBatch();
9257                 if (skyrendermasked)
9258                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
9259         }
9260         R_Mesh_ResetTextureState();
9261         GL_Color(1, 1, 1, 1);
9262 }
9263
9264 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
9265 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
9266 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
9267 {
9268         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
9269                 return;
9270         if (prepass)
9271         {
9272                 // render screenspace normalmap to texture
9273                 GL_DepthMask(true);
9274                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL);
9275                 RSurf_DrawBatch();
9276                 return;
9277         }
9278
9279         // bind lightmap texture
9280
9281         // water/refraction/reflection/camera surfaces have to be handled specially
9282         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
9283         {
9284                 int start, end, startplaneindex;
9285                 for (start = 0;start < texturenumsurfaces;start = end)
9286                 {
9287                         startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
9288                         if(startplaneindex < 0)
9289                         {
9290                                 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
9291                                 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
9292                                 end = start + 1;
9293                                 continue;
9294                         }
9295                         for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
9296                                 ;
9297                         // now that we have a batch using the same planeindex, render it
9298                         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
9299                         {
9300                                 // render water or distortion background
9301                                 GL_DepthMask(true);
9302                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex));
9303                                 RSurf_DrawBatch();
9304                                 // blend surface on top
9305                                 GL_DepthMask(false);
9306                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL);
9307                                 RSurf_DrawBatch();
9308                         }
9309                         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
9310                         {
9311                                 // render surface with reflection texture as input
9312                                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9313                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex));
9314                                 RSurf_DrawBatch();
9315                         }
9316                 }
9317                 return;
9318         }
9319
9320         // render surface batch normally
9321         GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9322         R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL);
9323         RSurf_DrawBatch();
9324 }
9325
9326 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9327 {
9328         // OpenGL 1.3 path - anything not completely ancient
9329         qboolean applycolor;
9330         qboolean applyfog;
9331         int layerindex;
9332         const texturelayer_t *layer;
9333         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);
9334         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9335
9336         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9337         {
9338                 vec4_t layercolor;
9339                 int layertexrgbscale;
9340                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9341                 {
9342                         if (layerindex == 0)
9343                                 GL_AlphaTest(true);
9344                         else
9345                         {
9346                                 GL_AlphaTest(false);
9347                                 GL_DepthFunc(GL_EQUAL);
9348                         }
9349                 }
9350                 GL_DepthMask(layer->depthmask && writedepth);
9351                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9352                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
9353                 {
9354                         layertexrgbscale = 4;
9355                         VectorScale(layer->color, 0.25f, layercolor);
9356                 }
9357                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
9358                 {
9359                         layertexrgbscale = 2;
9360                         VectorScale(layer->color, 0.5f, layercolor);
9361                 }
9362                 else
9363                 {
9364                         layertexrgbscale = 1;
9365                         VectorScale(layer->color, 1.0f, layercolor);
9366                 }
9367                 layercolor[3] = layer->color[3];
9368                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
9369                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9370                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9371                 switch (layer->type)
9372                 {
9373                 case TEXTURELAYERTYPE_LITTEXTURE:
9374                         // single-pass lightmapped texture with 2x rgbscale
9375                         R_Mesh_TexBind(0, r_texture_white);
9376                         R_Mesh_TexMatrix(0, NULL);
9377                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9378                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9379                         R_Mesh_TexBind(1, layer->texture);
9380                         R_Mesh_TexMatrix(1, &layer->texmatrix);
9381                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9382                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9383                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9384                                 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9385                         else if (FAKELIGHT_ENABLED)
9386                                 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9387                         else if (rsurface.uselightmaptexture)
9388                                 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9389                         else
9390                                 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9391                         break;
9392                 case TEXTURELAYERTYPE_TEXTURE:
9393                         // singletexture unlit texture with transparency support
9394                         R_Mesh_TexBind(0, layer->texture);
9395                         R_Mesh_TexMatrix(0, &layer->texmatrix);
9396                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9397                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9398                         R_Mesh_TexBind(1, 0);
9399                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9400                         RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9401                         break;
9402                 case TEXTURELAYERTYPE_FOG:
9403                         // singletexture fogging
9404                         if (layer->texture)
9405                         {
9406                                 R_Mesh_TexBind(0, layer->texture);
9407                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
9408                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9409                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9410                         }
9411                         else
9412                         {
9413                                 R_Mesh_TexBind(0, 0);
9414                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9415                         }
9416                         R_Mesh_TexBind(1, 0);
9417                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9418                         // generate a color array for the fog pass
9419                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
9420                         RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
9421                         RSurf_DrawBatch();
9422                         break;
9423                 default:
9424                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
9425                 }
9426         }
9427         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9428         {
9429                 GL_DepthFunc(GL_LEQUAL);
9430                 GL_AlphaTest(false);
9431         }
9432 }
9433
9434 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9435 {
9436         // OpenGL 1.1 - crusty old voodoo path
9437         qboolean applyfog;
9438         int layerindex;
9439         const texturelayer_t *layer;
9440         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);
9441         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9442
9443         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9444         {
9445                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9446                 {
9447                         if (layerindex == 0)
9448                                 GL_AlphaTest(true);
9449                         else
9450                         {
9451                                 GL_AlphaTest(false);
9452                                 GL_DepthFunc(GL_EQUAL);
9453                         }
9454                 }
9455                 GL_DepthMask(layer->depthmask && writedepth);
9456                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9457                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9458                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9459                 switch (layer->type)
9460                 {
9461                 case TEXTURELAYERTYPE_LITTEXTURE:
9462                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
9463                         {
9464                                 // two-pass lit texture with 2x rgbscale
9465                                 // first the lightmap pass
9466                                 R_Mesh_TexBind(0, r_texture_white);
9467                                 R_Mesh_TexMatrix(0, NULL);
9468                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9469                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9470                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9471                                         RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
9472                                 else if (FAKELIGHT_ENABLED)
9473                                         RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
9474                                 else if (rsurface.uselightmaptexture)
9475                                         RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
9476                                 else
9477                                         RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
9478                                 // then apply the texture to it
9479                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
9480                                 R_Mesh_TexBind(0, layer->texture);
9481                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
9482                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9483                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9484                                 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);
9485                         }
9486                         else
9487                         {
9488                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
9489                                 R_Mesh_TexBind(0, layer->texture);
9490                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
9491                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9492                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9493                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9494                                         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);
