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Fix Q2BSP texture loading, Q2BSP contents issues, and add support for SURF_ALPHATEST...
[xonotic/darkplaces.git] / gl_rmain.c
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 #ifdef WIN32
38 // Enable NVIDIA High Performance Graphics while using Integrated Graphics.
39 #ifdef __cplusplus
40 extern "C" {
41 #endif
42 __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
43 #ifdef __cplusplus
44 }
45 #endif
46 #endif
47
48 mempool_t *r_main_mempool;
49 rtexturepool_t *r_main_texturepool;
50
51 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
52
53 static qboolean r_loadnormalmap;
54 static qboolean r_loadgloss;
55 qboolean r_loadfog;
56 static qboolean r_loaddds;
57 static qboolean r_savedds;
58 static qboolean r_gpuskeletal;
59
60 //
61 // screen size info
62 //
63 r_refdef_t r_refdef;
64
65 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
66 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
67 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
68 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
69 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
70 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
71 cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
72 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
73 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
74 cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
75 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
76 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
77
78 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
79 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"};
80 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
81 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)"};
82 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
83
84 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"};
85 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
86 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
87 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
88 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
89 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
90 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
91 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
92 cvar_t r_transparent_sortsurfacesbynearest = {0, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
93 cvar_t r_transparent_useplanardistance = {0, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
94 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
95 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
96 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)"};
97 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
98 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
99 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"};
100 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"};
101 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
102 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"};
103 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"};
104 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"};
105 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
106 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
107 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
108 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
109 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
110 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
111 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
112 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)"};
113 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)"};
114 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
115 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
116 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
117 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
118 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
119
120 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
121 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
122 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
123
124 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
125 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
126 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
127 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."};
128 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
129 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
130 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
131 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."};
132 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
133 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
134 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
135 cvar_t r_shadows_shadowmapbias = {CVAR_SAVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
136 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
137 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"};
138 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"};
139 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
140 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
141 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
142 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
143 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
144 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"};
145 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
146 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
147 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
148 cvar_t r_celshading = {CVAR_SAVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
149 cvar_t r_celoutlines = {CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred; OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
150
151 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
152 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
153 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
154 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
155 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
156 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
157 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
158 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
159
160 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)"};
161 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"};
162
163 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
164 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
165 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
166
167 cvar_t r_usedepthtextures = {CVAR_SAVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
168 cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
169 cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
170 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
171 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
172 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
173 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
174 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
175 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
176
177 cvar_t r_glsl_skeletal = {CVAR_SAVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
178 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)"};
179 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
180 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)"};
181 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
182 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)"};
183 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
184 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
185 cvar_t r_glsl_offsetmapping_lod = {CVAR_SAVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
186 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
187 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
188 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)"};
189 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)"};
190 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)"};
191 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)"};
192 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)"};
193 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)"};
194 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)"};
195 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)"};
196
197 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)"};
198 cvar_t r_water_cameraentitiesonly = {CVAR_SAVE, "r_water_cameraentitiesonly", "0", "whether to only show QC-defined reflections/refractions (typically used for camera- or portal-like effects)"};
199 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
200 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"};
201 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
202 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
203 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
204 cvar_t r_water_lowquality = {0, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"};
205 cvar_t r_water_hideplayer = {CVAR_SAVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
206 cvar_t r_water_fbo = {CVAR_SAVE, "r_water_fbo", "1", "enables use of render to texture for water effects, otherwise copy to texture is used (slower)"};
207
208 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
209 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
210 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
211 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
212
213 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
214 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
215
216 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
217 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
218 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
219 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
220 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
221 cvar_t r_bloom_scenebrightness = {CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
222
223 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
224 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
225 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
226 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
227 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
228 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
229 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
230 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
231 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
232 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
233
234 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"};
235
236 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"};
237
238 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
239
240 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
241
242 cvar_t r_batch_multidraw = {CVAR_SAVE, "r_batch_multidraw", "1", "issue multiple glDrawElements calls when rendering a batch of surfaces with the same texture (otherwise the index data is copied to make it one draw)"};
243 cvar_t r_batch_multidraw_mintriangles = {CVAR_SAVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
244 cvar_t r_batch_debugdynamicvertexpath = {CVAR_SAVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
245 cvar_t r_batch_dynamicbuffer = {CVAR_SAVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"};
246
247 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
248 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"};
249
250 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on."};
251
252 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)"};
253 cvar_t r_buffermegs[R_BUFFERDATA_COUNT] =
254 {
255         {CVAR_SAVE, "r_buffermegs_vertex", "4", "vertex buffer size for one frame"},
256         {CVAR_SAVE, "r_buffermegs_index16", "1", "index buffer size for one frame (16bit indices)"},
257         {CVAR_SAVE, "r_buffermegs_index32", "1", "index buffer size for one frame (32bit indices)"},
258         {CVAR_SAVE, "r_buffermegs_uniform", "0.25", "uniform buffer size for one frame"},
259 };
260
261 extern cvar_t v_glslgamma;
262 extern cvar_t v_glslgamma_2d;
263
264 extern qboolean v_flipped_state;
265
266 r_framebufferstate_t r_fb;
267
268 /// shadow volume bsp struct with automatically growing nodes buffer
269 svbsp_t r_svbsp;
270
271 int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
272
273 rtexture_t *r_texture_blanknormalmap;
274 rtexture_t *r_texture_white;
275 rtexture_t *r_texture_grey128;
276 rtexture_t *r_texture_black;
277 rtexture_t *r_texture_notexture;
278 rtexture_t *r_texture_whitecube;
279 rtexture_t *r_texture_normalizationcube;
280 rtexture_t *r_texture_fogattenuation;
281 rtexture_t *r_texture_fogheighttexture;
282 rtexture_t *r_texture_gammaramps;
283 unsigned int r_texture_gammaramps_serial;
284 //rtexture_t *r_texture_fogintensity;
285 rtexture_t *r_texture_reflectcube;
286
287 // TODO: hash lookups?
288 typedef struct cubemapinfo_s
289 {
290         char basename[64];
291         rtexture_t *texture;
292 }
293 cubemapinfo_t;
294
295 int r_texture_numcubemaps;
296 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
297
298 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
299 unsigned int r_numqueries;
300 unsigned int r_maxqueries;
301
302 typedef struct r_qwskincache_s
303 {
304         char name[MAX_QPATH];
305         skinframe_t *skinframe;
306 }
307 r_qwskincache_t;
308
309 static r_qwskincache_t *r_qwskincache;
310 static int r_qwskincache_size;
311
312 /// vertex coordinates for a quad that covers the screen exactly
313 extern const float r_screenvertex3f[12];
314 extern const float r_d3dscreenvertex3f[12];
315 const float r_screenvertex3f[12] =
316 {
317         0, 0, 0,
318         1, 0, 0,
319         1, 1, 0,
320         0, 1, 0
321 };
322 const float r_d3dscreenvertex3f[12] =
323 {
324         0, 1, 0,
325         1, 1, 0,
326         1, 0, 0,
327         0, 0, 0
328 };
329
330 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
331 {
332         int i;
333         for (i = 0;i < verts;i++)
334         {
335                 out[0] = in[0] * r;
336                 out[1] = in[1] * g;
337                 out[2] = in[2] * b;
338                 out[3] = in[3];
339                 in += 4;
340                 out += 4;
341         }
342 }
343
344 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
345 {
346         int i;
347         for (i = 0;i < verts;i++)
348         {
349                 out[0] = r;
350                 out[1] = g;
351                 out[2] = b;
352                 out[3] = a;
353                 out += 4;
354         }
355 }
356
357 // FIXME: move this to client?
358 void FOG_clear(void)
359 {
360         if (gamemode == GAME_NEHAHRA)
361         {
362                 Cvar_Set("gl_fogenable", "0");
363                 Cvar_Set("gl_fogdensity", "0.2");
364                 Cvar_Set("gl_fogred", "0.3");
365                 Cvar_Set("gl_foggreen", "0.3");
366                 Cvar_Set("gl_fogblue", "0.3");
367         }
368         r_refdef.fog_density = 0;
369         r_refdef.fog_red = 0;
370         r_refdef.fog_green = 0;
371         r_refdef.fog_blue = 0;
372         r_refdef.fog_alpha = 1;
373         r_refdef.fog_start = 0;
374         r_refdef.fog_end = 16384;
375         r_refdef.fog_height = 1<<30;
376         r_refdef.fog_fadedepth = 128;
377         memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
378 }
379
380 static void R_BuildBlankTextures(void)
381 {
382         unsigned char data[4];
383         data[2] = 128; // normal X
384         data[1] = 128; // normal Y
385         data[0] = 255; // normal Z
386         data[3] = 255; // height
387         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
388         data[0] = 255;
389         data[1] = 255;
390         data[2] = 255;
391         data[3] = 255;
392         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
393         data[0] = 128;
394         data[1] = 128;
395         data[2] = 128;
396         data[3] = 255;
397         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
398         data[0] = 0;
399         data[1] = 0;
400         data[2] = 0;
401         data[3] = 255;
402         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
403 }
404
405 static void R_BuildNoTexture(void)
406 {
407         int x, y;
408         unsigned char pix[16][16][4];
409         // this makes a light grey/dark grey checkerboard texture
410         for (y = 0;y < 16;y++)
411         {
412                 for (x = 0;x < 16;x++)
413                 {
414                         if ((y < 8) ^ (x < 8))
415                         {
416                                 pix[y][x][0] = 128;
417                                 pix[y][x][1] = 128;
418                                 pix[y][x][2] = 128;
419                                 pix[y][x][3] = 255;
420                         }
421                         else
422                         {
423                                 pix[y][x][0] = 64;
424                                 pix[y][x][1] = 64;
425                                 pix[y][x][2] = 64;
426                                 pix[y][x][3] = 255;
427                         }
428                 }
429         }
430         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
431 }
432
433 static void R_BuildWhiteCube(void)
434 {
435         unsigned char data[6*1*1*4];
436         memset(data, 255, sizeof(data));
437         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
438 }
439
440 static void R_BuildNormalizationCube(void)
441 {
442         int x, y, side;
443         vec3_t v;
444         vec_t s, t, intensity;
445 #define NORMSIZE 64
446         unsigned char *data;
447         data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
448         for (side = 0;side < 6;side++)
449         {
450                 for (y = 0;y < NORMSIZE;y++)
451                 {
452                         for (x = 0;x < NORMSIZE;x++)
453                         {
454                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
455                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
456                                 switch(side)
457                                 {
458                                 default:
459                                 case 0:
460                                         v[0] = 1;
461                                         v[1] = -t;
462                                         v[2] = -s;
463                                         break;
464                                 case 1:
465                                         v[0] = -1;
466                                         v[1] = -t;
467                                         v[2] = s;
468                                         break;
469                                 case 2:
470                                         v[0] = s;
471                                         v[1] = 1;
472                                         v[2] = t;
473                                         break;
474                                 case 3:
475                                         v[0] = s;
476                                         v[1] = -1;
477                                         v[2] = -t;
478                                         break;
479                                 case 4:
480                                         v[0] = s;
481                                         v[1] = -t;
482                                         v[2] = 1;
483                                         break;
484                                 case 5:
485                                         v[0] = -s;
486                                         v[1] = -t;
487                                         v[2] = -1;
488                                         break;
489                                 }
490                                 intensity = 127.0f / sqrt(DotProduct(v, v));
491                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
492                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
493                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
494                                 data[((side*64+y)*64+x)*4+3] = 255;
495                         }
496                 }
497         }
498         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
499         Mem_Free(data);
500 }
501
502 static void R_BuildFogTexture(void)
503 {
504         int x, b;
505 #define FOGWIDTH 256
506         unsigned char data1[FOGWIDTH][4];
507         //unsigned char data2[FOGWIDTH][4];
508         double d, r, alpha;
509
510         r_refdef.fogmasktable_start = r_refdef.fog_start;
511         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
512         r_refdef.fogmasktable_range = r_refdef.fogrange;
513         r_refdef.fogmasktable_density = r_refdef.fog_density;
514
515         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
516         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
517         {
518                 d = (x * r - r_refdef.fogmasktable_start);
519                 if(developer_extra.integer)
520                         Con_DPrintf("%f ", d);
521                 d = max(0, d);
522                 if (r_fog_exp2.integer)
523                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
524                 else
525                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
526                 if(developer_extra.integer)
527                         Con_DPrintf(" : %f ", alpha);
528                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
529                 if(developer_extra.integer)
530                         Con_DPrintf(" = %f\n", alpha);
531                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
532         }
533
534         for (x = 0;x < FOGWIDTH;x++)
535         {
536                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
537                 data1[x][0] = b;
538                 data1[x][1] = b;
539                 data1[x][2] = b;
540                 data1[x][3] = 255;
541                 //data2[x][0] = 255 - b;
542                 //data2[x][1] = 255 - b;
543                 //data2[x][2] = 255 - b;
544                 //data2[x][3] = 255;
545         }
546         if (r_texture_fogattenuation)
547         {
548                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
549                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
550         }
551         else
552         {
553                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
554                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
555         }
556 }
557
558 static void R_BuildFogHeightTexture(void)
559 {
560         unsigned char *inpixels;
561         int size;
562         int x;
563         int y;
564         int j;
565         float c[4];
566         float f;
567         inpixels = NULL;
568         strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
569         if (r_refdef.fogheighttexturename[0])
570                 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
571         if (!inpixels)
572         {
573                 r_refdef.fog_height_tablesize = 0;
574                 if (r_texture_fogheighttexture)
575                         R_FreeTexture(r_texture_fogheighttexture);
576                 r_texture_fogheighttexture = NULL;
577                 if (r_refdef.fog_height_table2d)
578                         Mem_Free(r_refdef.fog_height_table2d);
579                 r_refdef.fog_height_table2d = NULL;
580                 if (r_refdef.fog_height_table1d)
581                         Mem_Free(r_refdef.fog_height_table1d);
582                 r_refdef.fog_height_table1d = NULL;
583                 return;
584         }
585         size = image_width;
586         r_refdef.fog_height_tablesize = size;
587         r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
588         r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
589         memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
590         Mem_Free(inpixels);
591         // LordHavoc: now the magic - what is that table2d for?  it is a cooked
592         // average fog color table accounting for every fog layer between a point
593         // and the camera.  (Note: attenuation is handled separately!)
594         for (y = 0;y < size;y++)
595         {
596                 for (x = 0;x < size;x++)
597                 {
598                         Vector4Clear(c);
599                         f = 0;
600                         if (x < y)
601                         {
602                                 for (j = x;j <= y;j++)
603                                 {
604                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
605                                         f++;
606                                 }
607                         }
608                         else
609                         {
610                                 for (j = x;j >= y;j--)
611                                 {
612                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
613                                         f++;
614                                 }
615                         }
616                         f = 1.0f / f;
617                         r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
618                         r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
619                         r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
620                         r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
621                 }
622         }
623         r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
624 }
625
626 //=======================================================================================================================================================
627
628 static const char *builtinshaderstrings[] =
629 {
630 #include "shader_glsl.h"
631 0
632 };
633
634 const char *builtinhlslshaderstrings[] =
635 {
636 #include "shader_hlsl.h"
637 0
638 };
639
640 //=======================================================================================================================================================
641
642 typedef struct shaderpermutationinfo_s
643 {
644         const char *pretext;
645         const char *name;
646 }
647 shaderpermutationinfo_t;
648
649 typedef struct shadermodeinfo_s
650 {
651         const char *sourcebasename;
652         const char *extension;
653         const char **builtinshaderstrings;
654         const char *pretext;
655         const char *name;
656         char *filename;
657         char *builtinstring;
658         int builtincrc;
659 }
660 shadermodeinfo_t;
661
662 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
663 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
664 {
665         {"#define USEDIFFUSE\n", " diffuse"},
666         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
667         {"#define USEVIEWTINT\n", " viewtint"},
668         {"#define USECOLORMAPPING\n", " colormapping"},
669         {"#define USESATURATION\n", " saturation"},
670         {"#define USEFOGINSIDE\n", " foginside"},
671         {"#define USEFOGOUTSIDE\n", " fogoutside"},
672         {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
673         {"#define USEFOGALPHAHACK\n", " fogalphahack"},
674         {"#define USEGAMMARAMPS\n", " gammaramps"},
675         {"#define USECUBEFILTER\n", " cubefilter"},
676         {"#define USEGLOW\n", " glow"},
677         {"#define USEBLOOM\n", " bloom"},
678         {"#define USESPECULAR\n", " specular"},
679         {"#define USEPOSTPROCESSING\n", " postprocessing"},
680         {"#define USEREFLECTION\n", " reflection"},
681         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
682         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
683         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
684         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
685         {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
686         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
687         {"#define USEALPHAKILL\n", " alphakill"},
688         {"#define USEREFLECTCUBE\n", " reflectcube"},
689         {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
690         {"#define USEBOUNCEGRID\n", " bouncegrid"},
691         {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
692         {"#define USETRIPPY\n", " trippy"},
693         {"#define USEDEPTHRGB\n", " depthrgb"},
694         {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
695         {"#define USESKELETAL\n", " skeletal"},
696         {"#define USEOCCLUDE\n", " occlude"}
697 };
698
699 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
700 shadermodeinfo_t shadermodeinfo[SHADERLANGUAGE_COUNT][SHADERMODE_COUNT] =
701 {
702         // SHADERLANGUAGE_GLSL
703         {
704                 {"combined", "glsl", builtinshaderstrings, "#define MODE_GENERIC\n", " generic"},
705                 {"combined", "glsl", builtinshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
706                 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
707                 {"combined", "glsl", builtinshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
708                 {"combined", "glsl", builtinshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
709                 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
710                 {"combined", "glsl", builtinshaderstrings, "#define MODE_FAKELIGHT\n", " fakelight"},
711                 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
712                 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
713                 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
714                 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
715                 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
716                 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
717                 {"combined", "glsl", builtinshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
718                 {"combined", "glsl", builtinshaderstrings, "#define MODE_WATER\n", " water"},
719                 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
720                 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
721         },
722         // SHADERLANGUAGE_HLSL
723         {
724                 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_GENERIC\n", " generic"},
725                 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
726                 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
727                 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
728                 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
729                 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
730                 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_FAKELIGHT\n", " fakelight"},
731                 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
732                 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
733                 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
734                 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
735                 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
736                 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
737                 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
738                 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_WATER\n", " water"},
739                 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
740                 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
741         },
742 };
743
744 struct r_glsl_permutation_s;
745 typedef struct r_glsl_permutation_s
746 {
747         /// hash lookup data
748         struct r_glsl_permutation_s *hashnext;
749         unsigned int mode;
750         unsigned int permutation;
751
752         /// indicates if we have tried compiling this permutation already
753         qboolean compiled;
754         /// 0 if compilation failed
755         int program;
756         // texture units assigned to each detected uniform
757         int tex_Texture_First;
758         int tex_Texture_Second;
759         int tex_Texture_GammaRamps;
760         int tex_Texture_Normal;
761         int tex_Texture_Color;
762         int tex_Texture_Gloss;
763         int tex_Texture_Glow;
764         int tex_Texture_SecondaryNormal;
765         int tex_Texture_SecondaryColor;
766         int tex_Texture_SecondaryGloss;
767         int tex_Texture_SecondaryGlow;
768         int tex_Texture_Pants;
769         int tex_Texture_Shirt;
770         int tex_Texture_FogHeightTexture;
771         int tex_Texture_FogMask;
772         int tex_Texture_Lightmap;
773         int tex_Texture_Deluxemap;
774         int tex_Texture_Attenuation;
775         int tex_Texture_Cube;
776         int tex_Texture_Refraction;
777         int tex_Texture_Reflection;
778         int tex_Texture_ShadowMap2D;
779         int tex_Texture_CubeProjection;
780         int tex_Texture_ScreenNormalMap;
781         int tex_Texture_ScreenDiffuse;
782         int tex_Texture_ScreenSpecular;
783         int tex_Texture_ReflectMask;
784         int tex_Texture_ReflectCube;
785         int tex_Texture_BounceGrid;
786         /// locations of detected uniforms in program object, or -1 if not found
787         int loc_Texture_First;
788         int loc_Texture_Second;
789         int loc_Texture_GammaRamps;
790         int loc_Texture_Normal;
791         int loc_Texture_Color;
792         int loc_Texture_Gloss;
793         int loc_Texture_Glow;
794         int loc_Texture_SecondaryNormal;
795         int loc_Texture_SecondaryColor;
796         int loc_Texture_SecondaryGloss;
797         int loc_Texture_SecondaryGlow;
798         int loc_Texture_Pants;
799         int loc_Texture_Shirt;
800         int loc_Texture_FogHeightTexture;
801         int loc_Texture_FogMask;
802         int loc_Texture_Lightmap;
803         int loc_Texture_Deluxemap;
804         int loc_Texture_Attenuation;
805         int loc_Texture_Cube;
806         int loc_Texture_Refraction;
807         int loc_Texture_Reflection;
808         int loc_Texture_ShadowMap2D;
809         int loc_Texture_CubeProjection;
810         int loc_Texture_ScreenNormalMap;
811         int loc_Texture_ScreenDiffuse;
812         int loc_Texture_ScreenSpecular;
813         int loc_Texture_ReflectMask;
814         int loc_Texture_ReflectCube;
815         int loc_Texture_BounceGrid;
816         int loc_Alpha;
817         int loc_BloomBlur_Parameters;
818         int loc_ClientTime;
819         int loc_Color_Ambient;
820         int loc_Color_Diffuse;
821         int loc_Color_Specular;
822         int loc_Color_Glow;
823         int loc_Color_Pants;
824         int loc_Color_Shirt;
825         int loc_DeferredColor_Ambient;
826         int loc_DeferredColor_Diffuse;
827         int loc_DeferredColor_Specular;
828         int loc_DeferredMod_Diffuse;
829         int loc_DeferredMod_Specular;
830         int loc_DistortScaleRefractReflect;
831         int loc_EyePosition;
832         int loc_FogColor;
833         int loc_FogHeightFade;
834         int loc_FogPlane;
835         int loc_FogPlaneViewDist;
836         int loc_FogRangeRecip;
837         int loc_LightColor;
838         int loc_LightDir;
839         int loc_LightPosition;
840         int loc_OffsetMapping_ScaleSteps;
841         int loc_OffsetMapping_LodDistance;
842         int loc_OffsetMapping_Bias;
843         int loc_PixelSize;
844         int loc_ReflectColor;
845         int loc_ReflectFactor;
846         int loc_ReflectOffset;
847         int loc_RefractColor;
848         int loc_Saturation;
849         int loc_ScreenCenterRefractReflect;
850         int loc_ScreenScaleRefractReflect;
851         int loc_ScreenToDepth;
852         int loc_ShadowMap_Parameters;
853         int loc_ShadowMap_TextureScale;
854         int loc_SpecularPower;
855         int loc_Skeletal_Transform12;
856         int loc_UserVec1;
857         int loc_UserVec2;
858         int loc_UserVec3;
859         int loc_UserVec4;
860         int loc_ViewTintColor;
861         int loc_ViewToLight;
862         int loc_ModelToLight;
863         int loc_TexMatrix;
864         int loc_BackgroundTexMatrix;
865         int loc_ModelViewProjectionMatrix;
866         int loc_ModelViewMatrix;
867         int loc_PixelToScreenTexCoord;
868         int loc_ModelToReflectCube;
869         int loc_ShadowMapMatrix;
870         int loc_BloomColorSubtract;
871         int loc_NormalmapScrollBlend;
872         int loc_BounceGridMatrix;
873         int loc_BounceGridIntensity;
874         /// uniform block bindings
875         int ubibind_Skeletal_Transform12_UniformBlock;
876         /// uniform block indices
877         int ubiloc_Skeletal_Transform12_UniformBlock;
878 }
879 r_glsl_permutation_t;
880
881 #define SHADERPERMUTATION_HASHSIZE 256
882
883
884 // non-degradable "lightweight" shader parameters to keep the permutations simpler
885 // these can NOT degrade! only use for simple stuff
886 enum
887 {
888         SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
889         SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
890         SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
891         SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
892         SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
893         SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5,  ///< postprocess uservec4 is enabled
894         SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
895         SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7,  ///< LOD for offsetmapping
896         SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
897         SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
898         SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
899         SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
900         SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
901         SHADERSTATICPARM_FXAA = 13 ///< fast approximate anti aliasing
902 };
903 #define SHADERSTATICPARMS_COUNT 14
904
905 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
906 static int shaderstaticparms_count = 0;
907
908 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
909 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
910
911 extern qboolean r_shadow_shadowmapsampler;
912 extern int r_shadow_shadowmappcf;
913 qboolean R_CompileShader_CheckStaticParms(void)
914 {
915         static int r_compileshader_staticparms_save[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5];
916         memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
917         memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
918
919         // detect all
920         if (r_glsl_saturation_redcompensate.integer)
921                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
922         if (r_glsl_vertextextureblend_usebothalphas.integer)
923                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
924         if (r_shadow_glossexact.integer)
925                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
926         if (r_glsl_postprocess.integer)
927         {
928                 if (r_glsl_postprocess_uservec1_enable.integer)
929                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
930                 if (r_glsl_postprocess_uservec2_enable.integer)
931                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
932                 if (r_glsl_postprocess_uservec3_enable.integer)
933                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
934                 if (r_glsl_postprocess_uservec4_enable.integer)
935                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
936         }
937         if (r_fxaa.integer)
938                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_FXAA);
939         if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
940                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
941
942         if (r_shadow_shadowmapsampler)
943                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
944         if (r_shadow_shadowmappcf > 1)
945                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
946         else if (r_shadow_shadowmappcf)
947                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
948         if (r_celshading.integer)
949                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
950         if (r_celoutlines.integer)
951                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
952
953         return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
954 }
955
956 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
957         if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
958                 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
959         else \
960                 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
961 static void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
962 {
963         shaderstaticparms_count = 0;
964
965         // emit all
966         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
967         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
968         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
969         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
970         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
971         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
972         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
973         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
974         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
975         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
976         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
977         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
978         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
979         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_FXAA, "USEFXAA");
980 }
981
982 /// information about each possible shader permutation
983 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
984 /// currently selected permutation
985 r_glsl_permutation_t *r_glsl_permutation;
986 /// storage for permutations linked in the hash table
987 memexpandablearray_t r_glsl_permutationarray;
988
989 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
990 {
991         //unsigned int hashdepth = 0;
992         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
993         r_glsl_permutation_t *p;
994         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
995         {
996                 if (p->mode == mode && p->permutation == permutation)
997                 {
998                         //if (hashdepth > 10)
999                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1000                         return p;
1001                 }
1002                 //hashdepth++;
1003         }
1004         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
1005         p->mode = mode;
1006         p->permutation = permutation;
1007         p->hashnext = r_glsl_permutationhash[mode][hashindex];
1008         r_glsl_permutationhash[mode][hashindex] = p;
1009         //if (hashdepth > 10)
1010         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1011         return p;
1012 }
1013
1014 static char *R_ShaderStrCat(const char **strings)
1015 {
1016         char *string, *s;
1017         const char **p = strings;
1018         const char *t;
1019         size_t len = 0;
1020         for (p = strings;(t = *p);p++)
1021                 len += strlen(t);
1022         len++;
1023         s = string = (char *)Mem_Alloc(r_main_mempool, len);
1024         len = 0;
1025         for (p = strings;(t = *p);p++)
1026         {
1027                 len = strlen(t);
1028                 memcpy(s, t, len);
1029                 s += len;
1030         }
1031         *s = 0;
1032         return string;
1033 }
1034
1035 static char *R_ShaderStrCat(const char **strings);
1036 static void R_InitShaderModeInfo(void)
1037 {
1038         int i, language;
1039         shadermodeinfo_t *modeinfo;
1040         // we have a bunch of things to compute that weren't calculated at engine compile time - all filenames should have a crc of the builtin strings to prevent accidental overrides (any customization must be updated to match engine)
1041         for (language = 0; language < SHADERLANGUAGE_COUNT; language++)
1042         {
1043                 for (i = 0; i < SHADERMODE_COUNT; i++)
1044                 {
1045                         char filename[MAX_QPATH];
1046                         modeinfo = &shadermodeinfo[language][i];
1047                         modeinfo->builtinstring = R_ShaderStrCat(modeinfo->builtinshaderstrings);
1048                         modeinfo->builtincrc = CRC_Block((const unsigned char *)modeinfo->builtinstring, strlen(modeinfo->builtinstring));
1049                         dpsnprintf(filename, sizeof(filename), "%s/%s_crc%i.%s", modeinfo->extension, modeinfo->sourcebasename, modeinfo->builtincrc, modeinfo->extension);
1050                         modeinfo->filename = Mem_strdup(r_main_mempool, filename);
1051                 }
1052         }
1053 }
1054
1055 static char *ShaderModeInfo_GetShaderText(shadermodeinfo_t *modeinfo, qboolean printfromdisknotice, qboolean builtinonly)
1056 {
1057         char *shaderstring;
1058         // if the mode has no filename we have to return the builtin string
1059         if (builtinonly || !modeinfo->filename)
1060                 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1061         // note that FS_LoadFile appends a 0 byte to make it a valid string
1062         shaderstring = (char *)FS_LoadFile(modeinfo->filename, r_main_mempool, false, NULL);
1063         if (shaderstring)
1064         {
1065                 if (printfromdisknotice)
1066                         Con_DPrintf("Loading shaders from file %s...\n", modeinfo->filename);
1067                 return shaderstring;
1068         }
1069         // fall back to builtinstring
1070         return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1071 }
1072
1073 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1074 {
1075         int i;
1076         int ubibind;
1077         int sampler;
1078         shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_GLSL][mode];
1079         char *sourcestring;
1080         char permutationname[256];
1081         int vertstrings_count = 0;
1082         int geomstrings_count = 0;
1083         int fragstrings_count = 0;
1084         const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1085         const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1086         const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1087
1088         if (p->compiled)
1089                 return;
1090         p->compiled = true;
1091         p->program = 0;
1092
1093         permutationname[0] = 0;
1094         sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
1095
1096         strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1097
1098         // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
1099         if(vid.support.glshaderversion >= 140)
1100         {
1101                 vertstrings_list[vertstrings_count++] = "#version 140\n";
1102                 geomstrings_list[geomstrings_count++] = "#version 140\n";
1103                 fragstrings_list[fragstrings_count++] = "#version 140\n";
1104                 vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
1105                 geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
1106                 fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
1107         }
1108         // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1109         else if(vid.support.glshaderversion >= 130)
1110         {
1111                 vertstrings_list[vertstrings_count++] = "#version 130\n";
1112                 geomstrings_list[geomstrings_count++] = "#version 130\n";
1113                 fragstrings_list[fragstrings_count++] = "#version 130\n";
1114                 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1115                 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1116                 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1117         }
1118
1119         // the first pretext is which type of shader to compile as
1120         // (later these will all be bound together as a program object)
1121         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1122         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1123         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1124
1125         // the second pretext is the mode (for example a light source)
1126         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1127         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1128         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1129         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1130
1131         // now add all the permutation pretexts
1132         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1133         {
1134                 if (permutation & (1<<i))
1135                 {
1136                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1137                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1138                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1139                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1140                 }
1141                 else
1142                 {
1143                         // keep line numbers correct
1144                         vertstrings_list[vertstrings_count++] = "\n";
1145                         geomstrings_list[geomstrings_count++] = "\n";
1146                         fragstrings_list[fragstrings_count++] = "\n";
1147                 }
1148         }
1149
1150         // add static parms
1151         R_CompileShader_AddStaticParms(mode, permutation);
1152         memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1153         vertstrings_count += shaderstaticparms_count;
1154         memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1155         geomstrings_count += shaderstaticparms_count;
1156         memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1157         fragstrings_count += shaderstaticparms_count;
1158
1159         // now append the shader text itself
1160         vertstrings_list[vertstrings_count++] = sourcestring;
1161         geomstrings_list[geomstrings_count++] = sourcestring;
1162         fragstrings_list[fragstrings_count++] = sourcestring;
1163
1164         // compile the shader program
1165         if (vertstrings_count + geomstrings_count + fragstrings_count)
1166                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1167         if (p->program)
1168         {
1169                 CHECKGLERROR
1170                 qglUseProgram(p->program);CHECKGLERROR
1171                 // look up all the uniform variable names we care about, so we don't
1172                 // have to look them up every time we set them
1173
1174 #if 0
1175                 // debugging aid
1176                 {
1177                         GLint activeuniformindex = 0;
1178                         GLint numactiveuniforms = 0;
1179                         char uniformname[128];
1180                         GLsizei uniformnamelength = 0;
1181                         GLint uniformsize = 0;
1182                         GLenum uniformtype = 0;
1183                         memset(uniformname, 0, sizeof(uniformname));
1184                         qglGetProgramiv(p->program, GL_ACTIVE_UNIFORMS, &numactiveuniforms);
1185                         Con_Printf("Shader has %i uniforms\n", numactiveuniforms);
1186                         for (activeuniformindex = 0;activeuniformindex < numactiveuniforms;activeuniformindex++)
1187                         {
1188                                 qglGetActiveUniform(p->program, activeuniformindex, sizeof(uniformname) - 1, &uniformnamelength, &uniformsize, &uniformtype, uniformname);