9495                                 else
9496                                         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);
9497                         }
9498                         break;
9499                 case TEXTURELAYERTYPE_TEXTURE:
9500                         // singletexture unlit texture with transparency support
9501                         R_Mesh_TexBind(0, layer->texture);
9502                         R_Mesh_TexMatrix(0, &layer->texmatrix);
9503                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9504                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9505                         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);
9506                         break;
9507                 case TEXTURELAYERTYPE_FOG:
9508                         // singletexture fogging
9509                         if (layer->texture)
9510                         {
9511                                 R_Mesh_TexBind(0, layer->texture);
9512                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
9513                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9514                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9515                         }
9516                         else
9517                         {
9518                                 R_Mesh_TexBind(0, 0);
9519                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9520                         }
9521                         // generate a color array for the fog pass
9522                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
9523                         RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
9524                         RSurf_DrawBatch();
9525                         break;
9526                 default:
9527                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
9528                 }
9529         }
9530         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9531         {
9532                 GL_DepthFunc(GL_LEQUAL);
9533                 GL_AlphaTest(false);
9534         }
9535 }
9536
9537 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9538 {
9539         int vi;
9540         int j;
9541         r_vertexgeneric_t *batchvertex;
9542         float c[4];
9543
9544 //      R_Mesh_ResetTextureState();
9545         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9546
9547         if(rsurface.texture && rsurface.texture->currentskinframe)
9548         {
9549                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
9550                 c[3] *= rsurface.texture->currentalpha;
9551         }
9552         else
9553         {
9554                 c[0] = 1;
9555                 c[1] = 0;
9556                 c[2] = 1;
9557                 c[3] = 1;
9558         }
9559
9560         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
9561         {
9562                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
9563                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
9564                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
9565         }
9566
9567         // brighten it up (as texture value 127 means "unlit")
9568         c[0] *= 2 * r_refdef.view.colorscale;
9569         c[1] *= 2 * r_refdef.view.colorscale;
9570         c[2] *= 2 * r_refdef.view.colorscale;
9571
9572         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
9573                 c[3] *= r_wateralpha.value;
9574
9575         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
9576         {
9577                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9578                 GL_DepthMask(false);
9579         }
9580         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
9581         {
9582                 GL_BlendFunc(GL_ONE, GL_ONE);
9583                 GL_DepthMask(false);
9584         }
9585         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9586         {
9587                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
9588                 GL_DepthMask(false);
9589         }
9590         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9591         {
9592                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
9593                 GL_DepthMask(false);
9594         }
9595         else
9596         {
9597                 GL_BlendFunc(GL_ONE, GL_ZERO);
9598                 GL_DepthMask(writedepth);
9599         }
9600
9601         if (r_showsurfaces.integer == 3)
9602         {
9603                 rsurface.passcolor4f = NULL;
9604
9605                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9606                 {
9607                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9608
9609                         rsurface.passcolor4f = NULL;
9610                         rsurface.passcolor4f_vertexbuffer = 0;
9611                         rsurface.passcolor4f_bufferoffset = 0;
9612                 }
9613                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9614                 {
9615                         qboolean applycolor = true;
9616                         float one = 1.0;
9617
9618                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9619
9620                         r_refdef.lightmapintensity = 1;
9621                         RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
9622                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
9623                 }
9624                 else if (FAKELIGHT_ENABLED)
9625                 {
9626                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9627
9628                         r_refdef.lightmapintensity = r_fakelight_intensity.value;
9629                         RSurf_DrawBatch_GL11_ApplyFakeLight();
9630                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
9631                 }
9632                 else
9633                 {
9634                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9635
9636                         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
9637                         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
9638                         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
9639                 }
9640
9641                 if(!rsurface.passcolor4f)
9642                         RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
9643
9644                 RSurf_DrawBatch_GL11_ApplyAmbient();
9645                 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
9646                 if(r_refdef.fogenabled)
9647                         RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
9648                 RSurf_DrawBatch_GL11_ClampColor();
9649
9650                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
9651                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9652                 RSurf_DrawBatch();
9653         }
9654         else if (!r_refdef.view.showdebug)
9655         {
9656                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9657                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
9658                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
9659                 {
9660                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
9661                         Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
9662                 }
9663                 R_Mesh_PrepareVertices_Generic_Unlock();
9664                 RSurf_DrawBatch();
9665         }
9666         else if (r_showsurfaces.integer == 4)
9667         {
9668                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9669                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
9670                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
9671                 {
9672                         unsigned char c = (vi << 3) * (1.0f / 256.0f);
9673                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
9674                         Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
9675                 }
9676                 R_Mesh_PrepareVertices_Generic_Unlock();
9677                 RSurf_DrawBatch();
9678         }
9679         else if (r_showsurfaces.integer == 2)
9680         {
9681                 const int *e;
9682                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9683                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
9684                 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
9685                 {
9686                         unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
9687                         VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
9688                         VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
9689                         VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
9690                         Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
9691                         Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
9692                         Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
9693                 }
9694                 R_Mesh_PrepareVertices_Generic_Unlock();
9695                 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
9696         }
9697         else
9698         {
9699                 int texturesurfaceindex;
9700                 int k;
9701                 const msurface_t *surface;
9702                 float surfacecolor4f[4];
9703                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9704                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
9705                 vi = 0;
9706                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9707                 {
9708                         surface = texturesurfacelist[texturesurfaceindex];
9709                         k = (int)(((size_t)surface) / sizeof(msurface_t));
9710                         Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
9711                         for (j = 0;j < surface->num_vertices;j++)
9712                         {
9713                                 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
9714                                 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
9715                                 vi++;
9716                         }
9717                 }
9718                 R_Mesh_PrepareVertices_Generic_Unlock();
9719                 RSurf_DrawBatch();
9720         }
9721 }
9722
9723 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
9724 {
9725         CHECKGLERROR
9726         RSurf_SetupDepthAndCulling();
9727         if (r_showsurfaces.integer)
9728         {
9729                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
9730                 return;
9731         }
9732         switch (vid.renderpath)
9733         {
9734         case RENDERPATH_GL20:
9735         case RENDERPATH_D3D9:
9736         case RENDERPATH_D3D10:
9737         case RENDERPATH_D3D11:
9738         case RENDERPATH_SOFT:
9739         case RENDERPATH_GLES2:
9740                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
9741                 break;
9742         case RENDERPATH_GL13:
9743                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
9744                 break;
9745         case RENDERPATH_GL11:
9746                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
9747                 break;
9748         }
9749         CHECKGLERROR
9750 }
9751
9752 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
9753 {
9754         CHECKGLERROR
9755         RSurf_SetupDepthAndCulling();
9756         if (r_showsurfaces.integer)
9757         {
9758                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
9759                 return;
9760         }
9761         switch (vid.renderpath)
9762         {
9763         case RENDERPATH_GL20:
9764         case RENDERPATH_D3D9:
9765         case RENDERPATH_D3D10:
9766         case RENDERPATH_D3D11:
9767         case RENDERPATH_SOFT:
9768         case RENDERPATH_GLES2:
9769                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
9770                 break;
9771         case RENDERPATH_GL13:
9772                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