1189                                 Con_Printf("Uniform %i name \"%s\" size %i type %i\n", (int)activeuniformindex, uniformname, (int)uniformsize, (int)uniformtype);
1190                         }
1191                 }
1192 #endif
1193
1194                 p->loc_Texture_First              = qglGetUniformLocation(p->program, "Texture_First");
1195                 p->loc_Texture_Second             = qglGetUniformLocation(p->program, "Texture_Second");
1196                 p->loc_Texture_GammaRamps         = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1197                 p->loc_Texture_Normal             = qglGetUniformLocation(p->program, "Texture_Normal");
1198                 p->loc_Texture_Color              = qglGetUniformLocation(p->program, "Texture_Color");
1199                 p->loc_Texture_Gloss              = qglGetUniformLocation(p->program, "Texture_Gloss");
1200                 p->loc_Texture_Glow               = qglGetUniformLocation(p->program, "Texture_Glow");
1201                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1202                 p->loc_Texture_SecondaryColor     = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1203                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1204                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1205                 p->loc_Texture_Pants              = qglGetUniformLocation(p->program, "Texture_Pants");
1206                 p->loc_Texture_Shirt              = qglGetUniformLocation(p->program, "Texture_Shirt");
1207                 p->loc_Texture_FogHeightTexture   = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1208                 p->loc_Texture_FogMask            = qglGetUniformLocation(p->program, "Texture_FogMask");
1209                 p->loc_Texture_Lightmap           = qglGetUniformLocation(p->program, "Texture_Lightmap");
1210                 p->loc_Texture_Deluxemap          = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1211                 p->loc_Texture_Attenuation        = qglGetUniformLocation(p->program, "Texture_Attenuation");
1212                 p->loc_Texture_Cube               = qglGetUniformLocation(p->program, "Texture_Cube");
1213                 p->loc_Texture_Refraction         = qglGetUniformLocation(p->program, "Texture_Refraction");
1214                 p->loc_Texture_Reflection         = qglGetUniformLocation(p->program, "Texture_Reflection");
1215                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1216                 p->loc_Texture_CubeProjection     = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1217                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1218                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1219                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1220                 p->loc_Texture_ReflectMask        = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1221                 p->loc_Texture_ReflectCube        = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1222                 p->loc_Texture_BounceGrid         = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1223                 p->loc_Alpha                      = qglGetUniformLocation(p->program, "Alpha");
1224                 p->loc_BloomBlur_Parameters       = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1225                 p->loc_ClientTime                 = qglGetUniformLocation(p->program, "ClientTime");
1226                 p->loc_Color_Ambient              = qglGetUniformLocation(p->program, "Color_Ambient");
1227                 p->loc_Color_Diffuse              = qglGetUniformLocation(p->program, "Color_Diffuse");
1228                 p->loc_Color_Specular             = qglGetUniformLocation(p->program, "Color_Specular");
1229                 p->loc_Color_Glow                 = qglGetUniformLocation(p->program, "Color_Glow");
1230                 p->loc_Color_Pants                = qglGetUniformLocation(p->program, "Color_Pants");
1231                 p->loc_Color_Shirt                = qglGetUniformLocation(p->program, "Color_Shirt");
1232                 p->loc_DeferredColor_Ambient      = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1233                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1234                 p->loc_DeferredColor_Specular     = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1235                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1236                 p->loc_DeferredMod_Specular       = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1237                 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1238                 p->loc_EyePosition                = qglGetUniformLocation(p->program, "EyePosition");
1239                 p->loc_FogColor                   = qglGetUniformLocation(p->program, "FogColor");
1240                 p->loc_FogHeightFade              = qglGetUniformLocation(p->program, "FogHeightFade");
1241                 p->loc_FogPlane                   = qglGetUniformLocation(p->program, "FogPlane");
1242                 p->loc_FogPlaneViewDist           = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1243                 p->loc_FogRangeRecip              = qglGetUniformLocation(p->program, "FogRangeRecip");
1244                 p->loc_LightColor                 = qglGetUniformLocation(p->program, "LightColor");
1245                 p->loc_LightDir                   = qglGetUniformLocation(p->program, "LightDir");
1246                 p->loc_LightPosition              = qglGetUniformLocation(p->program, "LightPosition");
1247                 p->loc_OffsetMapping_ScaleSteps   = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1248                 p->loc_OffsetMapping_LodDistance  = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1249                 p->loc_OffsetMapping_Bias         = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1250                 p->loc_PixelSize                  = qglGetUniformLocation(p->program, "PixelSize");
1251                 p->loc_ReflectColor               = qglGetUniformLocation(p->program, "ReflectColor");
1252                 p->loc_ReflectFactor              = qglGetUniformLocation(p->program, "ReflectFactor");
1253                 p->loc_ReflectOffset              = qglGetUniformLocation(p->program, "ReflectOffset");
1254                 p->loc_RefractColor               = qglGetUniformLocation(p->program, "RefractColor");
1255                 p->loc_Saturation                 = qglGetUniformLocation(p->program, "Saturation");
1256                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1257                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1258                 p->loc_ScreenToDepth              = qglGetUniformLocation(p->program, "ScreenToDepth");
1259                 p->loc_ShadowMap_Parameters       = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1260                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1261                 p->loc_SpecularPower              = qglGetUniformLocation(p->program, "SpecularPower");
1262                 p->loc_UserVec1                   = qglGetUniformLocation(p->program, "UserVec1");
1263                 p->loc_UserVec2                   = qglGetUniformLocation(p->program, "UserVec2");
1264                 p->loc_UserVec3                   = qglGetUniformLocation(p->program, "UserVec3");
1265                 p->loc_UserVec4                   = qglGetUniformLocation(p->program, "UserVec4");
1266                 p->loc_ViewTintColor              = qglGetUniformLocation(p->program, "ViewTintColor");
1267                 p->loc_ViewToLight                = qglGetUniformLocation(p->program, "ViewToLight");
1268                 p->loc_ModelToLight               = qglGetUniformLocation(p->program, "ModelToLight");
1269                 p->loc_TexMatrix                  = qglGetUniformLocation(p->program, "TexMatrix");
1270                 p->loc_BackgroundTexMatrix        = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1271                 p->loc_ModelViewMatrix            = qglGetUniformLocation(p->program, "ModelViewMatrix");
1272                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1273                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1274                 p->loc_ModelToReflectCube         = qglGetUniformLocation(p->program, "ModelToReflectCube");
1275                 p->loc_ShadowMapMatrix            = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1276                 p->loc_BloomColorSubtract         = qglGetUniformLocation(p->program, "BloomColorSubtract");
1277                 p->loc_NormalmapScrollBlend       = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1278                 p->loc_BounceGridMatrix           = qglGetUniformLocation(p->program, "BounceGridMatrix");
1279                 p->loc_BounceGridIntensity        = qglGetUniformLocation(p->program, "BounceGridIntensity");
1280                 // initialize the samplers to refer to the texture units we use
1281                 p->tex_Texture_First = -1;
1282                 p->tex_Texture_Second = -1;
1283                 p->tex_Texture_GammaRamps = -1;
1284                 p->tex_Texture_Normal = -1;
1285                 p->tex_Texture_Color = -1;
1286                 p->tex_Texture_Gloss = -1;
1287                 p->tex_Texture_Glow = -1;
1288                 p->tex_Texture_SecondaryNormal = -1;
1289                 p->tex_Texture_SecondaryColor = -1;
1290                 p->tex_Texture_SecondaryGloss = -1;
1291                 p->tex_Texture_SecondaryGlow = -1;
1292                 p->tex_Texture_Pants = -1;
1293                 p->tex_Texture_Shirt = -1;
1294                 p->tex_Texture_FogHeightTexture = -1;
1295                 p->tex_Texture_FogMask = -1;
1296                 p->tex_Texture_Lightmap = -1;
1297                 p->tex_Texture_Deluxemap = -1;
1298                 p->tex_Texture_Attenuation = -1;
1299                 p->tex_Texture_Cube = -1;
1300                 p->tex_Texture_Refraction = -1;
1301                 p->tex_Texture_Reflection = -1;
1302                 p->tex_Texture_ShadowMap2D = -1;
1303                 p->tex_Texture_CubeProjection = -1;
1304                 p->tex_Texture_ScreenNormalMap = -1;
1305                 p->tex_Texture_ScreenDiffuse = -1;
1306                 p->tex_Texture_ScreenSpecular = -1;
1307                 p->tex_Texture_ReflectMask = -1;
1308                 p->tex_Texture_ReflectCube = -1;
1309                 p->tex_Texture_BounceGrid = -1;
1310                 // bind the texture samplers in use
1311                 sampler = 0;
1312                 if (p->loc_Texture_First           >= 0) {p->tex_Texture_First            = sampler;qglUniform1i(p->loc_Texture_First           , sampler);sampler++;}
1313                 if (p->loc_Texture_Second          >= 0) {p->tex_Texture_Second           = sampler;qglUniform1i(p->loc_Texture_Second          , sampler);sampler++;}
1314                 if (p->loc_Texture_GammaRamps      >= 0) {p->tex_Texture_GammaRamps       = sampler;qglUniform1i(p->loc_Texture_GammaRamps      , sampler);sampler++;}
1315                 if (p->loc_Texture_Normal          >= 0) {p->tex_Texture_Normal           = sampler;qglUniform1i(p->loc_Texture_Normal          , sampler);sampler++;}
1316                 if (p->loc_Texture_Color           >= 0) {p->tex_Texture_Color            = sampler;qglUniform1i(p->loc_Texture_Color           , sampler);sampler++;}
1317                 if (p->loc_Texture_Gloss           >= 0) {p->tex_Texture_Gloss            = sampler;qglUniform1i(p->loc_Texture_Gloss           , sampler);sampler++;}
1318                 if (p->loc_Texture_Glow            >= 0) {p->tex_Texture_Glow             = sampler;qglUniform1i(p->loc_Texture_Glow            , sampler);sampler++;}
1319                 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal  = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1320                 if (p->loc_Texture_SecondaryColor  >= 0) {p->tex_Texture_SecondaryColor   = sampler;qglUniform1i(p->loc_Texture_SecondaryColor  , sampler);sampler++;}
1321                 if (p->loc_Texture_SecondaryGloss  >= 0) {p->tex_Texture_SecondaryGloss   = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss  , sampler);sampler++;}
1322                 if (p->loc_Texture_SecondaryGlow   >= 0) {p->tex_Texture_SecondaryGlow    = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow   , sampler);sampler++;}
1323                 if (p->loc_Texture_Pants           >= 0) {p->tex_Texture_Pants            = sampler;qglUniform1i(p->loc_Texture_Pants           , sampler);sampler++;}
1324                 if (p->loc_Texture_Shirt           >= 0) {p->tex_Texture_Shirt            = sampler;qglUniform1i(p->loc_Texture_Shirt           , sampler);sampler++;}
1325                 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1326                 if (p->loc_Texture_FogMask         >= 0) {p->tex_Texture_FogMask          = sampler;qglUniform1i(p->loc_Texture_FogMask         , sampler);sampler++;}
1327                 if (p->loc_Texture_Lightmap        >= 0) {p->tex_Texture_Lightmap         = sampler;qglUniform1i(p->loc_Texture_Lightmap        , sampler);sampler++;}
1328                 if (p->loc_Texture_Deluxemap       >= 0) {p->tex_Texture_Deluxemap        = sampler;qglUniform1i(p->loc_Texture_Deluxemap       , sampler);sampler++;}
1329                 if (p->loc_Texture_Attenuation     >= 0) {p->tex_Texture_Attenuation      = sampler;qglUniform1i(p->loc_Texture_Attenuation     , sampler);sampler++;}
1330                 if (p->loc_Texture_Cube            >= 0) {p->tex_Texture_Cube             = sampler;qglUniform1i(p->loc_Texture_Cube            , sampler);sampler++;}
1331                 if (p->loc_Texture_Refraction      >= 0) {p->tex_Texture_Refraction       = sampler;qglUniform1i(p->loc_Texture_Refraction      , sampler);sampler++;}
1332                 if (p->loc_Texture_Reflection      >= 0) {p->tex_Texture_Reflection       = sampler;qglUniform1i(p->loc_Texture_Reflection      , sampler);sampler++;}
1333                 if (p->loc_Texture_ShadowMap2D     >= 0) {p->tex_Texture_ShadowMap2D      = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D     , sampler);sampler++;}
1334                 if (p->loc_Texture_CubeProjection  >= 0) {p->tex_Texture_CubeProjection   = sampler;qglUniform1i(p->loc_Texture_CubeProjection  , sampler);sampler++;}
1335                 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap  = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1336                 if (p->loc_Texture_ScreenDiffuse   >= 0) {p->tex_Texture_ScreenDiffuse    = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse   , sampler);sampler++;}
1337                 if (p->loc_Texture_ScreenSpecular  >= 0) {p->tex_Texture_ScreenSpecular   = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular  , sampler);sampler++;}
1338                 if (p->loc_Texture_ReflectMask     >= 0) {p->tex_Texture_ReflectMask      = sampler;qglUniform1i(p->loc_Texture_ReflectMask     , sampler);sampler++;}
1339                 if (p->loc_Texture_ReflectCube     >= 0) {p->tex_Texture_ReflectCube      = sampler;qglUniform1i(p->loc_Texture_ReflectCube     , sampler);sampler++;}
1340                 if (p->loc_Texture_BounceGrid      >= 0) {p->tex_Texture_BounceGrid       = sampler;qglUniform1i(p->loc_Texture_BounceGrid      , sampler);sampler++;}
1341                 // get the uniform block indices so we can bind them
1342 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1343                 if (vid.support.arb_uniform_buffer_object)
1344                         p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
1345                 else
1346 #endif
1347                         p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
1348                 // clear the uniform block bindings
1349                 p->ubibind_Skeletal_Transform12_UniformBlock = -1;
1350                 // bind the uniform blocks in use
1351                 ubibind = 0;
1352 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1353                 if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
1354 #endif
1355                 // we're done compiling and setting up the shader, at least until it is used
1356                 CHECKGLERROR
1357                 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1358         }
1359         else
1360                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1361
1362         // free the strings
1363         if (sourcestring)
1364                 Mem_Free(sourcestring);
1365 }
1366
1367 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1368 {
1369         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1370         if (r_glsl_permutation != perm)
1371         {
1372                 r_glsl_permutation = perm;
1373                 if (!r_glsl_permutation->program)
1374                 {
1375                         if (!r_glsl_permutation->compiled)
1376                         {
1377                                 Con_DPrintf("Compiling shader mode %u permutation %u\n", mode, permutation);
1378                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1379                         }
1380                         if (!r_glsl_permutation->program)
1381                         {
1382                                 // remove features until we find a valid permutation
1383                                 int i;
1384                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1385                                 {
1386                                         // reduce i more quickly whenever it would not remove any bits
1387                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1388                                         if (!(permutation & j))
1389                                                 continue;
1390                                         permutation -= j;
1391                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1392                                         if (!r_glsl_permutation->compiled)
1393                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1394                                         if (r_glsl_permutation->program)
1395                                                 break;
1396                                 }
1397                                 if (i >= SHADERPERMUTATION_COUNT)
1398                                 {
1399                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1400                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1401                                         qglUseProgram(0);CHECKGLERROR
1402                                         return; // no bit left to clear, entire mode is broken
1403                                 }
1404                         }
1405                 }
1406                 CHECKGLERROR
1407                 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1408         }
1409         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1410         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1411         if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1412         CHECKGLERROR
1413 }
1414
1415 #ifdef SUPPORTD3D
1416
1417 #ifdef SUPPORTD3D
1418 #include <d3d9.h>
1419 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1420 extern D3DCAPS9 vid_d3d9caps;
1421 #endif
1422
1423 struct r_hlsl_permutation_s;
1424 typedef struct r_hlsl_permutation_s
1425 {
1426         /// hash lookup data
1427         struct r_hlsl_permutation_s *hashnext;
1428         unsigned int mode;
1429         unsigned int permutation;
1430
1431         /// indicates if we have tried compiling this permutation already
1432         qboolean compiled;
1433         /// NULL if compilation failed
1434         IDirect3DVertexShader9 *vertexshader;
1435         IDirect3DPixelShader9 *pixelshader;
1436 }
1437 r_hlsl_permutation_t;
1438
1439 typedef enum D3DVSREGISTER_e
1440 {
1441         D3DVSREGISTER_TexMatrix = 0, // float4x4
1442         D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1443         D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1444         D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1445         D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1446         D3DVSREGISTER_ModelToLight = 20, // float4x4
1447         D3DVSREGISTER_EyePosition = 24,
1448         D3DVSREGISTER_FogPlane = 25,
1449         D3DVSREGISTER_LightDir = 26,
1450         D3DVSREGISTER_LightPosition = 27,
1451 }
1452 D3DVSREGISTER_t;
1453
1454 typedef enum D3DPSREGISTER_e
1455 {
1456         D3DPSREGISTER_Alpha = 0,
1457         D3DPSREGISTER_BloomBlur_Parameters = 1,
1458         D3DPSREGISTER_ClientTime = 2,
1459         D3DPSREGISTER_Color_Ambient = 3,
1460         D3DPSREGISTER_Color_Diffuse = 4,
1461         D3DPSREGISTER_Color_Specular = 5,
1462         D3DPSREGISTER_Color_Glow = 6,
1463         D3DPSREGISTER_Color_Pants = 7,
1464         D3DPSREGISTER_Color_Shirt = 8,
1465         D3DPSREGISTER_DeferredColor_Ambient = 9,
1466         D3DPSREGISTER_DeferredColor_Diffuse = 10,
1467         D3DPSREGISTER_DeferredColor_Specular = 11,
1468         D3DPSREGISTER_DeferredMod_Diffuse = 12,
1469         D3DPSREGISTER_DeferredMod_Specular = 13,
1470         D3DPSREGISTER_DistortScaleRefractReflect = 14,
1471         D3DPSREGISTER_EyePosition = 15, // unused
1472         D3DPSREGISTER_FogColor = 16,
1473         D3DPSREGISTER_FogHeightFade = 17,
1474         D3DPSREGISTER_FogPlane = 18,
1475         D3DPSREGISTER_FogPlaneViewDist = 19,
1476         D3DPSREGISTER_FogRangeRecip = 20,
1477         D3DPSREGISTER_LightColor = 21,
1478         D3DPSREGISTER_LightDir = 22, // unused
1479         D3DPSREGISTER_LightPosition = 23,
1480         D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1481         D3DPSREGISTER_PixelSize = 25,
1482         D3DPSREGISTER_ReflectColor = 26,
1483         D3DPSREGISTER_ReflectFactor = 27,
1484         D3DPSREGISTER_ReflectOffset = 28,
1485         D3DPSREGISTER_RefractColor = 29,
1486         D3DPSREGISTER_Saturation = 30,
1487         D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1488         D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1489         D3DPSREGISTER_ScreenToDepth = 33,
1490         D3DPSREGISTER_ShadowMap_Parameters = 34,
1491         D3DPSREGISTER_ShadowMap_TextureScale = 35,
1492         D3DPSREGISTER_SpecularPower = 36,
1493         D3DPSREGISTER_UserVec1 = 37,
1494         D3DPSREGISTER_UserVec2 = 38,
1495         D3DPSREGISTER_UserVec3 = 39,
1496         D3DPSREGISTER_UserVec4 = 40,
1497         D3DPSREGISTER_ViewTintColor = 41,
1498         D3DPSREGISTER_PixelToScreenTexCoord = 42,
1499         D3DPSREGISTER_BloomColorSubtract = 43,
1500         D3DPSREGISTER_ViewToLight = 44, // float4x4
1501         D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1502         D3DPSREGISTER_NormalmapScrollBlend = 52,
1503         D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1504         D3DPSREGISTER_OffsetMapping_Bias = 54,
1505         // next at 54
1506 }
1507 D3DPSREGISTER_t;
1508
1509 /// information about each possible shader permutation
1510 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1511 /// currently selected permutation
1512 r_hlsl_permutation_t *r_hlsl_permutation;
1513 /// storage for permutations linked in the hash table
1514 memexpandablearray_t r_hlsl_permutationarray;
1515
1516 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1517 {
1518         //unsigned int hashdepth = 0;
1519         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1520         r_hlsl_permutation_t *p;
1521         for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1522         {
1523                 if (p->mode == mode && p->permutation == permutation)
1524                 {
1525                         //if (hashdepth > 10)
1526                         //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1527                         return p;
1528                 }
1529                 //hashdepth++;
1530         }
1531         p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1532         p->mode = mode;
1533         p->permutation = permutation;
1534         p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1535         r_hlsl_permutationhash[mode][hashindex] = p;
1536         //if (hashdepth > 10)
1537         //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1538         return p;
1539 }
1540
1541 #include <d3dx9.h>
1542 //#include <d3dx9shader.h>
1543 //#include <d3dx9mesh.h>
1544
1545 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1546 {
1547         DWORD *vsbin = NULL;
1548         DWORD *psbin = NULL;
1549         fs_offset_t vsbinsize;
1550         fs_offset_t psbinsize;
1551 //      IDirect3DVertexShader9 *vs = NULL;
1552 //      IDirect3DPixelShader9 *ps = NULL;
1553         ID3DXBuffer *vslog = NULL;
1554         ID3DXBuffer *vsbuffer = NULL;
1555         ID3DXConstantTable *vsconstanttable = NULL;
1556         ID3DXBuffer *pslog = NULL;
1557         ID3DXBuffer *psbuffer = NULL;
1558         ID3DXConstantTable *psconstanttable = NULL;
1559         int vsresult = 0;
1560         int psresult = 0;
1561         char temp[MAX_INPUTLINE];
1562         const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1563         char vabuf[1024];
1564         qboolean debugshader = gl_paranoid.integer != 0;
1565         if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1566         if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1567         if (!debugshader)
1568         {
1569                 vsbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1570                 psbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1571         }
1572         if ((!vsbin && vertstring) || (!psbin && fragstring))
1573         {
1574                 const char* dllnames_d3dx9 [] =
1575                 {
1576                         "d3dx9_43.dll",
1577                         "d3dx9_42.dll",
1578                         "d3dx9_41.dll",
1579                         "d3dx9_40.dll",
1580                         "d3dx9_39.dll",
1581                         "d3dx9_38.dll",
1582                         "d3dx9_37.dll",
1583                         "d3dx9_36.dll",
1584                         "d3dx9_35.dll",
1585                         "d3dx9_34.dll",
1586                         "d3dx9_33.dll",
1587                         "d3dx9_32.dll",
1588                         "d3dx9_31.dll",
1589                         "d3dx9_30.dll",
1590                         "d3dx9_29.dll",
1591                         "d3dx9_28.dll",
1592                         "d3dx9_27.dll",
1593                         "d3dx9_26.dll",
1594                         "d3dx9_25.dll",
1595                         "d3dx9_24.dll",
1596                         NULL
1597                 };
1598                 dllhandle_t d3dx9_dll = NULL;
1599                 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1600                 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1601                 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1602                 dllfunction_t d3dx9_dllfuncs[] =
1603                 {
1604                         {"D3DXCompileShaderFromFileA",  (void **) &qD3DXCompileShaderFromFileA},
1605                         {"D3DXPreprocessShader",                (void **) &qD3DXPreprocessShader},
1606                         {"D3DXCompileShader",                   (void **) &qD3DXCompileShader},
1607                         {NULL, NULL}
1608                 };
1609                 // LordHavoc: the June 2010 SDK lacks these macros to make ID3DXBuffer usable in C, and to make it work in both C and C++ the macros are needed...