9773                 break;
9774         case RENDERPATH_GL11:
9775                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
9776                 break;
9777         }
9778         CHECKGLERROR
9779 }
9780
9781 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9782 {
9783         int i, j;
9784         int texturenumsurfaces, endsurface;
9785         texture_t *texture;
9786         const msurface_t *surface;
9787 #define MAXBATCH_TRANSPARENTSURFACES 256
9788         const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
9789
9790         // if the model is static it doesn't matter what value we give for
9791         // wantnormals and wanttangents, so this logic uses only rules applicable
9792         // to a model, knowing that they are meaningless otherwise
9793         if (ent == r_refdef.scene.worldentity)
9794                 RSurf_ActiveWorldEntity();
9795         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
9796                 RSurf_ActiveModelEntity(ent, false, false, false);
9797         else
9798         {
9799                 switch (vid.renderpath)
9800                 {
9801                 case RENDERPATH_GL20:
9802                 case RENDERPATH_D3D9:
9803                 case RENDERPATH_D3D10:
9804                 case RENDERPATH_D3D11:
9805                 case RENDERPATH_SOFT:
9806                 case RENDERPATH_GLES2:
9807                         RSurf_ActiveModelEntity(ent, true, true, false);
9808                         break;
9809                 case RENDERPATH_GL13:
9810                 case RENDERPATH_GL11:
9811                         RSurf_ActiveModelEntity(ent, true, false, false);
9812                         break;
9813                 }
9814         }
9815
9816         if (r_transparentdepthmasking.integer)
9817         {
9818                 qboolean setup = false;
9819                 for (i = 0;i < numsurfaces;i = j)
9820                 {
9821                         j = i + 1;
9822                         surface = rsurface.modelsurfaces + surfacelist[i];
9823                         texture = surface->texture;
9824                         rsurface.texture = R_GetCurrentTexture(texture);
9825                         rsurface.lightmaptexture = NULL;
9826                         rsurface.deluxemaptexture = NULL;
9827                         rsurface.uselightmaptexture = false;
9828                         // scan ahead until we find a different texture
9829                         endsurface = min(i + 1024, numsurfaces);
9830                         texturenumsurfaces = 0;
9831                         texturesurfacelist[texturenumsurfaces++] = surface;
9832                         for (;j < endsurface;j++)
9833                         {
9834                                 surface = rsurface.modelsurfaces + surfacelist[j];
9835                                 if (texture != surface->texture)
9836                                         break;
9837                                 texturesurfacelist[texturenumsurfaces++] = surface;
9838                         }
9839                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
9840                                 continue;
9841                         // render the range of surfaces as depth
9842                         if (!setup)
9843                         {
9844                                 setup = true;
9845                                 GL_ColorMask(0,0,0,0);
9846                                 GL_Color(1,1,1,1);
9847                                 GL_DepthTest(true);
9848                                 GL_BlendFunc(GL_ONE, GL_ZERO);
9849                                 GL_DepthMask(true);
9850 //                              R_Mesh_ResetTextureState();
9851                                 R_SetupShader_DepthOrShadow();
9852                         }
9853                         RSurf_SetupDepthAndCulling();
9854                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
9855                         if (rsurface.batchvertex3fbuffer)
9856                                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
9857                         else
9858                                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
9859                         RSurf_DrawBatch();
9860                 }
9861                 if (setup)
9862                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
9863         }
9864
9865         for (i = 0;i < numsurfaces;i = j)
9866         {
9867                 j = i + 1;
9868                 surface = rsurface.modelsurfaces + surfacelist[i];
9869                 texture = surface->texture;
9870                 rsurface.texture = R_GetCurrentTexture(texture);
9871                 // scan ahead until we find a different texture
9872                 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
9873                 texturenumsurfaces = 0;
9874                 texturesurfacelist[texturenumsurfaces++] = surface;
9875                 if(FAKELIGHT_ENABLED)
9876                 {
9877                         rsurface.lightmaptexture = NULL;
9878                         rsurface.deluxemaptexture = NULL;
9879                         rsurface.uselightmaptexture = false;
9880                         for (;j < endsurface;j++)
9881                         {
9882                                 surface = rsurface.modelsurfaces + surfacelist[j];
9883                                 if (texture != surface->texture)
9884                                         break;
9885                                 texturesurfacelist[texturenumsurfaces++] = surface;
9886                         }
9887                 }
9888                 else
9889                 {
9890                         rsurface.lightmaptexture = surface->lightmaptexture;
9891                         rsurface.deluxemaptexture = surface->deluxemaptexture;
9892                         rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
9893                         for (;j < endsurface;j++)
9894                         {
9895                                 surface = rsurface.modelsurfaces + surfacelist[j];
9896                                 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
9897                                         break;
9898                                 texturesurfacelist[texturenumsurfaces++] = surface;
9899                         }
9900                 }
9901                 // render the range of surfaces
9902                 if (ent == r_refdef.scene.worldentity)
9903                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
9904                 else
9905                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
9906         }
9907         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9908 }
9909
9910 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
9911 {
9912         // transparent surfaces get pushed off into the transparent queue
9913         int surfacelistindex;
9914         const msurface_t *surface;
9915         vec3_t tempcenter, center;
9916         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
9917         {
9918                 surface = texturesurfacelist[surfacelistindex];
9919                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
9920                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
9921                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
9922                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
9923                 if (queueentity->transparent_offset) // transparent offset
9924                 {
9925                         center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
9926                         center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
9927                         center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
9928                 }
9929                 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
9930         }
9931 }
9932
9933 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9934 {
9935         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
9936                 return;
9937         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
9938                 return;
9939         RSurf_SetupDepthAndCulling();
9940         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
9941         if (rsurface.batchvertex3fbuffer)
9942                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
9943         else
9944                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
9945         RSurf_DrawBatch();
9946 }
9947
9948 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
9949 {
9950         const entity_render_t *queueentity = r_refdef.scene.worldentity;
9951         CHECKGLERROR
9952         if (depthonly)
9953                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
9954         else if (prepass)
9955         {
9956                 if (!rsurface.texture->currentnumlayers)
9957                         return;
9958                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9959                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
9960                 else
9961                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
9962         }
9963         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
9964                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
9965         else if (!rsurface.texture->currentnumlayers)
9966                 return;
9967         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
9968         {
9969                 // in the deferred case, transparent surfaces were queued during prepass
9970                 if (!r_shadow_usingdeferredprepass)
9971                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
9972         }
9973         else
9974         {
9975                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
9976                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
9977         }
9978         CHECKGLERROR
9979 }
9980
9981 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
9982 {
9983         int i, j;
9984         texture_t *texture;
9985         R_FrameData_SetMark();
9986         // break the surface list down into batches by texture and use of lightmapping
9987         for (i = 0;i < numsurfaces;i = j)
9988         {
9989                 j = i + 1;
9990                 // texture is the base texture pointer, rsurface.texture is the
9991                 // current frame/skin the texture is directing us to use (for example
9992                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
9993                 // use skin 1 instead)
9994                 texture = surfacelist[i]->texture;
9995                 rsurface.texture = R_GetCurrentTexture(texture);
9996                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
9997                 {
9998                         // if this texture is not the kind we want, skip ahead to the next one
9999                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10000                                 ;
10001                         continue;
10002                 }
10003                 if(FAKELIGHT_ENABLED || depthonly || prepass)
10004                 {
10005                         rsurface.lightmaptexture = NULL;
10006                         rsurface.deluxemaptexture = NULL;
10007                         rsurface.uselightmaptexture = false;
10008                         // simply scan ahead until we find a different texture or lightmap state
10009                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10010                                 ;
10011                 }
10012                 else
10013                 {
10014                         rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10015                         rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10016                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10017                         // simply scan ahead until we find a different texture or lightmap state
10018                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10019                                 ;
10020                 }
10021                 // render the range of surfaces
10022                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10023         }