1610 #ifndef ID3DXBuffer_GetBufferPointer
1611 #if !defined(__cplusplus) || defined(CINTERFACE)
1612 #define ID3DXBuffer_GetBufferPointer(p)   (p)->lpVtbl->GetBufferPointer(p)
1613 #define ID3DXBuffer_GetBufferSize(p)      (p)->lpVtbl->GetBufferSize(p)
1614 #define ID3DXBuffer_Release(p)            (p)->lpVtbl->Release(p)
1615 #else
1616 #define ID3DXBuffer_GetBufferPointer(p)   (p)->GetBufferPointer()
1617 #define ID3DXBuffer_GetBufferSize(p)      (p)->GetBufferSize()
1618 #define ID3DXBuffer_Release(p)            (p)->Release()
1619 #endif
1620 #endif
1621                 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1622                 {
1623                         DWORD shaderflags = 0;
1624                         if (debugshader)
1625                                 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1626                         vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1627                         psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1628                         if (vertstring && vertstring[0])
1629                         {
1630                                 if (debugshader)
1631                                 {
1632                                         FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vertstring, strlen(vertstring));
1633                                         vsresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1634                                 }
1635                                 else
1636                                         vsresult = qD3DXCompileShader(vertstring, (unsigned int)strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1637                                 if (vsbuffer)
1638                                 {
1639                                         vsbinsize = ID3DXBuffer_GetBufferSize(vsbuffer);
1640                                         vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1641                                         memcpy(vsbin, ID3DXBuffer_GetBufferPointer(vsbuffer), vsbinsize);
1642                                         ID3DXBuffer_Release(vsbuffer);
1643                                 }
1644                                 if (vslog)
1645                                 {
1646                                         strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(vslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(vslog)));
1647                                         Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1648                                         ID3DXBuffer_Release(vslog);
1649                                 }
1650                         }
1651                         if (fragstring && fragstring[0])
1652                         {
1653                                 if (debugshader)
1654                                 {
1655                                         FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), fragstring, strlen(fragstring));
1656                                         psresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1657                                 }
1658                                 else
1659                                         psresult = qD3DXCompileShader(fragstring, (unsigned int)strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1660                                 if (psbuffer)
1661                                 {
1662                                         psbinsize = ID3DXBuffer_GetBufferSize(psbuffer);
1663                                         psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1664                                         memcpy(psbin, ID3DXBuffer_GetBufferPointer(psbuffer), psbinsize);
1665                                         ID3DXBuffer_Release(psbuffer);
1666                                 }
1667                                 if (pslog)
1668                                 {
1669                                         strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(pslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(pslog)));
1670                                         Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1671                                         ID3DXBuffer_Release(pslog);
1672                                 }
1673                         }
1674                         Sys_UnloadLibrary(&d3dx9_dll);
1675                 }
1676                 else
1677                         Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1678         }
1679         if (vsbin && psbin)
1680         {
1681                 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1682                 if (FAILED(vsresult))
1683                         Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1684                 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1685                 if (FAILED(psresult))
1686                         Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1687         }
1688         // free the shader data
1689         vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1690         psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1691 }
1692
1693 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1694 {
1695         int i;
1696         shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_HLSL][mode];
1697         int vertstring_length = 0;
1698         int geomstring_length = 0;
1699         int fragstring_length = 0;
1700         char *t;
1701         char *sourcestring;
1702         char *vertstring, *geomstring, *fragstring;
1703         char permutationname[256];
1704         char cachename[256];
1705         int vertstrings_count = 0;
1706         int geomstrings_count = 0;
1707         int fragstrings_count = 0;
1708         const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1709         const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1710         const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1711
1712         if (p->compiled)
1713                 return;
1714         p->compiled = true;
1715         p->vertexshader = NULL;
1716         p->pixelshader = NULL;
1717
1718         permutationname[0] = 0;
1719         cachename[0] = 0;
1720         sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
1721
1722         strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1723         strlcat(cachename, "hlsl/", sizeof(cachename));
1724
1725         // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1726         vertstrings_count = 0;
1727         geomstrings_count = 0;
1728         fragstrings_count = 0;
1729         vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1730         geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1731         fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1732
1733         // the first pretext is which type of shader to compile as
1734         // (later these will all be bound together as a program object)
1735         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1736         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1737         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1738
1739         // the second pretext is the mode (for example a light source)
1740         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1741         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1742         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1743         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1744         strlcat(cachename, modeinfo->name, sizeof(cachename));
1745
1746         // now add all the permutation pretexts
1747         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1748         {
1749                 if (permutation & (1<<i))
1750                 {
1751                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1752                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1753                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1754                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1755                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1756                 }
1757                 else
1758                 {
1759                         // keep line numbers correct
1760                         vertstrings_list[vertstrings_count++] = "\n";
1761                         geomstrings_list[geomstrings_count++] = "\n";
1762                         fragstrings_list[fragstrings_count++] = "\n";
1763                 }
1764         }
1765
1766         // add static parms
1767         R_CompileShader_AddStaticParms(mode, permutation);
1768         memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1769         vertstrings_count += shaderstaticparms_count;
1770         memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1771         geomstrings_count += shaderstaticparms_count;
1772         memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1773         fragstrings_count += shaderstaticparms_count;
1774
1775         // replace spaces in the cachename with _ characters
1776         for (i = 0;cachename[i];i++)
1777                 if (cachename[i] == ' ')
1778                         cachename[i] = '_';
1779
1780         // now append the shader text itself
1781         vertstrings_list[vertstrings_count++] = sourcestring;
1782         geomstrings_list[geomstrings_count++] = sourcestring;
1783         fragstrings_list[fragstrings_count++] = sourcestring;
1784
1785         vertstring_length = 0;
1786         for (i = 0;i < vertstrings_count;i++)
1787                 vertstring_length += (int)strlen(vertstrings_list[i]);
1788         vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1789         for (i = 0;i < vertstrings_count;t += (int)strlen(vertstrings_list[i]), i++)
1790                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1791
1792         geomstring_length = 0;
1793         for (i = 0;i < geomstrings_count;i++)
1794                 geomstring_length += (int)strlen(geomstrings_list[i]);
1795         geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1796         for (i = 0;i < geomstrings_count;t += (int)strlen(geomstrings_list[i]), i++)
1797                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1798
1799         fragstring_length = 0;
1800         for (i = 0;i < fragstrings_count;i++)
1801                 fragstring_length += (int)strlen(fragstrings_list[i]);
1802         fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1803         for (i = 0;i < fragstrings_count;t += (int)strlen(fragstrings_list[i]), i++)
1804                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1805
1806         // try to load the cached shader, or generate one
1807         R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1808
1809         if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1810                 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1811         else
1812                 Con_Printf("^1HLSL shader %s failed!  some features may not work properly.\n", permutationname);
1813
1814         // free the strings
1815         if (vertstring)
1816                 Mem_Free(vertstring);
1817         if (geomstring)
1818                 Mem_Free(geomstring);
1819         if (fragstring)
1820                 Mem_Free(fragstring);
1821         if (sourcestring)
1822                 Mem_Free(sourcestring);
1823 }
1824
1825 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1826 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1827 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);}
1828 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);}
1829 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);}
1830 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);}
1831
1832 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1833 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1834 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);}
1835 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);}
1836 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);}
1837 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);}
1838
1839 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1840 {
1841         r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1842         if (r_hlsl_permutation != perm)
1843         {
1844                 r_hlsl_permutation = perm;
1845                 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1846                 {
1847                         if (!r_hlsl_permutation->compiled)
1848                                 R_HLSL_CompilePermutation(perm, mode, permutation);
1849                         if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1850                         {
1851                                 // remove features until we find a valid permutation
1852                                 int i;
1853                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1854                                 {
1855                                         // reduce i more quickly whenever it would not remove any bits
1856                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1857                                         if (!(permutation & j))
1858                                                 continue;
1859                                         permutation -= j;
1860                                         r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1861                                         if (!r_hlsl_permutation->compiled)
1862                                                 R_HLSL_CompilePermutation(perm, mode, permutation);
1863                                         if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1864                                                 break;
1865                                 }
1866                                 if (i >= SHADERPERMUTATION_COUNT)
1867                                 {
1868                                         //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1869                                         r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1870                                         return; // no bit left to clear, entire mode is broken
1871                                 }
1872                         }
1873                 }
1874                 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1875                 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1876         }
1877         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1878         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1879         hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1880 }
1881 #endif
1882
1883 static void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1884 {
1885         DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1886         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1887         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1888         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1889 }
1890
1891 void R_GLSL_Restart_f(void)
1892 {
1893         unsigned int i, limit;
1894         switch(vid.renderpath)
1895         {
1896         case RENDERPATH_D3D9:
1897 #ifdef SUPPORTD3D
1898                 {
1899                         r_hlsl_permutation_t *p;
1900                         r_hlsl_permutation = NULL;
1901                         limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1902                         for (i = 0;i < limit;i++)
1903                         {
1904                                 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1905                                 {
1906                                         if (p->vertexshader)
1907                                                 IDirect3DVertexShader9_Release(p->vertexshader);
1908                                         if (p->pixelshader)
1909                                                 IDirect3DPixelShader9_Release(p->pixelshader);
1910                                         Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1911                                 }
1912                         }
1913                         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1914                 }
1915 #endif
1916                 break;
1917         case RENDERPATH_D3D10:
1918                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1919                 break;
1920         case RENDERPATH_D3D11:
1921                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1922                 break;
1923         case RENDERPATH_GL20:
1924         case RENDERPATH_GLES2:
1925                 {
1926                         r_glsl_permutation_t *p;
1927                         r_glsl_permutation = NULL;
1928                         limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1929                         for (i = 0;i < limit;i++)
1930                         {
1931                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1932                                 {
1933                                         GL_Backend_FreeProgram(p->program);
1934                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1935                                 }
1936                         }
1937                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1938                 }
1939                 break;
1940         case RENDERPATH_GL11:
1941         case RENDERPATH_GL13:
1942         case RENDERPATH_GLES1:
1943                 break;
1944         case RENDERPATH_SOFT:
1945                 break;
1946         }
1947 }
1948
1949 static void R_GLSL_DumpShader_f(void)
1950 {
1951         int i, language, mode, dupe;
1952         char *text;
1953         shadermodeinfo_t *modeinfo;
1954         qfile_t *file;
1955
1956         for (language = 0;language < SHADERLANGUAGE_COUNT;language++)
1957         {
1958                 modeinfo = shadermodeinfo[language];
1959                 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1960                 {
1961                         // don't dump the same file multiple times (most or all shaders come from the same file)
1962                         for (dupe = mode - 1;dupe >= 0;dupe--)
1963                                 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1964                                         break;
1965                         if (dupe >= 0)
1966                                 continue;
1967                         text = modeinfo[mode].builtinstring;
1968                         if (!text)
1969                                 continue;
1970                         file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
1971                         if (file)
1972                         {
1973                                 FS_Print(file, "/* The engine may define the following macros:\n");
1974                                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1975                                 for (i = 0;i < SHADERMODE_COUNT;i++)
1976                                         FS_Print(file, modeinfo[i].pretext);
1977                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1978                                         FS_Print(file, shaderpermutationinfo[i].pretext);
1979                                 FS_Print(file, "*/\n");
1980                                 FS_Print(file, text);
1981                                 FS_Close(file);
1982                                 Con_Printf("%s written\n", modeinfo[mode].filename);
1983                         }
1984                         else
1985                                 Con_Printf("failed to write to %s\n", modeinfo[mode].filename);
1986                 }
1987         }
1988 }
1989
1990 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1991 {
1992         unsigned int permutation = 0;
1993         if (r_trippy.integer && !notrippy)
1994                 permutation |= SHADERPERMUTATION_TRIPPY;
1995         permutation |= SHADERPERMUTATION_VIEWTINT;
1996         if (first)
1997                 permutation |= SHADERPERMUTATION_DIFFUSE;
1998         if (second)
1999                 permutation |= SHADERPERMUTATION_SPECULAR;
2000         if (texturemode == GL_MODULATE)
2001                 permutation |= SHADERPERMUTATION_COLORMAPPING;
2002         else if (texturemode == GL_ADD)
2003                 permutation |= SHADERPERMUTATION_GLOW;
2004         else if (texturemode == GL_DECAL)
2005                 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2006         if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
2007                 permutation |= SHADERPERMUTATION_GAMMARAMPS;
2008         if (suppresstexalpha)
2009                 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2010         if (!second)
2011                 texturemode = GL_MODULATE;
2012         if (vid.allowalphatocoverage)
2013                 GL_AlphaToCoverage(false);
2014         switch (vid.renderpath)
2015         {
2016         case RENDERPATH_D3D9:
2017 #ifdef SUPPORTD3D
2018                 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
2019                 R_Mesh_TexBind(GL20TU_FIRST , first );
2020                 R_Mesh_TexBind(GL20TU_SECOND, second);
2021                 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
2022                         R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
2023 #endif
2024                 break;
2025         case RENDERPATH_D3D10:
2026                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2027                 break;
2028         case RENDERPATH_D3D11:
2029                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2030                 break;
2031         case RENDERPATH_GL20:
2032         case RENDERPATH_GLES2:
2033                 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
2034                 if (r_glsl_permutation->tex_Texture_First >= 0)
2035                         R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
2036                 if (r_glsl_permutation->tex_Texture_Second >= 0)
2037                         R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
2038                 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
2039                         R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
2040                 break;
2041         case RENDERPATH_GL13:
2042         case RENDERPATH_GLES1:
2043                 R_Mesh_TexBind(0, first );
2044                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2045                 R_Mesh_TexMatrix(0, NULL);
2046                 R_Mesh_TexBind(1, second);
2047                 if (second)
2048                 {
2049                         R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
2050                         R_Mesh_TexMatrix(1, NULL);
2051                 }
2052                 break;
2053         case RENDERPATH_GL11:
2054                 R_Mesh_TexBind(0, first );
2055                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2056                 R_Mesh_TexMatrix(0, NULL);
2057                 break;
2058         case RENDERPATH_SOFT:
2059                 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
2060                 R_Mesh_TexBind(GL20TU_FIRST , first );
2061                 R_Mesh_TexBind(GL20TU_SECOND, second);
2062                 break;
2063         }
2064 }
2065
2066 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
2067 {
2068         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
2069 }
2070
2071 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
2072 {
2073         unsigned int permutation = 0;
2074         if (r_trippy.integer && !notrippy)
2075                 permutation |= SHADERPERMUTATION_TRIPPY;
2076         if (depthrgb)
2077                 permutation |= SHADERPERMUTATION_DEPTHRGB;
2078         if (skeletal)
2079                 permutation |= SHADERPERMUTATION_SKELETAL;
2080
2081         if (vid.allowalphatocoverage)
2082                 GL_AlphaToCoverage(false);
2083         switch (vid.renderpath)
2084         {
2085         case RENDERPATH_D3D9:
2086 #ifdef SUPPORTD3D
2087                 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2088 #endif
2089                 break;
2090         case RENDERPATH_D3D10:
2091                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2092                 break;
2093         case RENDERPATH_D3D11:
2094                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2095                 break;
2096         case RENDERPATH_GL20:
2097         case RENDERPATH_GLES2:
2098                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2099 #ifndef USE_GLES2 /* FIXME: GLES3 only */
2100                 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
2101 #endif
2102                 break;
2103         case RENDERPATH_GL13:
2104         case RENDERPATH_GLES1:
2105                 R_Mesh_TexBind(0, 0);
2106                 R_Mesh_TexBind(1, 0);
2107                 break;
2108         case RENDERPATH_GL11:
2109                 R_Mesh_TexBind(0, 0);
2110                 break;
2111         case RENDERPATH_SOFT:
2112                 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2113                 break;
2114         }
2115 }
2116
2117 extern qboolean r_shadow_usingdeferredprepass;
2118 extern rtexture_t *r_shadow_attenuationgradienttexture;
2119 extern rtexture_t *r_shadow_attenuation2dtexture;
2120 extern rtexture_t *r_shadow_attenuation3dtexture;
2121 extern qboolean r_shadow_usingshadowmap2d;
2122 extern qboolean r_shadow_usingshadowmaportho;
2123 extern float r_shadow_modelshadowmap_texturescale[4];
2124 extern float r_shadow_modelshadowmap_parameters[4];
2125 extern float r_shadow_lightshadowmap_texturescale[4];
2126 extern float r_shadow_lightshadowmap_parameters[4];
2127 extern qboolean r_shadow_shadowmapvsdct;
2128 extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
2129 extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
2130 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2131 extern matrix4x4_t r_shadow_shadowmapmatrix;
2132 extern int r_shadow_prepass_width;
2133 extern int r_shadow_prepass_height;
2134 extern rtexture_t *r_shadow_prepassgeometrydepthbuffer;
2135 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2136 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2137 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2138
2139 #define BLENDFUNC_ALLOWS_COLORMOD      1
2140 #define BLENDFUNC_ALLOWS_FOG           2
2141 #define BLENDFUNC_ALLOWS_FOG_HACK0     4
2142 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2143 #define BLENDFUNC_ALLOWS_ANYFOG        (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2144 static int R_BlendFuncFlags(int src, int dst)
2145 {
2146         int r = 0;
2147
2148         // a blendfunc allows colormod if:
2149         // a) it can never keep the destination pixel invariant, or
2150         // b) it can keep the destination pixel invariant, and still can do so if colormodded
2151         // this is to prevent unintended side effects from colormod
2152
2153         // a blendfunc allows fog if:
2154         // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2155         // this is to prevent unintended side effects from fog
2156
2157         // these checks are the output of fogeval.pl
2158
2159         r |= BLENDFUNC_ALLOWS_COLORMOD;
2160         if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2161         if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2162         if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2163         if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2164         if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2165         if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2166         if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2167         if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2168         if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2169         if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2170         if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2171         if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2172         if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2173         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2174         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2175         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2176         if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2177         if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2178         if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2179         if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2180         if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2181
2182         return r;
2183 }
2184
2185 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
2186 {
2187         // select a permutation of the lighting shader appropriate to this
2188         // combination of texture, entity, light source, and fogging, only use the
2189         // minimum features necessary to avoid wasting rendering time in the
2190         // fragment shader on features that are not being used
2191         unsigned int permutation = 0;
2192         unsigned int mode = 0;
2193         int blendfuncflags;
2194         static float dummy_colormod[3] = {1, 1, 1};
2195         float *colormod = rsurface.colormod;
2196         float m16f[16];
2197         matrix4x4_t tempmatrix;
2198         r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2199         if (r_trippy.integer && !notrippy)
2200                 permutation |= SHADERPERMUTATION_TRIPPY;
2201         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2202                 permutation |= SHADERPERMUTATION_ALPHAKILL;
2203         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_OCCLUDE)
2204                 permutation |= SHADERPERMUTATION_OCCLUDE;
2205         if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2206                 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2207         if (rsurfacepass == RSURFPASS_BACKGROUND)
2208         {
2209                 // distorted background
2210                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2211                 {
2212                         mode = SHADERMODE_WATER;
2213                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2214                                 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2215                         if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2216                         {
2217                                 // this is the right thing to do for wateralpha
2218                                 GL_BlendFunc(GL_ONE, GL_ZERO);
2219                                 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2220                         }
2221                         else
2222                         {
2223                                 // this is the right thing to do for entity alpha
2224                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2225                                 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2226                         }
2227                 }
2228                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2229                 {
2230                         mode = SHADERMODE_REFRACTION;
2231                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2232                                 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2233                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2234                         blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2235                 }
2236                 else
2237                 {
2238                         mode = SHADERMODE_GENERIC;
2239                         permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
2240                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2241                         blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2242                 }
2243                 if (vid.allowalphatocoverage)
2244                         GL_AlphaToCoverage(false);
2245         }
2246         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2247         {
2248                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2249                 {
2250                         switch(rsurface.texture->offsetmapping)
2251                         {
2252                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2253                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2254                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2255                         case OFFSETMAPPING_OFF: break;
2256                         }
2257                 }
2258                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2259                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2260                 // normalmap (deferred prepass), may use alpha test on diffuse
2261                 mode = SHADERMODE_DEFERREDGEOMETRY;
2262                 GL_BlendFunc(GL_ONE, GL_ZERO);
2263                 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2264                 if (vid.allowalphatocoverage)
2265                         GL_AlphaToCoverage(false);
2266         }
2267         else if (rsurfacepass == RSURFPASS_RTLIGHT)
2268         {
2269                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2270                 {
2271                         switch(rsurface.texture->offsetmapping)
2272                         {
2273                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2274                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2275                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2276                         case OFFSETMAPPING_OFF: break;
2277                         }
2278                 }
2279                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2280                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2281                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2282                         permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2283                 // light source
2284                 mode = SHADERMODE_LIGHTSOURCE;
2285                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2286                         permutation |= SHADERPERMUTATION_CUBEFILTER;
2287                 if (diffusescale > 0)
2288                         permutation |= SHADERPERMUTATION_DIFFUSE;
2289                 if (specularscale > 0)
2290                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2291                 if (r_refdef.fogenabled)
2292                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2293                 if (rsurface.texture->colormapping)
2294                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2295                 if (r_shadow_usingshadowmap2d)
2296                 {
2297                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2298                         if(r_shadow_shadowmapvsdct)
2299                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2300
2301                         if (r_shadow_shadowmap2ddepthbuffer)
2302                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
2303                 }
2304                 if (rsurface.texture->reflectmasktexture)
2305                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2306                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2307                 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2308                 if (vid.allowalphatocoverage)
2309                         GL_AlphaToCoverage(false);
2310         }
2311         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2312         {
2313                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2314                 {
2315                         switch(rsurface.texture->offsetmapping)
2316                         {
2317                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2318                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2319                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2320                         case OFFSETMAPPING_OFF: break;
2321                         }
2322                 }
2323                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2324                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2325                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2326                         permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2327                 // unshaded geometry (fullbright or ambient model lighting)
2328                 mode = SHADERMODE_FLATCOLOR;
2329                 ambientscale = diffusescale = specularscale = 0;
2330                 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2331                         permutation |= SHADERPERMUTATION_GLOW;
2332                 if (r_refdef.fogenabled)
2333                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2334                 if (rsurface.texture->colormapping)
2335                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2336                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2337                 {
2338                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2339                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2340
2341                         if (r_shadow_shadowmap2ddepthbuffer)
2342                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
2343                 }
2344                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2345                         permutation |= SHADERPERMUTATION_REFLECTION;
2346                 if (rsurface.texture->reflectmasktexture)
2347                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2348                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2349                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2350                 // when using alphatocoverage, we don't need alphakill
2351                 if (vid.allowalphatocoverage)
2352                 {
2353                         if (r_transparent_alphatocoverage.integer)
2354                         {
2355                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2356                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2357                         }
2358                         else
2359                                 GL_AlphaToCoverage(false);
2360                 }
2361         }
2362         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2363         {
2364                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2365                 {
2366                         switch(rsurface.texture->offsetmapping)
2367                         {
2368                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2369                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2370                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2371                         case OFFSETMAPPING_OFF: break;
2372                         }
2373                 }
2374                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2375                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2376                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2377                         permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2378                 // directional model lighting
2379                 mode = SHADERMODE_LIGHTDIRECTION;
2380                 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2381                         permutation |= SHADERPERMUTATION_GLOW;
2382                 permutation |= SHADERPERMUTATION_DIFFUSE;
2383                 if (specularscale > 0)
2384                         permutation |= SHADERPERMUTATION_SPECULAR;
2385                 if (r_refdef.fogenabled)
2386                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2387                 if (rsurface.texture->colormapping)
2388                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2389                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2390                 {
2391                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2392                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2393
2394                         if (r_shadow_shadowmap2ddepthbuffer)
2395                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
2396                 }
2397                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2398                         permutation |= SHADERPERMUTATION_REFLECTION;
2399                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2400                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2401                 if (rsurface.texture->reflectmasktexture)
2402                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2403                 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld)
2404                 {
2405                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
2406                         if (r_shadow_bouncegrid_state.directional)
2407                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2408                 }
2409                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2410                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2411                 // when using alphatocoverage, we don't need alphakill
2412                 if (vid.allowalphatocoverage)
2413                 {
2414                         if (r_transparent_alphatocoverage.integer)
2415                         {
2416                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2417                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2418                         }
2419                         else
2420                                 GL_AlphaToCoverage(false);
2421                 }
2422         }
2423         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2424         {
2425                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2426                 {
2427                         switch(rsurface.texture->offsetmapping)
2428                         {
2429                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2430                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2431                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2432                         case OFFSETMAPPING_OFF: break;
2433                         }
2434                 }
2435                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2436                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2437                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2438                         permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2439                 // ambient model lighting
2440                 mode = SHADERMODE_LIGHTDIRECTION;
2441                 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2442                         permutation |= SHADERPERMUTATION_GLOW;
2443                 if (r_refdef.fogenabled)
2444                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2445                 if (rsurface.texture->colormapping)
2446                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2447                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2448                 {
2449                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2450                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2451
2452                         if (r_shadow_shadowmap2ddepthbuffer)
2453                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
2454                 }
2455                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2456                         permutation |= SHADERPERMUTATION_REFLECTION;
2457                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2458                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2459                 if (rsurface.texture->reflectmasktexture)
2460                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2461                 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld)
2462                 {
2463                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
2464                         if (r_shadow_bouncegrid_state.directional)
2465                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2466                 }
2467                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2468                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2469                 // when using alphatocoverage, we don't need alphakill
2470                 if (vid.allowalphatocoverage)
2471                 {
2472                         if (r_transparent_alphatocoverage.integer)
2473                         {
2474                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2475                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2476                         }
2477                         else
2478                                 GL_AlphaToCoverage(false);
2479                 }
2480         }
2481         else
2482         {
2483                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2484                 {
2485                         switch(rsurface.texture->offsetmapping)
2486                         {
2487                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2488                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2489                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2490                         case OFFSETMAPPING_OFF: break;
2491                         }
2492                 }
2493                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2494                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2495                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2496                         permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2497                 // lightmapped wall
2498                 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2499                         permutation |= SHADERPERMUTATION_GLOW;
2500                 if (r_refdef.fogenabled)
2501                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2502                 if (rsurface.texture->colormapping)
2503                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2504                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2505                 {
2506                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2507                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2508
2509                         if (r_shadow_shadowmap2ddepthbuffer)
2510                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
2511                 }
2512                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2513                         permutation |= SHADERPERMUTATION_REFLECTION;
2514                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2515                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2516                 if (rsurface.texture->reflectmasktexture)
2517                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2518                 if (FAKELIGHT_ENABLED)
2519                 {
2520                         // fake lightmapping (q1bsp, q3bsp, fullbright map)
2521                         mode = SHADERMODE_FAKELIGHT;
2522                         permutation |= SHADERPERMUTATION_DIFFUSE;
2523                         if (specularscale > 0)
2524                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2525                 }
2526                 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2527                 {
2528                         // deluxemapping (light direction texture)
2529                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2530                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2531                         else
2532                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2533                         permutation |= SHADERPERMUTATION_DIFFUSE;
2534                         if (specularscale > 0)
2535                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2536                 }
2537                 else if (r_glsl_deluxemapping.integer >= 2)
2538                 {
2539                         // fake deluxemapping (uniform light direction in tangentspace)
2540                         if (rsurface.uselightmaptexture)
2541                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2542                         else
2543                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2544                         permutation |= SHADERPERMUTATION_DIFFUSE;
2545                         if (specularscale > 0)
2546                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2547                 }
2548                 else if (rsurface.uselightmaptexture)
2549                 {
2550                         // ordinary lightmapping (q1bsp, q3bsp)
2551                         mode = SHADERMODE_LIGHTMAP;
2552                 }
2553                 else
2554                 {
2555                         // ordinary vertex coloring (q3bsp)
2556                         mode = SHADERMODE_VERTEXCOLOR;
2557                 }
2558                 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld)
2559                 {
2560                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
2561                         if (r_shadow_bouncegrid_state.directional)
2562                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2563                 }
2564                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2565                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2566                 // when using alphatocoverage, we don't need alphakill
2567                 if (vid.allowalphatocoverage)
2568                 {
2569                         if (r_transparent_alphatocoverage.integer)
2570                         {
2571                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2572                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2573                         }
2574                         else
2575                                 GL_AlphaToCoverage(false);
2576                 }
2577         }
2578         if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2579                 colormod = dummy_colormod;
2580         if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2581                 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2582         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2583                 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2584         switch(vid.renderpath)
2585         {
2586         case RENDERPATH_D3D9:
2587 #ifdef SUPPORTD3D
2588                 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2589                 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmesh_vertexbuffer, rsurface.batchvertexmesh_bufferoffset);
2590                 R_SetupShader_SetPermutationHLSL(mode, permutation);
2591                 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2592                 if (mode == SHADERMODE_LIGHTSOURCE)
2593                 {
2594                         Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2595                         hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2596                 }
2597                 else
2598                 {
2599                         if (mode == SHADERMODE_LIGHTDIRECTION)
2600                         {
2601                                 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2602                         }
2603                 }
2604                 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2605                 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2606                 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2607                 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2608                 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2609
2610                 if (mode == SHADERMODE_LIGHTSOURCE)
2611                 {
2612                         hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2613                         hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2614                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2615                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2616                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2617
2618                         // additive passes are only darkened by fog, not tinted
2619                         hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2620                         hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2621                 }
2622                 else
2623                 {
2624                         if (mode == SHADERMODE_FLATCOLOR)
2625                         {
2626                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2627                         }
2628                         else if (mode == SHADERMODE_LIGHTDIRECTION)
2629                         {
2630                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
2631                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2632                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2633                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2634                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2635                                 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2636                                 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2637                         }
2638                         else
2639                         {
2640                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2641                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2642                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2643                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2644                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2645                         }
2646                         // additive passes are only darkened by fog, not tinted
2647                         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2648                                 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2649                         else
2650                                 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2651                         hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2652                         hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2653                         hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2654                         hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2655                         hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2656                         hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2657                         hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2658                         hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2659                         if (mode == SHADERMODE_WATER)
2660                                 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2661                 }
2662                 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
2663                 {
2664                         hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