10024         R_FrameData_ReturnToMark();
10025 }
10026
10027 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
10028 {
10029         CHECKGLERROR
10030         if (depthonly)
10031                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10032         else if (prepass)
10033         {
10034                 if (!rsurface.texture->currentnumlayers)
10035                         return;
10036                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10037                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10038                 else
10039                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10040         }
10041         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
10042                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10043         else if (!rsurface.texture->currentnumlayers)
10044                 return;
10045         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10046         {
10047                 // in the deferred case, transparent surfaces were queued during prepass
10048                 if (!r_shadow_usingdeferredprepass)
10049                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10050         }
10051         else
10052         {
10053                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10054                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10055         }
10056         CHECKGLERROR
10057 }
10058
10059 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10060 {
10061         int i, j;
10062         texture_t *texture;
10063         R_FrameData_SetMark();
10064         // break the surface list down into batches by texture and use of lightmapping
10065         for (i = 0;i < numsurfaces;i = j)
10066         {
10067                 j = i + 1;
10068                 // texture is the base texture pointer, rsurface.texture is the
10069                 // current frame/skin the texture is directing us to use (for example
10070                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10071                 // use skin 1 instead)
10072                 texture = surfacelist[i]->texture;
10073                 rsurface.texture = R_GetCurrentTexture(texture);
10074                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10075                 {
10076                         // if this texture is not the kind we want, skip ahead to the next one
10077                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10078                                 ;
10079                         continue;
10080                 }
10081                 if(FAKELIGHT_ENABLED || depthonly || prepass)
10082                 {
10083                         rsurface.lightmaptexture = NULL;
10084                         rsurface.deluxemaptexture = NULL;
10085                         rsurface.uselightmaptexture = false;
10086                         // simply scan ahead until we find a different texture or lightmap state
10087                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10088                                 ;
10089                 }
10090                 else
10091                 {
10092                         rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10093                         rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10094                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10095                         // simply scan ahead until we find a different texture or lightmap state
10096                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10097                                 ;
10098                 }
10099                 // render the range of surfaces
10100                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
10101         }
10102         R_FrameData_ReturnToMark();
10103 }
10104
10105 float locboxvertex3f[6*4*3] =
10106 {
10107         1,0,1, 1,0,0, 1,1,0, 1,1,1,
10108         0,1,1, 0,1,0, 0,0,0, 0,0,1,
10109         1,1,1, 1,1,0, 0,1,0, 0,1,1,
10110         0,0,1, 0,0,0, 1,0,0, 1,0,1,
10111         0,0,1, 1,0,1, 1,1,1, 0,1,1,
10112         1,0,0, 0,0,0, 0,1,0, 1,1,0
10113 };
10114
10115 unsigned short locboxelements[6*2*3] =
10116 {
10117          0, 1, 2, 0, 2, 3,
10118          4, 5, 6, 4, 6, 7,
10119          8, 9,10, 8,10,11,
10120         12,13,14, 12,14,15,
10121         16,17,18, 16,18,19,
10122         20,21,22, 20,22,23
10123 };
10124
10125 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10126 {
10127         int i, j;
10128         cl_locnode_t *loc = (cl_locnode_t *)ent;
10129         vec3_t mins, size;
10130         float vertex3f[6*4*3];
10131         CHECKGLERROR
10132         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10133         GL_DepthMask(false);
10134         GL_DepthRange(0, 1);
10135         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10136         GL_DepthTest(true);
10137         GL_CullFace(GL_NONE);
10138         R_EntityMatrix(&identitymatrix);
10139
10140 //      R_Mesh_ResetTextureState();
10141
10142         i = surfacelist[0];
10143         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10144                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10145                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10146                         surfacelist[0] < 0 ? 0.5f : 0.125f);
10147
10148         if (VectorCompare(loc->mins, loc->maxs))
10149         {
10150                 VectorSet(size, 2, 2, 2);
10151                 VectorMA(loc->mins, -0.5f, size, mins);
10152         }
10153         else
10154         {
10155                 VectorCopy(loc->mins, mins);
10156                 VectorSubtract(loc->maxs, loc->mins, size);
10157         }
10158
10159         for (i = 0;i < 6*4*3;)
10160                 for (j = 0;j < 3;j++, i++)
10161                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
10162
10163         R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
10164         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10165         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
10166 }
10167
10168 void R_DrawLocs(void)
10169 {
10170         int index;
10171         cl_locnode_t *loc, *nearestloc;
10172         vec3_t center;
10173         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
10174         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
10175         {
10176                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
10177                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
10178         }
10179 }
10180
10181 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
10182 {
10183         if (decalsystem->decals)
10184                 Mem_Free(decalsystem->decals);
10185         memset(decalsystem, 0, sizeof(*decalsystem));
10186 }
10187
10188 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)
10189 {
10190         tridecal_t *decal;
10191         tridecal_t *decals;
10192         int i;
10193
10194         // expand or initialize the system
10195         if (decalsystem->maxdecals <= decalsystem->numdecals)
10196         {
10197                 decalsystem_t old = *decalsystem;
10198                 qboolean useshortelements;
10199                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
10200                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
10201                 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)));
10202                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
10203                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
10204                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
10205                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
10206                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
10207                 if (decalsystem->numdecals)
10208                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
10209                 if (old.decals)
10210                         Mem_Free(old.decals);
10211                 for (i = 0;i < decalsystem->maxdecals*3;i++)
10212                         decalsystem->element3i[i] = i;
10213                 if (useshortelements)
10214                         for (i = 0;i < decalsystem->maxdecals*3;i++)
10215                                 decalsystem->element3s[i] = i;
10216         }
10217
10218         // grab a decal and search for another free slot for the next one
10219         decals = decalsystem->decals;
10220         decal = decalsystem->decals + (i = decalsystem->freedecal++);
10221         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
10222                 ;
10223         decalsystem->freedecal = i;
10224         if (decalsystem->numdecals <= i)
10225                 decalsystem->numdecals = i + 1;
10226
10227         // initialize the decal
10228         decal->lived = 0;
10229         decal->triangleindex = triangleindex;
10230         decal->surfaceindex = surfaceindex;
10231         decal->decalsequence = decalsequence;
10232         decal->color4f[0][0] = c0[0];
10233         decal->color4f[0][1] = c0[1];
10234         decal->color4f[0][2] = c0[2];
10235         decal->color4f[0][3] = 1;
10236         decal->color4f[1][0] = c1[0];
10237         decal->color4f[1][1] = c1[1];
10238         decal->color4f[1][2] = c1[2];
10239         decal->color4f[1][3] = 1;
10240         decal->color4f[2][0] = c2[0];
10241         decal->color4f[2][1] = c2[1];
10242         decal->color4f[2][2] = c2[2];
10243         decal->color4f[2][3] = 1;
10244         decal->vertex3f[0][0] = v0[0];
10245         decal->vertex3f[0][1] = v0[1];
10246         decal->vertex3f[0][2] = v0[2];
10247         decal->vertex3f[1][0] = v1[0];
10248         decal->vertex3f[1][1] = v1[1];
10249         decal->vertex3f[1][2] = v1[2];
10250         decal->vertex3f[2][0] = v2[0];
10251         decal->vertex3f[2][1] = v2[1];
10252         decal->vertex3f[2][2] = v2[2];
10253         decal->texcoord2f[0][0] = t0[0];
10254         decal->texcoord2f[0][1] = t0[1];
10255         decal->texcoord2f[1][0] = t1[0];
10256         decal->texcoord2f[1][1] = t1[1];
10257         decal->texcoord2f[2][0] = t2[0];
10258         decal->texcoord2f[2][1] = t2[1];
10259 }
10260
10261 extern cvar_t cl_decals_bias;
10262 extern cvar_t cl_decals_models;
10263 extern cvar_t cl_decals_newsystem_intensitymultiplier;
10264 // baseparms, parms, temps
10265 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)
10266 {
10267         int cornerindex;
10268         int index;
10269         float v[9][3];
10270         const float *vertex3f;
10271         const float *normal3f;
10272         int numpoints;
10273         float points[2][9][3];
10274         float temp[3];
10275         float tc[9][2];
10276         float f;
10277         float c[9][4];
10278         const int *e;
10279
10280         e = rsurface.modelelement3i + 3*triangleindex;
10281
10282         vertex3f = rsurface.modelvertex3f;
10283         normal3f = rsurface.modelnormal3f;
10284
10285         for (cornerindex = 0;cornerindex < 3;cornerindex++)
10286         {
10287                 index = 3*e[cornerindex];
10288                 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
10289         }
10290         // cull backfaces
10291         //TriangleNormal(v[0], v[1], v[2], normal);
10292         //if (DotProduct(normal, localnormal) < 0.0f)
10293         //      continue;
10294         // clip by each of the box planes formed from the projection matrix
10295         // if anything survives, we emit the decal
10296         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]);
10297         if (numpoints < 3)
10298                 return;
10299         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]);
10300         if (numpoints < 3)
10301                 return;
10302         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]);
10303         if (numpoints < 3)
10304                 return;
10305         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]);
10306         if (numpoints < 3)
10307                 return;
10308         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]);
10309         if (numpoints < 3)
10310                 return;
10311         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]);
10312         if (numpoints < 3)
10313                 return;
10314         // some part of the triangle survived, so we have to accept it...