2665                         hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
2666                 }
2667                 else
2668                 {
2669                         hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
2670                         hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
2671                 }
2672                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2673                 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2674                 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2675                 if (rsurface.texture->pantstexture)
2676                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2677                 else
2678                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2679                 if (rsurface.texture->shirttexture)
2680                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2681                 else
2682                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2683                 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2684                 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2685                 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2686                 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2687                 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2688                                 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2689                                 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2690                                 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2691                                 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2692                         );
2693                 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2694                 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2695                 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2696                 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2697
2698                 R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
2699                 R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
2700                 R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
2701                 R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
2702                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
2703                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
2704                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
2705                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
2706                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
2707                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
2708                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
2709                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2710                 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
2711                 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
2712                 R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2713                 R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2714                 if (rsurface.rtlight                                  ) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
2715                 if (rsurfacepass == RSURFPASS_BACKGROUND)
2716                 {
2717                         R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2718                         if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2719                         R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2720                 }
2721                 else
2722                 {
2723                         if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2724                 }
2725 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
2726                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
2727                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
2728                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2729                 {
2730                         R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2731                         if (rsurface.rtlight)
2732                         {
2733                                 if (permutation & SHADERPERMUTATION_CUBEFILTER        ) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
2734                                 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT    ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
2735                         }
2736                 }
2737 #endif
2738                 break;
2739         case RENDERPATH_D3D10:
2740                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2741                 break;
2742         case RENDERPATH_D3D11:
2743                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2744                 break;
2745         case RENDERPATH_GL20:
2746         case RENDERPATH_GLES2:
2747                 if (!vid.useinterleavedarrays)
2748                 {
2749                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2750                         R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2751                         R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2752                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2753                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2754                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2755                         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2756                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2757                         R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2758                         R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
2759                         R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
2760                 }
2761                 else
2762                 {
2763                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0) | (rsurface.entityskeletaltransform3x4 ? BATCHNEED_VERTEXMESH_SKELETAL : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2764                         R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmesh_vertexbuffer, rsurface.batchvertexmesh_bufferoffset);
2765                 }
2766                 // this has to be after RSurf_PrepareVerticesForBatch
2767                 if (rsurface.batchskeletaltransform3x4buffer)
2768                         permutation |= SHADERPERMUTATION_SKELETAL;
2769                 R_SetupShader_SetPermutationGLSL(mode, permutation);
2770 #ifndef USE_GLES2 /* FIXME: GLES3 only */
2771                 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
2772 #endif
2773                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2774                 if (mode == SHADERMODE_LIGHTSOURCE)
2775                 {
2776                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2777                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2778                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2779                         if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2780                         if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2781                         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);
2782         
2783                         // additive passes are only darkened by fog, not tinted
2784                         if (r_glsl_permutation->loc_FogColor >= 0)
2785                                 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2786                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2787                 }
2788                 else
2789                 {
2790                         if (mode == SHADERMODE_FLATCOLOR)
2791                         {
2792                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2793                         }
2794                         else if (mode == SHADERMODE_LIGHTDIRECTION)
2795                         {
2796                                 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]);
2797                                 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]);
2798                                 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);
2799                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2800                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2801                                 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]);
2802                                 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]);
2803                         }
2804                         else
2805                         {
2806                                 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]);
2807                                 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]);
2808                                 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);
2809                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2810                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2811                         }
2812                         // additive passes are only darkened by fog, not tinted
2813                         if (r_glsl_permutation->loc_FogColor >= 0)
2814                         {
2815                                 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2816                                         qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2817                                 else
2818                                         qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2819                         }
2820                         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);
2821                         if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2822                         if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2823                         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]);
2824                         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]);
2825                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2826                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2827                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2828                         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]);
2829                 }
2830                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2831                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2832                 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2833                 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
2834                 {
2835                         if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
2836                         if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
2837                 }
2838                 else
2839                 {
2840                         if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
2841                         if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
2842                 }
2843
2844                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2845                 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2846                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2847                 if (r_glsl_permutation->loc_Color_Pants >= 0)
2848                 {
2849                         if (rsurface.texture->pantstexture)
2850                                 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2851                         else
2852                                 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2853                 }
2854                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2855                 {
2856                         if (rsurface.texture->shirttexture)
2857                                 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2858                         else
2859                                 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2860                 }
2861                 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]);
2862                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2863                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2864                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2865                 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2866                                 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2867                                 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2868                                 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2869                                 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2870                         );
2871                 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2872                 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2873                 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]);
2874                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2875                 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegrid_state.matrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2876                 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegrid_state.intensity*r_refdef.view.colorscale);
2877
2878                 if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First            , r_texture_white                                     );
2879                 if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second           , r_texture_white                                     );
2880                 if (r_glsl_permutation->tex_Texture_GammaRamps      >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps       , r_texture_gammaramps                                );
2881                 if (r_glsl_permutation->tex_Texture_Normal          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal           , rsurface.texture->nmaptexture                       );
2882                 if (r_glsl_permutation->tex_Texture_Color           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color            , rsurface.texture->basetexture                       );
2883                 if (r_glsl_permutation->tex_Texture_Gloss           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss            , rsurface.texture->glosstexture                      );
2884                 if (r_glsl_permutation->tex_Texture_Glow            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow             , rsurface.texture->glowtexture                       );
2885                 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal  , rsurface.texture->backgroundnmaptexture             );
2886                 if (r_glsl_permutation->tex_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor   , rsurface.texture->backgroundbasetexture             );
2887                 if (r_glsl_permutation->tex_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss   , rsurface.texture->backgroundglosstexture            );
2888                 if (r_glsl_permutation->tex_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow    , rsurface.texture->backgroundglowtexture             );
2889                 if (r_glsl_permutation->tex_Texture_Pants           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants            , rsurface.texture->pantstexture                      );
2890                 if (r_glsl_permutation->tex_Texture_Shirt           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt            , rsurface.texture->shirttexture                      );
2891                 if (r_glsl_permutation->tex_Texture_ReflectMask     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask      , rsurface.texture->reflectmasktexture                );
2892                 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);
2893                 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture                          );
2894                 if (r_glsl_permutation->tex_Texture_FogMask         >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask          , r_texture_fogattenuation                            );
2895                 if (r_glsl_permutation->tex_Texture_Lightmap        >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap         , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2896                 if (r_glsl_permutation->tex_Texture_Deluxemap       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap        , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2897                 if (r_glsl_permutation->tex_Texture_Attenuation     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation      , r_shadow_attenuationgradienttexture                 );
2898                 if (rsurfacepass == RSURFPASS_BACKGROUND)
2899                 {
2900                         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);
2901                         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);
2902                         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);
2903                 }
2904                 else
2905                 {
2906                         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);
2907                 }
2908                 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap   , r_shadow_prepassgeometrynormalmaptexture            );
2909                 if (r_glsl_permutation->tex_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse     , r_shadow_prepasslightingdiffusetexture              );
2910                 if (r_glsl_permutation->tex_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular    , r_shadow_prepasslightingspeculartexture             );
2911                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2912                 {
2913                         if (r_glsl_permutation->tex_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture                           );
2914                         if (rsurface.rtlight)
2915                         {
2916                                 if (r_glsl_permutation->tex_Texture_Cube            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube              , rsurface.rtlight->currentcubemap                    );
2917                                 if (r_glsl_permutation->tex_Texture_CubeProjection  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection    , r_shadow_shadowmapvsdcttexture                      );
2918                         }
2919                 }
2920                 if (r_glsl_permutation->tex_Texture_BounceGrid  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegrid_state.texture);
2921                 CHECKGLERROR
2922                 break;
2923         case RENDERPATH_GL11:
2924         case RENDERPATH_GL13:
2925         case RENDERPATH_GLES1:
2926                 break;
2927         case RENDERPATH_SOFT:
2928                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2929                 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2930                 R_SetupShader_SetPermutationSoft(mode, permutation);
2931                 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2932                 if (mode == SHADERMODE_LIGHTSOURCE)
2933                 {
2934                         {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2935                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2936                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2937                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2938                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2939                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2940         
2941                         // additive passes are only darkened by fog, not tinted
2942                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2943                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2944                 }
2945                 else
2946                 {
2947                         if (mode == SHADERMODE_FLATCOLOR)
2948                         {
2949                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2950                         }
2951                         else if (mode == SHADERMODE_LIGHTDIRECTION)
2952                         {
2953                                 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]);
2954                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2955                                 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);
2956                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2957                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2958                                 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]);
2959                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2960                         }
2961                         else
2962                         {
2963                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2964                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2965                                 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);
2966                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2967                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2968                         }
2969                         // additive passes are only darkened by fog, not tinted
2970                         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2971                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2972                         else
2973                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2974                         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);
2975                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2976                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2977                         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]);
2978                         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]);
2979                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2980                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2981                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2982                         DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2983                 }
2984                 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2985                 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2986                 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2987                 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
2988                 {
2989                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
2990                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
2991                 }
2992                 else
2993                 {
2994                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
2995                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
2996                 }
2997
2998                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2999                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
3000                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
3001                 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
3002                 {
3003                         if (rsurface.texture->pantstexture)
3004                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
3005                         else
3006                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
3007                 }
3008                 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
3009                 {
3010                         if (rsurface.texture->shirttexture)
3011                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
3012                         else
3013                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
3014                 }
3015                 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
3016                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
3017                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
3018                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
3019                 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
3020                                 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
3021                                 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
3022                                 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
3023                                 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
3024                         );
3025                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
3026                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
3027                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3028                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3029
3030                 R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
3031                 R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
3032                 R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
3033                 R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
3034                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
3035                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
3036                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
3037                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
3038                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
3039                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
3040                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
3041                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
3042                 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
3043                 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
3044                 R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
3045                 R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
3046                 if (rsurface.rtlight                                  ) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
3047                 if (rsurfacepass == RSURFPASS_BACKGROUND)
3048                 {
3049                         R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
3050                         if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
3051                         R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
3052                 }
3053                 else
3054                 {
3055                         if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
3056                 }
3057 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
3058                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
3059                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
3060                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
3061                 {
3062                         R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
3063                         if (rsurface.rtlight)
3064                         {
3065                                 if (permutation & SHADERPERMUTATION_CUBEFILTER        ) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
3066                                 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT    ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
3067                         }
3068                 }
3069                 break;
3070         }
3071 }
3072
3073 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
3074 {
3075         // select a permutation of the lighting shader appropriate to this
3076         // combination of texture, entity, light source, and fogging, only use the
3077         // minimum features necessary to avoid wasting rendering time in the
3078         // fragment shader on features that are not being used
3079         unsigned int permutation = 0;
3080         unsigned int mode = 0;
3081         const float *lightcolorbase = rtlight->currentcolor;
3082         float ambientscale = rtlight->ambientscale;
3083         float diffusescale = rtlight->diffusescale;
3084         float specularscale = rtlight->specularscale;
3085         // this is the location of the light in view space
3086         vec3_t viewlightorigin;
3087         // this transforms from view space (camera) to light space (cubemap)
3088         matrix4x4_t viewtolight;
3089         matrix4x4_t lighttoview;
3090         float viewtolight16f[16];
3091         // light source
3092         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
3093         if (rtlight->currentcubemap != r_texture_whitecube)
3094                 permutation |= SHADERPERMUTATION_CUBEFILTER;
3095         if (diffusescale > 0)
3096                 permutation |= SHADERPERMUTATION_DIFFUSE;
3097         if (specularscale > 0 && r_shadow_gloss.integer > 0)
3098                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
3099         if (r_shadow_usingshadowmap2d)
3100         {
3101                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3102                 if (r_shadow_shadowmapvsdct)
3103                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3104
3105                 if (r_shadow_shadowmap2ddepthbuffer)
3106                         permutation |= SHADERPERMUTATION_DEPTHRGB;
3107         }
3108         if (vid.allowalphatocoverage)
3109                 GL_AlphaToCoverage(false);
3110         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3111         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3112         Matrix4x4_Invert_Full(&viewtolight, &lighttoview);
3113         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3114         switch(vid.renderpath)
3115         {
3116         case RENDERPATH_D3D9:
3117 #ifdef SUPPORTD3D
3118                 R_SetupShader_SetPermutationHLSL(mode, permutation);
3119                 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3120                 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3121                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3122                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3123                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3124                 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
3125                 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
3126                 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3127                 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3128                 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3129
3130                 R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
3131                 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
3132                 R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
3133                 R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2ddepthtexture                    );
3134                 R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
3135 #endif
3136                 break;
3137         case RENDERPATH_D3D10:
3138                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3139                 break;
3140         case RENDERPATH_D3D11:
3141                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3142                 break;
3143         case RENDERPATH_GL20:
3144         case RENDERPATH_GLES2:
3145                 R_SetupShader_SetPermutationGLSL(mode, permutation);
3146                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3f(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3147                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
3148                 if (r_glsl_permutation->loc_DeferredColor_Ambient     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3149                 if (r_glsl_permutation->loc_DeferredColor_Diffuse     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3150                 if (r_glsl_permutation->loc_DeferredColor_Specular    >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Specular   , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3151                 if (r_glsl_permutation->loc_ShadowMap_TextureScale    >= 0) qglUniform4f(       r_glsl_permutation->loc_ShadowMap_TextureScale   , r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
3152                 if (r_glsl_permutation->loc_ShadowMap_Parameters      >= 0) qglUniform4f(       r_glsl_permutation->loc_ShadowMap_Parameters     , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
3153                 if (r_glsl_permutation->loc_SpecularPower             >= 0) qglUniform1f(       r_glsl_permutation->loc_SpecularPower            , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3154                 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]);
3155                 if (r_glsl_permutation->loc_PixelToScreenTexCoord     >= 0) qglUniform2f(       r_glsl_permutation->loc_PixelToScreenTexCoord    , 1.0f/vid.width, 1.0f/vid.height);
3156
3157                 if (r_glsl_permutation->tex_Texture_Attenuation       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation        , r_shadow_attenuationgradienttexture                 );
3158                 if (r_glsl_permutation->tex_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap    , r_shadow_prepassgeometrynormalmaptexture            );
3159                 if (r_glsl_permutation->tex_Texture_Cube              >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube               , rsurface.rtlight->currentcubemap                    );
3160                 if (r_glsl_permutation->tex_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D        , r_shadow_shadowmap2ddepthtexture                    );
3161                 if (r_glsl_permutation->tex_Texture_CubeProjection    >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection     , r_shadow_shadowmapvsdcttexture                      );
3162                 break;
3163         case RENDERPATH_GL11:
3164         case RENDERPATH_GL13:
3165         case RENDERPATH_GLES1:
3166                 break;
3167         case RENDERPATH_SOFT:
3168                 R_SetupShader_SetPermutationGLSL(mode, permutation);
3169                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3170                 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1            , 1, false, viewtolight16f);
3171                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3172                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3173                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Specular   , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3174                 DPSOFTRAST_Uniform4f(       DPSOFTRAST_UNIFORM_ShadowMap_TextureScale   , r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
3175                 DPSOFTRAST_Uniform4f(       DPSOFTRAST_UNIFORM_ShadowMap_Parameters     , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
3176                 DPSOFTRAST_Uniform1f(       DPSOFTRAST_UNIFORM_SpecularPower            , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3177                 DPSOFTRAST_Uniform2f(       DPSOFTRAST_UNIFORM_ScreenToDepth            , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3178                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3179
3180                 R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
3181                 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
3182                 R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
3183                 R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2ddepthtexture                    );
3184                 R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
3185                 break;
3186         }
3187 }
3188
3189 #define SKINFRAME_HASH 1024
3190
3191 typedef struct
3192 {
3193         unsigned int loadsequence; // incremented each level change
3194         memexpandablearray_t array;
3195         skinframe_t *hash[SKINFRAME_HASH];
3196 }
3197 r_skinframe_t;
3198 r_skinframe_t r_skinframe;
3199
3200 void R_SkinFrame_PrepareForPurge(void)
3201 {
3202         r_skinframe.loadsequence++;
3203         // wrap it without hitting zero
3204         if (r_skinframe.loadsequence >= 200)
3205                 r_skinframe.loadsequence = 1;
3206 }
3207
3208 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3209 {
3210         if (!skinframe)
3211                 return;
3212         // mark the skinframe as used for the purging code
3213         skinframe->loadsequence = r_skinframe.loadsequence;
3214 }
3215
3216 void R_SkinFrame_Purge(void)
3217 {
3218         int i;
3219         skinframe_t *s;
3220         for (i = 0;i < SKINFRAME_HASH;i++)
3221         {
3222                 for (s = r_skinframe.hash[i];s;s = s->next)
3223                 {
3224                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3225                         {
3226                                 if (s->merged == s->base)
3227                                         s->merged = NULL;
3228                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3229                                 R_PurgeTexture(s->stain );s->stain  = NULL;
3230                                 R_PurgeTexture(s->merged);s->merged = NULL;
3231                                 R_PurgeTexture(s->base  );s->base   = NULL;
3232                                 R_PurgeTexture(s->pants );s->pants  = NULL;
3233                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
3234                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
3235                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
3236                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
3237                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
3238                                 R_PurgeTexture(s->reflect);s->reflect = NULL;
3239                                 s->loadsequence = 0;
3240                         }
3241                 }
3242         }
3243 }
3244
3245 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3246         skinframe_t *item;
3247         char basename[MAX_QPATH];
3248
3249         Image_StripImageExtension(name, basename, sizeof(basename));
3250
3251         if( last == NULL ) {
3252                 int hashindex;
3253                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3254                 item = r_skinframe.hash[hashindex];
3255         } else {
3256                 item = last->next;
3257         }
3258
3259         // linearly search through the hash bucket
3260         for( ; item ; item = item->next ) {
3261                 if( !strcmp( item->basename, basename ) ) {
3262                         return item;
3263                 }
3264         }
3265         return NULL;
3266 }
3267
3268 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3269 {
3270         skinframe_t *item;
3271         int hashindex;
3272         char basename[MAX_QPATH];
3273
3274         Image_StripImageExtension(name, basename, sizeof(basename));
3275
3276         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3277         for (item = r_skinframe.hash[hashindex];item;item = item->next)
3278                 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3279                         break;
3280
3281         if (!item) {
3282                 rtexture_t *dyntexture;
3283                 // check whether its a dynamic texture
3284                 dyntexture = CL_GetDynTexture( basename );
3285                 if (!add && !dyntexture)
3286                         return NULL;
3287                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3288                 memset(item, 0, sizeof(*item));
3289                 strlcpy(item->basename, basename, sizeof(item->basename));
3290                 item->base = dyntexture; // either NULL or dyntexture handle
3291                 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3292                 item->comparewidth = comparewidth;
3293                 item->compareheight = compareheight;
3294                 item->comparecrc = comparecrc;
3295                 item->next = r_skinframe.hash[hashindex];
3296                 r_skinframe.hash[hashindex] = item;
3297         }
3298         else if (textureflags & TEXF_FORCE_RELOAD)
3299         {
3300                 rtexture_t *dyntexture;
3301                 // check whether its a dynamic texture
3302                 dyntexture = CL_GetDynTexture( basename );
3303                 if (!add && !dyntexture)
3304                         return NULL;
3305                 if (item->merged == item->base)
3306                         item->merged = NULL;
3307                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3308                 R_PurgeTexture(item->stain );item->stain  = NULL;
3309                 R_PurgeTexture(item->merged);item->merged = NULL;
3310                 R_PurgeTexture(item->base  );item->base   = NULL;
3311                 R_PurgeTexture(item->pants );item->pants  = NULL;
3312                 R_PurgeTexture(item->shirt );item->shirt  = NULL;
3313                 R_PurgeTexture(item->nmap  );item->nmap   = NULL;
3314                 R_PurgeTexture(item->gloss );item->gloss  = NULL;
3315                 R_PurgeTexture(item->glow  );item->glow   = NULL;
3316                 R_PurgeTexture(item->fog   );item->fog    = NULL;
3317         R_PurgeTexture(item->reflect);item->reflect = NULL;
3318                 item->loadsequence = 0;
3319         }
3320         else if( item->base == NULL )
3321         {
3322                 rtexture_t *dyntexture;
3323                 // check whether its a dynamic texture
3324                 // 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]
3325                 dyntexture = CL_GetDynTexture( basename );
3326                 item->base = dyntexture; // either NULL or dyntexture handle
3327         }
3328
3329         R_SkinFrame_MarkUsed(item);
3330         return item;
3331 }
3332
3333 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3334         { \
3335                 unsigned long long avgcolor[5], wsum; \
3336                 int pix, comp, w; \
3337                 avgcolor[0] = 0; \
3338                 avgcolor[1] = 0; \
3339                 avgcolor[2] = 0; \
3340                 avgcolor[3] = 0; \
3341                 avgcolor[4] = 0; \
3342                 wsum = 0; \
3343                 for(pix = 0; pix < cnt; ++pix) \
3344                 { \
3345                         w = 0; \
3346                         for(comp = 0; comp < 3; ++comp) \
3347                                 w += getpixel; \
3348                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3349                         { \
3350                                 ++wsum; \
3351                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3352                                 w = getpixel; \
3353                                 for(comp = 0; comp < 3; ++comp) \
3354                                         avgcolor[comp] += getpixel * w; \
3355                                 avgcolor[3] += w; \
3356                         } \
3357                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3358                         avgcolor[4] += getpixel; \
3359                 } \
3360                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3361                         avgcolor[3] = 1; \
3362                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3363                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3364                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3365                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3366         }
3367
3368 extern cvar_t gl_picmip;
3369 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3370 {
3371         int j;
3372         unsigned char *pixels;
3373         unsigned char *bumppixels;
3374         unsigned char *basepixels = NULL;
3375         int basepixels_width = 0;
3376         int basepixels_height = 0;
3377         skinframe_t *skinframe;
3378         rtexture_t *ddsbase = NULL;
3379         qboolean ddshasalpha = false;
3380         float ddsavgcolor[4];
3381         char basename[MAX_QPATH];
3382         int miplevel = R_PicmipForFlags(textureflags);
3383         int savemiplevel = miplevel;
3384         int mymiplevel;
3385         char vabuf[1024];
3386
3387         if (cls.state == ca_dedicated)
3388                 return NULL;
3389
3390         // return an existing skinframe if already loaded
3391         // if loading of the first image fails, don't make a new skinframe as it
3392         // would cause all future lookups of this to be missing
3393         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3394         if (skinframe && skinframe->base)
3395                 return skinframe;
3396
3397         Image_StripImageExtension(name, basename, sizeof(basename));
3398
3399         // check for DDS texture file first
3400         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
3401         {
3402                 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3403                 if (basepixels == NULL)
3404                         return NULL;
3405         }
3406
3407         // FIXME handle miplevel
3408
3409         if (developer_loading.integer)
3410                 Con_Printf("loading skin \"%s\"\n", name);
3411
3412         // we've got some pixels to store, so really allocate this new texture now
3413         if (!skinframe)
3414                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3415         textureflags &= ~TEXF_FORCE_RELOAD;
3416         skinframe->stain = NULL;
3417         skinframe->merged = NULL;
3418         skinframe->base = NULL;
3419         skinframe->pants = NULL;
3420         skinframe->shirt = NULL;
3421         skinframe->nmap = NULL;
3422         skinframe->gloss = NULL;
3423         skinframe->glow = NULL;
3424         skinframe->fog = NULL;
3425         skinframe->reflect = NULL;
3426         skinframe->hasalpha = false;
3427         // we could store the q2animname here too
3428
3429         if (ddsbase)
3430         {
3431                 skinframe->base = ddsbase;
3432                 skinframe->hasalpha = ddshasalpha;
3433                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3434                 if (r_loadfog && skinframe->hasalpha)
3435                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel, true);
3436                 //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]);
3437         }
3438         else
3439         {
3440                 basepixels_width = image_width;
3441                 basepixels_height = image_height;
3442                 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3443                 if (textureflags & TEXF_ALPHA)
3444                 {
3445                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3446                         {
3447                                 if (basepixels[j] < 255)
3448                                 {
3449                                         skinframe->hasalpha = true;
3450                                         break;
3451                                 }
3452                         }
3453                         if (r_loadfog && skinframe->hasalpha)
3454                         {
3455                                 // has transparent pixels
3456                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3457                                 for (j = 0;j < image_width * image_height * 4;j += 4)
3458                                 {
3459                                         pixels[j+0] = 255;
3460                                         pixels[j+1] = 255;
3461                                         pixels[j+2] = 255;
3462                                         pixels[j+3] = basepixels[j+3];
3463                                 }
3464                                 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3465                                 Mem_Free(pixels);
3466                         }
3467                 }
3468                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3469 #ifndef USE_GLES2
3470                 //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]);
3471                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3472                         R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3473                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3474                         R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3475 #endif
3476         }
3477
3478         if (r_loaddds)
3479         {
3480                 mymiplevel = savemiplevel;
3481                 if (r_loadnormalmap)
3482                         skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel, true);
3483                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3484                 if (r_loadgloss)
3485                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3486                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3487                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3488                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3489         }
3490
3491         // _norm is the name used by tenebrae and has been adopted as standard
3492         if (r_loadnormalmap && skinframe->nmap == NULL)
3493         {
3494                 mymiplevel = savemiplevel;
3495                 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3496                 {
3497                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3498                         Mem_Free(pixels);
3499                         pixels = NULL;
3500                 }
3501                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3502                 {
3503                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3504                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3505                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3506                         Mem_Free(pixels);
3507                         Mem_Free(bumppixels);
3508                 }
3509                 else if (r_shadow_bumpscale_basetexture.value > 0)
3510                 {
3511                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3512                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3513                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3514                         Mem_Free(pixels);
3515                 }
3516 #ifndef USE_GLES2
3517                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3518                         R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3519 #endif
3520         }
3521
3522         // _luma is supported only for tenebrae compatibility
3523         // _glow is the preferred name
3524         mymiplevel = savemiplevel;
3525         if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow",  skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
3526         {
3527                 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3528 #ifndef USE_GLES2
3529                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3530                         R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3531 #endif
3532                 Mem_Free(pixels);pixels = NULL;
3533         }
3534
3535         mymiplevel = savemiplevel;
3536         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3537         {
3538                 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3539 #ifndef USE_GLES2
3540                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3541                         R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3542 #endif
3543                 Mem_Free(pixels);
3544                 pixels = NULL;
3545         }
3546
3547         mymiplevel = savemiplevel;
3548         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3549         {
3550                 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3551 #ifndef USE_GLES2
3552                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3553                         R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3554 #endif
3555                 Mem_Free(pixels);
3556                 pixels = NULL;
3557         }
3558
3559         mymiplevel = savemiplevel;
3560         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3561         {
3562                 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3563 #ifndef USE_GLES2
3564                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3565                         R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3566 #endif
3567                 Mem_Free(pixels);
3568                 pixels = NULL;
3569         }
3570
3571         mymiplevel = savemiplevel;
3572         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3573         {
3574                 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3575 #ifndef USE_GLES2
3576                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3577                         R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3578 #endif
3579                 Mem_Free(pixels);
3580                 pixels = NULL;
3581         }
3582
3583         if (basepixels)
3584                 Mem_Free(basepixels);
3585
3586         return skinframe;
3587 }
3588
3589 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3590 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3591 {
3592         int i;
3593         skinframe_t *skinframe;
3594         char vabuf[1024];
3595
3596         if (cls.state == ca_dedicated)
3597                 return NULL;
3598
3599         // if already loaded just return it, otherwise make a new skinframe
3600         skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3601         if (skinframe->base)
3602                 return skinframe;
3603         textureflags &= ~TEXF_FORCE_RELOAD;
3604
3605         skinframe->stain = NULL;
3606         skinframe->merged = NULL;
3607         skinframe->base = NULL;
3608         skinframe->pants = NULL;
3609         skinframe->shirt = NULL;
3610         skinframe->nmap = NULL;
3611         skinframe->gloss = NULL;
3612         skinframe->glow = NULL;
3613         skinframe->fog = NULL;
3614         skinframe->reflect = NULL;
3615         skinframe->hasalpha = false;
3616
3617         // if no data was provided, then clearly the caller wanted to get a blank skinframe
3618         if (!skindata)
3619                 return NULL;
3620
3621         if (developer_loading.integer)
3622                 Con_Printf("loading 32bit skin \"%s\"\n", name);
3623
3624         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3625         {
3626                 unsigned char *a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3627                 unsigned char *b = a + width * height * 4;
3628                 Image_HeightmapToNormalmap_BGRA(skindata, b, width, height, false, r_shadow_bumpscale_basetexture.value);
3629                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3630                 Mem_Free(a);
3631         }
3632         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3633         if (textureflags & TEXF_ALPHA)