10315         if (dynamic)
10316         {
10317                 // dynamic always uses the original triangle
10318                 numpoints = 3;
10319                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10320                 {
10321                         index = 3*e[cornerindex];
10322                         VectorCopy(vertex3f + index, v[cornerindex]);
10323                 }
10324         }
10325         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
10326         {
10327                 // convert vertex positions to texcoords
10328                 Matrix4x4_Transform(projection, v[cornerindex], temp);
10329                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
10330                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
10331                 // calculate distance fade from the projection origin
10332                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
10333                 f = bound(0.0f, f, 1.0f);
10334                 c[cornerindex][0] = r * f;
10335                 c[cornerindex][1] = g * f;
10336                 c[cornerindex][2] = b * f;
10337                 c[cornerindex][3] = 1.0f;
10338                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
10339         }
10340         if (dynamic)
10341                 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);
10342         else
10343                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
10344                         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);
10345 }
10346 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)
10347 {
10348         matrix4x4_t projection;
10349         decalsystem_t *decalsystem;
10350         qboolean dynamic;
10351         dp_model_t *model;
10352         const msurface_t *surface;
10353         const msurface_t *surfaces;
10354         const int *surfacelist;
10355         const texture_t *texture;
10356         int numtriangles;
10357         int numsurfacelist;
10358         int surfacelistindex;
10359         int surfaceindex;
10360         int triangleindex;
10361         float localorigin[3];
10362         float localnormal[3];
10363         float localmins[3];
10364         float localmaxs[3];
10365         float localsize;
10366         //float normal[3];
10367         float planes[6][4];
10368         float angles[3];
10369         bih_t *bih;
10370         int bih_triangles_count;
10371         int bih_triangles[256];
10372         int bih_surfaces[256];
10373
10374         decalsystem = &ent->decalsystem;
10375         model = ent->model;
10376         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
10377         {
10378                 R_DecalSystem_Reset(&ent->decalsystem);
10379                 return;
10380         }
10381
10382         if (!model->brush.data_leafs && !cl_decals_models.integer)
10383         {
10384                 if (decalsystem->model)
10385                         R_DecalSystem_Reset(decalsystem);
10386                 return;
10387         }
10388
10389         if (decalsystem->model != model)
10390                 R_DecalSystem_Reset(decalsystem);
10391         decalsystem->model = model;
10392
10393         RSurf_ActiveModelEntity(ent, true, false, false);
10394
10395         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
10396         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
10397         VectorNormalize(localnormal);
10398         localsize = worldsize*rsurface.inversematrixscale;
10399         localmins[0] = localorigin[0] - localsize;
10400         localmins[1] = localorigin[1] - localsize;
10401         localmins[2] = localorigin[2] - localsize;
10402         localmaxs[0] = localorigin[0] + localsize;
10403         localmaxs[1] = localorigin[1] + localsize;
10404         localmaxs[2] = localorigin[2] + localsize;
10405
10406         //VectorCopy(localnormal, planes[4]);
10407         //VectorVectors(planes[4], planes[2], planes[0]);
10408         AnglesFromVectors(angles, localnormal, NULL, false);
10409         AngleVectors(angles, planes[0], planes[2], planes[4]);
10410         VectorNegate(planes[0], planes[1]);
10411         VectorNegate(planes[2], planes[3]);
10412         VectorNegate(planes[4], planes[5]);
10413         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
10414         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
10415         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
10416         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
10417         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
10418         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
10419
10420 #if 1
10421 // works
10422 {
10423         matrix4x4_t forwardprojection;
10424         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
10425         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
10426 }
10427 #else
10428 // broken
10429 {
10430         float projectionvector[4][3];
10431         VectorScale(planes[0], ilocalsize, projectionvector[0]);
10432         VectorScale(planes[2], ilocalsize, projectionvector[1]);
10433         VectorScale(planes[4], ilocalsize, projectionvector[2]);
10434         projectionvector[0][0] = planes[0][0] * ilocalsize;
10435         projectionvector[0][1] = planes[1][0] * ilocalsize;
10436         projectionvector[0][2] = planes[2][0] * ilocalsize;
10437         projectionvector[1][0] = planes[0][1] * ilocalsize;
10438         projectionvector[1][1] = planes[1][1] * ilocalsize;
10439         projectionvector[1][2] = planes[2][1] * ilocalsize;
10440         projectionvector[2][0] = planes[0][2] * ilocalsize;
10441         projectionvector[2][1] = planes[1][2] * ilocalsize;
10442         projectionvector[2][2] = planes[2][2] * ilocalsize;
10443         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
10444         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
10445         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
10446         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
10447 }
10448 #endif
10449
10450         dynamic = model->surfmesh.isanimated;
10451         numsurfacelist = model->nummodelsurfaces;
10452         surfacelist = model->sortedmodelsurfaces;
10453         surfaces = model->data_surfaces;
10454
10455         bih = NULL;
10456         bih_triangles_count = -1;
10457         if(!dynamic)
10458         {
10459                 if(model->render_bih.numleafs)
10460                         bih = &model->render_bih;
10461                 else if(model->collision_bih.numleafs)
10462                         bih = &model->collision_bih;
10463         }
10464         if(bih)
10465                 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
10466         if(bih_triangles_count == 0)
10467                 return;
10468         if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
10469                 return;
10470         if(bih_triangles_count > 0)
10471         {
10472                 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
10473                 {
10474                         surfaceindex = bih_surfaces[triangleindex];
10475                         surface = surfaces + surfaceindex;
10476                         texture = surface->texture;
10477                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
10478                                 continue;
10479                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
10480                                 continue;
10481                         R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
10482                 }
10483         }
10484         else
10485         {
10486                 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
10487                 {
10488                         surfaceindex = surfacelist[surfacelistindex];
10489                         surface = surfaces + surfaceindex;
10490                         // check cull box first because it rejects more than any other check
10491                         if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
10492                                 continue;
10493                         // skip transparent surfaces
10494                         texture = surface->texture;
10495                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
10496                                 continue;
10497                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
10498                                 continue;
10499                         numtriangles = surface->num_triangles;
10500                         for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
10501                                 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
10502                 }
10503         }
10504 }
10505
10506 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
10507 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)
10508 {
10509         int renderentityindex;
10510         float worldmins[3];
10511         float worldmaxs[3];
10512         entity_render_t *ent;
10513
10514         if (!cl_decals_newsystem.integer)
10515                 return;
10516
10517         worldmins[0] = worldorigin[0] - worldsize;
10518         worldmins[1] = worldorigin[1] - worldsize;
10519         worldmins[2] = worldorigin[2] - worldsize;
10520         worldmaxs[0] = worldorigin[0] + worldsize;
10521         worldmaxs[1] = worldorigin[1] + worldsize;
10522         worldmaxs[2] = worldorigin[2] + worldsize;
10523
10524         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
10525
10526         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
10527         {
10528                 ent = r_refdef.scene.entities[renderentityindex];
10529                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
10530                         continue;
10531
10532                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
10533         }
10534 }
10535
10536 typedef struct r_decalsystem_splatqueue_s
10537 {
10538         vec3_t worldorigin;
10539         vec3_t worldnormal;
10540         float color[4];
10541         float tcrange[4];
10542         float worldsize;
10543         int decalsequence;
10544 }
10545 r_decalsystem_splatqueue_t;
10546
10547 int r_decalsystem_numqueued = 0;
10548 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
10549
10550 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)
10551 {
10552         r_decalsystem_splatqueue_t *queue;
10553
10554         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
10555                 return;
10556
10557         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
10558         VectorCopy(worldorigin, queue->worldorigin);
10559         VectorCopy(worldnormal, queue->worldnormal);
10560         Vector4Set(queue->color, r, g, b, a);
10561         Vector4Set(queue->tcrange, s1, t1, s2, t2);
10562         queue->worldsize = worldsize;
10563         queue->decalsequence = cl.decalsequence++;
10564 }
10565
10566 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
10567 {
10568         int i;
10569         r_decalsystem_splatqueue_t *queue;
10570
10571         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
10572                 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);
10573         r_decalsystem_numqueued = 0;
10574 }
10575
10576 extern cvar_t cl_decals_max;
10577 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
10578 {
10579         int i;
10580         decalsystem_t *decalsystem = &ent->decalsystem;
10581         int numdecals;
10582         int killsequence;
10583         tridecal_t *decal;
10584         float frametime;
10585         float lifetime;
10586
10587         if (!decalsystem->numdecals)
10588                 return;
10589
10590         if (r_showsurfaces.integer)
10591                 return;
10592
10593         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
10594         {
10595                 R_DecalSystem_Reset(decalsystem);
10596                 return;
10597         }
10598
10599         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
10600         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
10601
10602         if (decalsystem->lastupdatetime)
10603                 frametime = (cl.time - decalsystem->lastupdatetime);
10604         else
10605                 frametime = 0;
10606         decalsystem->lastupdatetime = cl.time;
10607         decal = decalsystem->decals;
10608         numdecals = decalsystem->numdecals;
10609
10610         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
10611         {
10612                 if (decal->color4f[0][3])
10613                 {
10614                         decal->lived += frametime;
10615                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
10616                         {
10617                                 memset(decal, 0, sizeof(*decal));
10618                                 if (decalsystem->freedecal > i)
10619                                         decalsystem->freedecal = i;
10620                         }
10621                 }
10622         }
10623         decal = decalsystem->decals;
10624         while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
10625                 numdecals--;
10626
10627         // collapse the array by shuffling the tail decals into the gaps
10628         for (;;)
10629         {
10630                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
10631                         decalsystem->freedecal++;
10632                 if (decalsystem->freedecal == numdecals)
10633                         break;
10634                 decal[decalsystem->freedecal] = decal[--numdecals];
10635         }
10636
10637         decalsystem->numdecals = numdecals;
10638
10639         if (numdecals <= 0)
10640         {
10641                 // if there are no decals left, reset decalsystem
10642                 R_DecalSystem_Reset(decalsystem);
10643         }
10644 }
10645
10646 extern skinframe_t *decalskinframe;
10647 static void R_DrawModelDecals_Entity(entity_render_t *ent)
10648 {
10649         int i;
10650         decalsystem_t *decalsystem = &ent->decalsystem;
10651         int numdecals;
10652         tridecal_t *decal;
10653         float faderate;
10654         float alpha;
10655         float *v3f;
10656         float *c4f;
10657         float *t2f;
10658         const int *e;
10659         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
10660         int numtris = 0;
10661
10662         numdecals = decalsystem->numdecals;
10663         if (!numdecals)
10664                 return;
10665
10666         if (r_showsurfaces.integer)
10667                 return;
10668
10669         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
10670         {
10671                 R_DecalSystem_Reset(decalsystem);
10672                 return;
10673         }
10674
10675         // if the model is static it doesn't matter what value we give for
10676         // wantnormals and wanttangents, so this logic uses only rules applicable
10677         // to a model, knowing that they are meaningless otherwise
10678         if (ent == r_refdef.scene.worldentity)
10679                 RSurf_ActiveWorldEntity();
10680         else
10681                 RSurf_ActiveModelEntity(ent, false, false, false);
10682
10683         decalsystem->lastupdatetime = cl.time;
10684         decal = decalsystem->decals;
10685
10686         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
10687
10688         // update vertex positions for animated models
10689         v3f = decalsystem->vertex3f;
10690         c4f = decalsystem->color4f;
10691         t2f = decalsystem->texcoord2f;
10692         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
10693         {
10694                 if (!decal->color4f[0][3])
10695                         continue;
10696
10697                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
10698                         continue;
10699
10700                 // update color values for fading decals
10701                 if (decal->lived >= cl_decals_time.value)
10702                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
10703                 else
10704                         alpha = 1.0f;
10705
10706                 c4f[ 0] = decal->color4f[0][0] * alpha;
10707                 c4f[ 1] = decal->color4f[0][1] * alpha;
10708                 c4f[ 2] = decal->color4f[0][2] * alpha;
10709                 c4f[ 3] = 1;
10710                 c4f[ 4] = decal->color4f[1][0] * alpha;
10711                 c4f[ 5] = decal->color4f[1][1] * alpha;
10712                 c4f[ 6] = decal->color4f[1][2] * alpha;
10713                 c4f[ 7] = 1;
10714                 c4f[ 8] = decal->color4f[2][0] * alpha;
10715                 c4f[ 9] = decal->color4f[2][1] * alpha;
10716                 c4f[10] = decal->color4f[2][2] * alpha;
10717                 c4f[11] = 1;
10718
10719                 t2f[0] = decal->texcoord2f[0][0];
10720                 t2f[1] = decal->texcoord2f[0][1];
10721                 t2f[2] = decal->texcoord2f[1][0];
10722                 t2f[3] = decal->texcoord2f[1][1];
10723                 t2f[4] = decal->texcoord2f[2][0];
10724                 t2f[5] = decal->texcoord2f[2][1];
10725
10726                 // update vertex positions for animated models
10727                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
10728                 {
10729                         e = rsurface.modelelement3i + 3*decal->triangleindex;
10730                         VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
10731                         VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
10732                         VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
10733                 }
10734                 else
10735                 {
10736                         VectorCopy(decal->vertex3f[0], v3f);
10737                         VectorCopy(decal->vertex3f[1], v3f + 3);
10738                         VectorCopy(decal->vertex3f[2], v3f + 6);
10739                 }
10740
10741                 if (r_refdef.fogenabled)
10742                 {
10743                         alpha = RSurf_FogVertex(v3f);
10744                         VectorScale(c4f, alpha, c4f);
10745                         alpha = RSurf_FogVertex(v3f + 3);
10746                         VectorScale(c4f + 4, alpha, c4f + 4);
10747                         alpha = RSurf_FogVertex(v3f + 6);
10748                         VectorScale(c4f + 8, alpha, c4f + 8);
10749                 }
10750
10751                 v3f += 9;
10752                 c4f += 12;
10753                 t2f += 6;
10754                 numtris++;
10755         }
10756
10757         if (numtris > 0)
10758         {
10759                 r_refdef.stats.drawndecals += numtris;
10760
10761                 // now render the decals all at once
10762                 // (this assumes they all use one particle font texture!)
10763                 RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, rsurface.ent_shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false);
10764 //              R_Mesh_ResetTextureState();
10765                 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
10766                 GL_DepthMask(false);
10767                 GL_DepthRange(0, 1);
10768                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
10769                 GL_DepthTest(true);
10770                 GL_CullFace(GL_NONE);
10771                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
10772                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
10773                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
10774         }
10775 }
10776
10777 static void R_DrawModelDecals(void)
10778 {
10779         int i, numdecals;
10780
10781         // fade faster when there are too many decals
10782         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
10783         for (i = 0;i < r_refdef.scene.numentities;i++)
10784                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
10785
10786         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
10787         for (i = 0;i < r_refdef.scene.numentities;i++)
10788                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
10789                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
10790
10791         R_DecalSystem_ApplySplatEntitiesQueue();
10792
10793         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
10794         for (i = 0;i < r_refdef.scene.numentities;i++)
10795                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
10796
10797         r_refdef.stats.totaldecals += numdecals;
10798
10799         if (r_showsurfaces.integer)
10800                 return;
10801
10802         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
10803
10804         for (i = 0;i < r_refdef.scene.numentities;i++)
10805         {
10806                 if (!r_refdef.viewcache.entityvisible[i])
10807                         continue;
10808                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
10809                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
10810         }
10811 }
10812
10813 extern cvar_t mod_collision_bih;
10814 void R_DrawDebugModel(void)
10815 {
10816         entity_render_t *ent = rsurface.entity;
10817         int i, j, k, l, flagsmask;
10818         const msurface_t *surface;
10819         dp_model_t *model = ent->model;
10820         vec3_t v;
10821
10822         switch(vid.renderpath)
10823         {
10824         case RENDERPATH_GL11:
10825         case RENDERPATH_GL13:
10826         case RENDERPATH_GL20:
10827                 break;
10828         case RENDERPATH_D3D9:
10829                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
10830                 return;
10831         case RENDERPATH_D3D10:
10832                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
10833                 return;
10834         case RENDERPATH_D3D11:
10835                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
10836                 return;
10837         case RENDERPATH_SOFT:
10838                 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
10839                 return;
10840         case RENDERPATH_GLES2:
10841                 //Con_DPrintf("FIXME GLES2 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
10842                 return;
10843         }
10844
10845         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
10846
10847 //      R_Mesh_ResetTextureState();
10848         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10849         GL_DepthRange(0, 1);
10850         GL_DepthTest(!r_showdisabledepthtest.integer);
10851         GL_DepthMask(false);
10852         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10853
10854         if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
10855         {
10856                 int triangleindex;
10857                 int bihleafindex;
10858                 qboolean cullbox = ent == r_refdef.scene.worldentity;
10859                 const q3mbrush_t *brush;
10860                 const bih_t *bih = &model->collision_bih;
10861                 const bih_leaf_t *bihleaf;
10862                 float vertex3f[3][3];
10863                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
10864                 cullbox = false;
10865                 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
10866                 {
10867                         if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
10868                                 continue;
10869                         switch (bihleaf->type)
10870                         {
10871                         case BIH_BRUSH:
10872                                 brush = model->brush.data_brushes + bihleaf->itemindex;
10873                                 if (brush->colbrushf && brush->colbrushf->numtriangles)
10874                                 {
10875                                         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);
10876                                         R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
10877                                         R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
10878                                 }
10879                                 break;
10880                         case BIH_COLLISIONTRIANGLE:
10881                                 triangleindex = bihleaf->itemindex;
10882                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
10883                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
10884                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
10885                                 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);
10886                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
10887                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
10888                                 break;
10889                         case BIH_RENDERTRIANGLE:
10890                                 triangleindex = bihleaf->itemindex;
10891                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
10892                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
10893                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
10894                                 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);
10895                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
10896                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
10897                                 break;
10898                         }
10899                 }
10900         }
10901
10902         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10903
10904         if (r_showtris.integer || (r_shownormals.value != 0))
10905         {
10906                 if (r_showdisabledepthtest.integer)
10907                 {
10908                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10909                         GL_DepthMask(false);
10910                 }
10911                 else
10912                 {
10913                         GL_BlendFunc(GL_ONE, GL_ZERO);
10914                         GL_DepthMask(true);
10915                 }
10916                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
10917                 {
10918                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
10919                                 continue;
10920                         rsurface.texture = R_GetCurrentTexture(surface->texture);
10921                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
10922                         {
10923                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
10924                                 if (r_showtris.value > 0)
10925                                 {
10926                                         if (!rsurface.texture->currentlayers->depthmask)
10927                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
10928                                         else if (ent == r_refdef.scene.worldentity)
10929                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
10930                                         else
10931                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
10932                                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
10933                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
10934                                         RSurf_DrawBatch();
10935                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
10936                                         CHECKGLERROR
10937                                 }
10938                                 if (r_shownormals.value < 0)
10939                                 {
10940                                         qglBegin(GL_LINES);
10941                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10942                                         {
10943                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10944                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
10945                                                 qglVertex3f(v[0], v[1], v[2]);
10946                                                 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
10947                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10948                                                 qglVertex3f(v[0], v[1], v[2]);
10949                                         }
10950                                         qglEnd();
10951                                         CHECKGLERROR
10952                                 }
10953                                 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
10954                                 {
10955                                         qglBegin(GL_LINES);
10956                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10957                                         {
10958                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10959                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
10960                                                 qglVertex3f(v[0], v[1], v[2]);
10961                                                 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
10962                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10963                                                 qglVertex3f(v[0], v[1], v[2]);
10964                                         }
10965                                         qglEnd();
10966                                         CHECKGLERROR
10967                                         qglBegin(GL_LINES);
10968                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10969                                         {
10970                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10971                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
10972                                                 qglVertex3f(v[0], v[1], v[2]);
10973                                                 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
10974                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10975                                                 qglVertex3f(v[0], v[1], v[2]);
10976                                         }
10977                                         qglEnd();
10978                                         CHECKGLERROR
10979                                         qglBegin(GL_LINES);
10980                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10981                                         {
10982                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10983                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
10984                                                 qglVertex3f(v[0], v[1], v[2]);
10985                                                 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
10986                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10987                                                 qglVertex3f(v[0], v[1], v[2]);
10988                                         }
10989                                         qglEnd();
10990                                         CHECKGLERROR
10991                                 }
10992                         }
10993                 }
10994                 rsurface.texture = NULL;
10995         }
10996 }
10997
10998 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
10999 int r_maxsurfacelist = 0;
11000 const msurface_t **r_surfacelist = NULL;
11001 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11002 {
11003         int i, j, endj, flagsmask;
11004         dp_model_t *model = r_refdef.scene.worldmodel;
11005         msurface_t *surfaces;
11006         unsigned char *update;
11007         int numsurfacelist = 0;
11008         if (model == NULL)
11009                 return;
11010
11011         if (r_maxsurfacelist < model->num_surfaces)
11012         {
11013                 r_maxsurfacelist = model->num_surfaces;
11014                 if (r_surfacelist)
11015                         Mem_Free((msurface_t**)r_surfacelist);
11016                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11017         }
11018
11019         RSurf_ActiveWorldEntity();
11020
11021         surfaces = model->data_surfaces;
11022         update = model->brushq1.lightmapupdateflags;
11023
11024         // update light styles on this submodel
11025         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11026         {
11027                 model_brush_lightstyleinfo_t *style;
11028                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11029                 {
11030                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
11031                         {
11032                                 int *list = style->surfacelist;
11033                                 style->value = r_refdef.scene.lightstylevalue[style->style];
11034                                 for (j = 0;j < style->numsurfaces;j++)
11035                                         update[list[j]] = true;
11036                         }
11037                 }
11038         }
11039
11040         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11041
11042         if (debug)
11043         {
11044                 R_DrawDebugModel();
11045                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11046                 return;
11047         }
11048
11049         rsurface.lightmaptexture = NULL;
11050         rsurface.deluxemaptexture = NULL;
11051         rsurface.uselightmaptexture = false;
11052         rsurface.texture = NULL;
11053         rsurface.rtlight = NULL;
11054         numsurfacelist = 0;
11055         // add visible surfaces to draw list
11056         for (i = 0;i < model->nummodelsurfaces;i++)
11057         {
11058                 j = model->sortedmodelsurfaces[i];
11059                 if (r_refdef.viewcache.world_surfacevisible[j])
11060                         r_surfacelist[numsurfacelist++] = surfaces + j;
11061         }
11062         // update lightmaps if needed
11063         if (model->brushq1.firstrender)
11064         {
11065                 model->brushq1.firstrender = false;
11066                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11067                         if (update[j])
11068                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11069         }
11070         else if (update)
11071         {
11072                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11073                         if (r_refdef.viewcache.world_surfacevisible[j])
11074                                 if (update[j])
11075                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11076         }
11077         // don't do anything if there were no surfaces
11078         if (!numsurfacelist)
11079         {
11080                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11081                 return;
11082         }
11083         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11084
11085         // add to stats if desired
11086         if (r_speeds.integer && !skysurfaces && !depthonly)
11087         {
11088                 r_refdef.stats.world_surfaces += numsurfacelist;
11089                 for (j = 0;j < numsurfacelist;j++)
11090                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
11091         }
11092
11093         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11094 }
11095
11096 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11097 {
11098         int i, j, endj, flagsmask;
11099         dp_model_t *model = ent->model;
11100         msurface_t *surfaces;
11101         unsigned char *update;
11102         int numsurfacelist = 0;
11103         if (model == NULL)
11104                 return;
11105
11106         if (r_maxsurfacelist < model->num_surfaces)
11107         {
11108                 r_maxsurfacelist = model->num_surfaces;
11109                 if (r_surfacelist)
11110                         Mem_Free((msurface_t **)r_surfacelist);
11111                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11112         }
11113
11114         // if the model is static it doesn't matter what value we give for
11115         // wantnormals and wanttangents, so this logic uses only rules applicable
11116         // to a model, knowing that they are meaningless otherwise
11117         if (ent == r_refdef.scene.worldentity)
11118                 RSurf_ActiveWorldEntity();
11119         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11120                 RSurf_ActiveModelEntity(ent, false, false, false);
11121         else if (prepass)
11122                 RSurf_ActiveModelEntity(ent, true, true, true);
11123         else if (depthonly)
11124         {
11125                 switch (vid.renderpath)
11126                 {
11127                 case RENDERPATH_GL20:
11128                 case RENDERPATH_D3D9:
11129                 case RENDERPATH_D3D10:
11130                 case RENDERPATH_D3D11:
11131                 case RENDERPATH_SOFT:
11132                 case RENDERPATH_GLES2:
11133                         RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
11134                         break;
11135                 case RENDERPATH_GL13:
11136                 case RENDERPATH_GL11:
11137                         RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
11138                         break;
11139                 }
11140         }
11141         else
11142         {
11143                 switch (vid.renderpath)
11144                 {
11145                 case RENDERPATH_GL20:
11146                 case RENDERPATH_D3D9:
11147                 case RENDERPATH_D3D10:
11148                 case RENDERPATH_D3D11:
11149                 case RENDERPATH_SOFT:
11150                 case RENDERPATH_GLES2:
11151                         RSurf_ActiveModelEntity(ent, true, true, false);
11152                         break;
11153                 case RENDERPATH_GL13:
11154                 case RENDERPATH_GL11:
11155                         RSurf_ActiveModelEntity(ent, true, false, false);
11156                         break;
11157                 }
11158         }
11159
11160         surfaces = model->data_surfaces;
11161         update = model->brushq1.lightmapupdateflags;
11162
11163         // update light styles
11164         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11165         {
11166                 model_brush_lightstyleinfo_t *style;
11167                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11168                 {
11169                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
11170                         {
11171                                 int *list = style->surfacelist;
11172                                 style->value = r_refdef.scene.lightstylevalue[style->style];
11173                                 for (j = 0;j < style->numsurfaces;j++)
11174                                         update[list[j]] = true;
11175                         }
11176                 }
11177         }
11178
11179         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11180
11181         if (debug)
11182         {
11183                 R_DrawDebugModel();
11184                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11185                 return;
11186         }
11187
11188         rsurface.lightmaptexture = NULL;
11189         rsurface.deluxemaptexture = NULL;
11190         rsurface.uselightmaptexture = false;
11191         rsurface.texture = NULL;
11192         rsurface.rtlight = NULL;
11193         numsurfacelist = 0;
11194         // add visible surfaces to draw list
11195         for (i = 0;i < model->nummodelsurfaces;i++)
11196                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
11197         // don't do anything if there were no surfaces
11198         if (!numsurfacelist)
11199         {
11200                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11201                 return;
11202         }
11203         // update lightmaps if needed
11204         if (update)
11205         {
11206                 int updated = 0;
11207                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11208                 {
11209                         if (update[j])
11210                         {
11211                                 updated++;
11212                                 R_BuildLightMap(ent, surfaces + j);
11213                         }
11214                 }
11215         }
11216         if (update)
11217                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11218                         if (update[j])
11219                                 R_BuildLightMap(ent, surfaces + j);
11220         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11221
11222         // add to stats if desired
11223         if (r_speeds.integer && !skysurfaces && !depthonly)
11224         {
11225                 r_refdef.stats.entities_surfaces += numsurfacelist;
11226                 for (j = 0;j < numsurfacelist;j++)
11227                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
11228         }
11229
11230         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11231 }
11232
11233 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11234 {
11235         static texture_t texture;
11236         static msurface_t surface;
11237         const msurface_t *surfacelist = &surface;
11238
11239         // fake enough texture and surface state to render this geometry
11240
11241         texture.update_lastrenderframe = -1; // regenerate this texture
11242         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
11243         texture.currentskinframe = skinframe;
11244         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
11245         texture.offsetmapping = OFFSETMAPPING_OFF;
11246         texture.offsetscale = 1;
11247         texture.specularscalemod = 1;
11248         texture.specularpowermod = 1;
11249
11250         surface.texture = &texture;
11251         surface.num_triangles = numtriangles;
11252         surface.num_firsttriangle = firsttriangle;
11253         surface.num_vertices = numvertices;
11254         surface.num_firstvertex = firstvertex;
11255
11256         // now render it
11257         rsurface.texture = R_GetCurrentTexture(surface.texture);
11258         rsurface.lightmaptexture = NULL;
11259         rsurface.deluxemaptexture = NULL;
11260         rsurface.uselightmaptexture = false;
11261         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11262 }
11263
11264 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)
11265 {
11266         static msurface_t surface;
11267         const msurface_t *surfacelist = &surface;
11268
11269         // fake enough texture and surface state to render this geometry
11270         surface.texture = texture;
11271         surface.num_triangles = numtriangles;
11272         surface.num_firsttriangle = firsttriangle;
11273         surface.num_vertices = numvertices;
11274         surface.num_firstvertex = firstvertex;
11275
11276         // now render it
11277         rsurface.texture = R_GetCurrentTexture(surface.texture);
11278         rsurface.lightmaptexture = NULL;
11279         rsurface.deluxemaptexture = NULL;
11280         rsurface.uselightmaptexture = false;
11281         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11282 }