3634         {
3635                 for (i = 3;i < width * height * 4;i += 4)
3636                 {
3637                         if (skindata[i] < 255)
3638                         {
3639                                 skinframe->hasalpha = true;
3640                                 break;
3641                         }
3642                 }
3643                 if (r_loadfog && skinframe->hasalpha)
3644                 {
3645                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3646                         memcpy(fogpixels, skindata, width * height * 4);
3647                         for (i = 0;i < width * height * 4;i += 4)
3648                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3649                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3650                         Mem_Free(fogpixels);
3651                 }
3652         }
3653
3654         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3655         //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]);
3656
3657         return skinframe;
3658 }
3659
3660 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3661 {
3662         int i;
3663         int featuresmask;
3664         skinframe_t *skinframe;
3665
3666         if (cls.state == ca_dedicated)
3667                 return NULL;
3668
3669         // if already loaded just return it, otherwise make a new skinframe
3670         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3671         if (skinframe->base)
3672                 return skinframe;
3673         //textureflags &= ~TEXF_FORCE_RELOAD;
3674
3675         skinframe->stain = NULL;
3676         skinframe->merged = NULL;
3677         skinframe->base = NULL;
3678         skinframe->pants = NULL;
3679         skinframe->shirt = NULL;
3680         skinframe->nmap = NULL;
3681         skinframe->gloss = NULL;
3682         skinframe->glow = NULL;
3683         skinframe->fog = NULL;
3684         skinframe->reflect = NULL;
3685         skinframe->hasalpha = false;
3686
3687         // if no data was provided, then clearly the caller wanted to get a blank skinframe
3688         if (!skindata)
3689                 return NULL;
3690
3691         if (developer_loading.integer)
3692                 Con_Printf("loading quake skin \"%s\"\n", name);
3693
3694         // 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)
3695         skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3696         memcpy(skinframe->qpixels, skindata, width*height);
3697         skinframe->qwidth = width;
3698         skinframe->qheight = height;
3699
3700         featuresmask = 0;
3701         for (i = 0;i < width * height;i++)
3702                 featuresmask |= palette_featureflags[skindata[i]];
3703
3704         skinframe->hasalpha = false;
3705         // fence textures
3706         if (name[0] == '{')
3707                 skinframe->hasalpha = true;
3708         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3709         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3710         skinframe->qgeneratemerged = true;
3711         skinframe->qgeneratebase = skinframe->qhascolormapping;
3712         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3713
3714         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3715         //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]);
3716
3717         return skinframe;
3718 }
3719
3720 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3721 {
3722         int width;
3723         int height;
3724         unsigned char *skindata;
3725         char vabuf[1024];
3726
3727         if (!skinframe->qpixels)
3728                 return;
3729
3730         if (!skinframe->qhascolormapping)
3731                 colormapped = false;
3732
3733         if (colormapped)
3734         {
3735                 if (!skinframe->qgeneratebase)
3736                         return;
3737         }
3738         else
3739         {
3740                 if (!skinframe->qgeneratemerged)
3741                         return;
3742         }
3743
3744         width = skinframe->qwidth;
3745         height = skinframe->qheight;
3746         skindata = skinframe->qpixels;
3747
3748         if (skinframe->qgeneratenmap)
3749         {
3750                 unsigned char *a, *b;
3751                 skinframe->qgeneratenmap = false;
3752                 a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3753                 b = a + width * height * 4;
3754                 // use either a custom palette or the quake palette
3755                 Image_Copy8bitBGRA(skindata, a, width * height, palette_bgra_complete);
3756                 Image_HeightmapToNormalmap_BGRA(a, b, width, height, false, r_shadow_bumpscale_basetexture.value);
3757                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3758                 Mem_Free(a);
3759         }
3760
3761         if (skinframe->qgenerateglow)
3762         {
3763                 skinframe->qgenerateglow = false;
3764                 if (skinframe->hasalpha) // fence textures
3765                         skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, palette_bgra_onlyfullbrights_transparent); // glow
3766                 else
3767                         skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
3768         }
3769
3770         if (colormapped)
3771         {
3772                 skinframe->qgeneratebase = false;
3773                 skinframe->base  = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
3774                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
3775                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
3776         }
3777         else
3778         {
3779                 skinframe->qgeneratemerged = false;
3780                 if (skinframe->hasalpha) // fence textures
3781                         skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, skinframe->glow ? palette_bgra_nofullbrights_transparent : palette_bgra_transparent);
3782                 else
3783                         skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
3784         }
3785
3786         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3787         {
3788                 Mem_Free(skinframe->qpixels);
3789                 skinframe->qpixels = NULL;
3790         }
3791 }
3792
3793 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)
3794 {
3795         int i;
3796         skinframe_t *skinframe;
3797         char vabuf[1024];
3798
3799         if (cls.state == ca_dedicated)
3800                 return NULL;
3801
3802         // if already loaded just return it, otherwise make a new skinframe
3803         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3804         if (skinframe->base)
3805                 return skinframe;
3806         textureflags &= ~TEXF_FORCE_RELOAD;
3807
3808         skinframe->stain = NULL;
3809         skinframe->merged = NULL;
3810         skinframe->base = NULL;
3811         skinframe->pants = NULL;
3812         skinframe->shirt = NULL;
3813         skinframe->nmap = NULL;
3814         skinframe->gloss = NULL;
3815         skinframe->glow = NULL;
3816         skinframe->fog = NULL;
3817         skinframe->reflect = NULL;
3818         skinframe->hasalpha = false;
3819
3820         // if no data was provided, then clearly the caller wanted to get a blank skinframe
3821         if (!skindata)
3822                 return NULL;
3823
3824         if (developer_loading.integer)
3825                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3826
3827         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3828         if (textureflags & TEXF_ALPHA)
3829         {
3830                 for (i = 0;i < width * height;i++)
3831                 {
3832                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3833                         {
3834                                 skinframe->hasalpha = true;
3835                                 break;
3836                         }
3837                 }
3838                 if (r_loadfog && skinframe->hasalpha)
3839                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3840         }
3841
3842         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3843         //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]);
3844
3845         return skinframe;
3846 }
3847
3848 skinframe_t *R_SkinFrame_LoadMissing(void)
3849 {
3850         skinframe_t *skinframe;
3851
3852         if (cls.state == ca_dedicated)
3853                 return NULL;
3854
3855         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3856         skinframe->stain = NULL;
3857         skinframe->merged = NULL;
3858         skinframe->base = NULL;
3859         skinframe->pants = NULL;
3860         skinframe->shirt = NULL;
3861         skinframe->nmap = NULL;
3862         skinframe->gloss = NULL;
3863         skinframe->glow = NULL;
3864         skinframe->fog = NULL;
3865         skinframe->reflect = NULL;
3866         skinframe->hasalpha = false;
3867
3868         skinframe->avgcolor[0] = rand() / RAND_MAX;
3869         skinframe->avgcolor[1] = rand() / RAND_MAX;
3870         skinframe->avgcolor[2] = rand() / RAND_MAX;
3871         skinframe->avgcolor[3] = 1;
3872
3873         return skinframe;
3874 }
3875
3876 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3877 typedef struct suffixinfo_s
3878 {
3879         const char *suffix;
3880         qboolean flipx, flipy, flipdiagonal;
3881 }
3882 suffixinfo_t;
3883 static suffixinfo_t suffix[3][6] =
3884 {
3885         {
3886                 {"px",   false, false, false},
3887                 {"nx",   false, false, false},
3888                 {"py",   false, false, false},
3889                 {"ny",   false, false, false},
3890                 {"pz",   false, false, false},
3891                 {"nz",   false, false, false}
3892         },
3893         {
3894                 {"posx", false, false, false},
3895                 {"negx", false, false, false},
3896                 {"posy", false, false, false},
3897                 {"negy", false, false, false},
3898                 {"posz", false, false, false},
3899                 {"negz", false, false, false}
3900         },
3901         {
3902                 {"rt",    true, false,  true},
3903                 {"lf",   false,  true,  true},
3904                 {"ft",    true,  true, false},
3905                 {"bk",   false, false, false},
3906                 {"up",    true, false,  true},
3907                 {"dn",    true, false,  true}
3908         }
3909 };
3910
3911 static int componentorder[4] = {0, 1, 2, 3};
3912
3913 static rtexture_t *R_LoadCubemap(const char *basename)
3914 {
3915         int i, j, cubemapsize;
3916         unsigned char *cubemappixels, *image_buffer;
3917         rtexture_t *cubemaptexture;
3918         char name[256];
3919         // must start 0 so the first loadimagepixels has no requested width/height
3920         cubemapsize = 0;
3921         cubemappixels = NULL;
3922         cubemaptexture = NULL;
3923         // keep trying different suffix groups (posx, px, rt) until one loads
3924         for (j = 0;j < 3 && !cubemappixels;j++)
3925         {
3926                 // load the 6 images in the suffix group
3927                 for (i = 0;i < 6;i++)
3928                 {
3929                         // generate an image name based on the base and and suffix
3930                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3931                         // load it
3932                         if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3933                         {
3934                                 // an image loaded, make sure width and height are equal
3935                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3936                                 {
3937                                         // if this is the first image to load successfully, allocate the cubemap memory
3938                                         if (!cubemappixels && image_width >= 1)
3939                                         {
3940                                                 cubemapsize = image_width;
3941                                                 // note this clears to black, so unavailable sides are black
3942                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3943                                         }
3944                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3945                                         if (cubemappixels)
3946                                                 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);
3947                                 }
3948                                 else
3949                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3950                                 // free the image
3951                                 Mem_Free(image_buffer);
3952                         }
3953                 }
3954         }
3955         // if a cubemap loaded, upload it
3956         if (cubemappixels)
3957         {
3958                 if (developer_loading.integer)
3959                         Con_Printf("loading cubemap \"%s\"\n", basename);
3960
3961                 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
3962                 Mem_Free(cubemappixels);
3963         }
3964         else
3965         {
3966                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3967                 if (developer_loading.integer)
3968                 {
3969                         Con_Printf("(tried tried images ");
3970                         for (j = 0;j < 3;j++)
3971                                 for (i = 0;i < 6;i++)
3972                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3973                         Con_Print(" and was unable to find any of them).\n");
3974                 }
3975         }
3976         return cubemaptexture;
3977 }
3978
3979 rtexture_t *R_GetCubemap(const char *basename)
3980 {
3981         int i;
3982         for (i = 0;i < r_texture_numcubemaps;i++)
3983                 if (r_texture_cubemaps[i] != NULL)
3984                         if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3985                                 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3986         if (i >= MAX_CUBEMAPS || !r_main_mempool)
3987                 return r_texture_whitecube;
3988         r_texture_numcubemaps++;
3989         r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3990         strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3991         r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3992         return r_texture_cubemaps[i]->texture;
3993 }
3994
3995 static void R_Main_FreeViewCache(void)
3996 {
3997         if (r_refdef.viewcache.entityvisible)
3998                 Mem_Free(r_refdef.viewcache.entityvisible);
3999         if (r_refdef.viewcache.world_pvsbits)
4000                 Mem_Free(r_refdef.viewcache.world_pvsbits);
4001         if (r_refdef.viewcache.world_leafvisible)
4002                 Mem_Free(r_refdef.viewcache.world_leafvisible);
4003         if (r_refdef.viewcache.world_surfacevisible)
4004                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
4005         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
4006 }
4007
4008 static void R_Main_ResizeViewCache(void)
4009 {
4010         int numentities = r_refdef.scene.numentities;
4011         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
4012         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
4013         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
4014         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
4015         if (r_refdef.viewcache.maxentities < numentities)
4016         {
4017                 r_refdef.viewcache.maxentities = numentities;
4018                 if (r_refdef.viewcache.entityvisible)
4019                         Mem_Free(r_refdef.viewcache.entityvisible);
4020                 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
4021         }
4022         if (r_refdef.viewcache.world_numclusters != numclusters)
4023         {
4024                 r_refdef.viewcache.world_numclusters = numclusters;
4025                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
4026                 if (r_refdef.viewcache.world_pvsbits)
4027                         Mem_Free(r_refdef.viewcache.world_pvsbits);
4028                 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
4029         }
4030         if (r_refdef.viewcache.world_numleafs != numleafs)
4031         {
4032                 r_refdef.viewcache.world_numleafs = numleafs;
4033                 if (r_refdef.viewcache.world_leafvisible)
4034                         Mem_Free(r_refdef.viewcache.world_leafvisible);
4035                 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
4036         }
4037         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
4038         {
4039                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
4040                 if (r_refdef.viewcache.world_surfacevisible)
4041                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
4042                 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
4043         }
4044 }
4045
4046 extern rtexture_t *loadingscreentexture;
4047 static void gl_main_start(void)
4048 {
4049         loadingscreentexture = NULL;
4050         r_texture_blanknormalmap = NULL;
4051         r_texture_white = NULL;
4052         r_texture_grey128 = NULL;
4053         r_texture_black = NULL;
4054         r_texture_whitecube = NULL;
4055         r_texture_normalizationcube = NULL;
4056         r_texture_fogattenuation = NULL;
4057         r_texture_fogheighttexture = NULL;
4058         r_texture_gammaramps = NULL;
4059         r_texture_numcubemaps = 0;
4060         r_uniformbufferalignment = 32;
4061
4062         r_loaddds = r_texture_dds_load.integer != 0;
4063         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
4064
4065         switch(vid.renderpath)
4066         {
4067         case RENDERPATH_GL20:
4068         case RENDERPATH_D3D9:
4069         case RENDERPATH_D3D10:
4070         case RENDERPATH_D3D11:
4071         case RENDERPATH_SOFT:
4072         case RENDERPATH_GLES2:
4073                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4074                 Cvar_SetValueQuick(&gl_combine, 1);
4075                 Cvar_SetValueQuick(&r_glsl, 1);
4076                 r_loadnormalmap = true;
4077                 r_loadgloss = true;
4078                 r_loadfog = false;
4079 #ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
4080                 if (vid.support.arb_uniform_buffer_object)
4081                         qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
4082 #endif
4083                         break;
4084         case RENDERPATH_GL13:
4085         case RENDERPATH_GLES1:
4086                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4087                 Cvar_SetValueQuick(&gl_combine, 1);
4088                 Cvar_SetValueQuick(&r_glsl, 0);
4089                 r_loadnormalmap = false;
4090                 r_loadgloss = false;
4091                 r_loadfog = true;
4092                 break;
4093         case RENDERPATH_GL11:
4094                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4095                 Cvar_SetValueQuick(&gl_combine, 0);
4096                 Cvar_SetValueQuick(&r_glsl, 0);
4097                 r_loadnormalmap = false;
4098                 r_loadgloss = false;
4099                 r_loadfog = true;
4100                 break;
4101         }
4102
4103         R_AnimCache_Free();
4104         R_FrameData_Reset();
4105         R_BufferData_Reset();
4106
4107         r_numqueries = 0;
4108         r_maxqueries = 0;
4109         memset(r_queries, 0, sizeof(r_queries));
4110
4111         r_qwskincache = NULL;
4112         r_qwskincache_size = 0;
4113
4114         // due to caching of texture_t references, the collision cache must be reset
4115         Collision_Cache_Reset(true);
4116
4117         // set up r_skinframe loading system for textures
4118         memset(&r_skinframe, 0, sizeof(r_skinframe));
4119         r_skinframe.loadsequence = 1;
4120         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4121
4122         r_main_texturepool = R_AllocTexturePool();
4123         R_BuildBlankTextures();
4124         R_BuildNoTexture();
4125         if (vid.support.arb_texture_cube_map)
4126         {
4127                 R_BuildWhiteCube();
4128                 R_BuildNormalizationCube();
4129         }
4130         r_texture_fogattenuation = NULL;
4131         r_texture_fogheighttexture = NULL;
4132         r_texture_gammaramps = NULL;
4133         //r_texture_fogintensity = NULL;
4134         memset(&r_fb, 0, sizeof(r_fb));
4135         r_glsl_permutation = NULL;
4136         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4137         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4138 #ifdef SUPPORTD3D
4139         r_hlsl_permutation = NULL;
4140         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4141         Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4142 #endif
4143         memset(&r_svbsp, 0, sizeof (r_svbsp));
4144
4145         memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4146         r_texture_numcubemaps = 0;
4147
4148         r_refdef.fogmasktable_density = 0;
4149
4150 #ifdef __ANDROID__
4151         // For Steelstorm Android
4152         // FIXME CACHE the program and reload
4153         // FIXME see possible combinations for SS:BR android
4154         Con_DPrintf("Compiling most used shaders for SS:BR android... START\n");
4155         R_SetupShader_SetPermutationGLSL(0, 12);
4156         R_SetupShader_SetPermutationGLSL(0, 13);
4157         R_SetupShader_SetPermutationGLSL(0, 8388621);
4158         R_SetupShader_SetPermutationGLSL(3, 0);
4159         R_SetupShader_SetPermutationGLSL(3, 2048);
4160         R_SetupShader_SetPermutationGLSL(5, 0);
4161         R_SetupShader_SetPermutationGLSL(5, 2);
4162         R_SetupShader_SetPermutationGLSL(5, 2048);
4163         R_SetupShader_SetPermutationGLSL(5, 8388608);
4164         R_SetupShader_SetPermutationGLSL(11, 1);
4165         R_SetupShader_SetPermutationGLSL(11, 2049);
4166         R_SetupShader_SetPermutationGLSL(11, 8193);
4167         R_SetupShader_SetPermutationGLSL(11, 10241);
4168         Con_DPrintf("Compiling most used shaders for SS:BR android... END\n");
4169 #endif
4170 }
4171
4172 static void gl_main_shutdown(void)
4173 {
4174         R_AnimCache_Free();
4175         R_FrameData_Reset();
4176         R_BufferData_Reset();
4177
4178         R_Main_FreeViewCache();
4179
4180         switch(vid.renderpath)
4181         {
4182         case RENDERPATH_GL11:
4183         case RENDERPATH_GL13:
4184         case RENDERPATH_GL20:
4185         case RENDERPATH_GLES1:
4186         case RENDERPATH_GLES2:
4187 #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
4188                 if (r_maxqueries)
4189                         qglDeleteQueriesARB(r_maxqueries, r_queries);
4190 #endif
4191                 break;
4192         case RENDERPATH_D3D9:
4193                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4194                 break;
4195         case RENDERPATH_D3D10:
4196                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4197                 break;
4198         case RENDERPATH_D3D11:
4199                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4200                 break;
4201         case RENDERPATH_SOFT:
4202                 break;
4203         }
4204
4205         r_numqueries = 0;
4206         r_maxqueries = 0;
4207         memset(r_queries, 0, sizeof(r_queries));
4208
4209         r_qwskincache = NULL;
4210         r_qwskincache_size = 0;
4211
4212         // clear out the r_skinframe state
4213         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4214         memset(&r_skinframe, 0, sizeof(r_skinframe));
4215
4216         if (r_svbsp.nodes)
4217                 Mem_Free(r_svbsp.nodes);
4218         memset(&r_svbsp, 0, sizeof (r_svbsp));
4219         R_FreeTexturePool(&r_main_texturepool);
4220         loadingscreentexture = NULL;
4221         r_texture_blanknormalmap = NULL;
4222         r_texture_white = NULL;
4223         r_texture_grey128 = NULL;
4224         r_texture_black = NULL;
4225         r_texture_whitecube = NULL;
4226         r_texture_normalizationcube = NULL;
4227         r_texture_fogattenuation = NULL;
4228         r_texture_fogheighttexture = NULL;
4229         r_texture_gammaramps = NULL;
4230         r_texture_numcubemaps = 0;
4231         //r_texture_fogintensity = NULL;
4232         memset(&r_fb, 0, sizeof(r_fb));
4233         R_GLSL_Restart_f();
4234
4235         r_glsl_permutation = NULL;
4236         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4237         Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4238 #ifdef SUPPORTD3D
4239         r_hlsl_permutation = NULL;
4240         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4241         Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4242 #endif
4243 }
4244
4245 static void gl_main_newmap(void)
4246 {
4247         // FIXME: move this code to client
4248         char *entities, entname[MAX_QPATH];
4249         if (r_qwskincache)
4250                 Mem_Free(r_qwskincache);
4251         r_qwskincache = NULL;
4252         r_qwskincache_size = 0;
4253         if (cl.worldmodel)
4254         {
4255                 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4256                 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4257                 {
4258                         CL_ParseEntityLump(entities);
4259                         Mem_Free(entities);
4260                         return;
4261                 }
4262                 if (cl.worldmodel->brush.entities)
4263                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
4264         }
4265         R_Main_FreeViewCache();
4266
4267         R_FrameData_Reset();
4268         R_BufferData_Reset();
4269 }
4270
4271 void GL_Main_Init(void)
4272 {
4273         int i;
4274         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4275         R_InitShaderModeInfo();
4276
4277         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4278         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4279         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4280         if (gamemode == GAME_NEHAHRA)
4281         {
4282                 Cvar_RegisterVariable (&gl_fogenable);
4283                 Cvar_RegisterVariable (&gl_fogdensity);
4284                 Cvar_RegisterVariable (&gl_fogred);
4285                 Cvar_RegisterVariable (&gl_foggreen);
4286                 Cvar_RegisterVariable (&gl_fogblue);
4287                 Cvar_RegisterVariable (&gl_fogstart);
4288                 Cvar_RegisterVariable (&gl_fogend);
4289                 Cvar_RegisterVariable (&gl_skyclip);
4290         }
4291         Cvar_RegisterVariable(&r_motionblur);
4292         Cvar_RegisterVariable(&r_damageblur);
4293         Cvar_RegisterVariable(&r_motionblur_averaging);
4294         Cvar_RegisterVariable(&r_motionblur_randomize);
4295         Cvar_RegisterVariable(&r_motionblur_minblur);
4296         Cvar_RegisterVariable(&r_motionblur_maxblur);
4297         Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4298         Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4299         Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4300         Cvar_RegisterVariable(&r_motionblur_mousefactor);
4301         Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4302         Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4303         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4304         Cvar_RegisterVariable(&r_equalize_entities_minambient);
4305         Cvar_RegisterVariable(&r_equalize_entities_by);
4306         Cvar_RegisterVariable(&r_equalize_entities_to);
4307         Cvar_RegisterVariable(&r_depthfirst);
4308         Cvar_RegisterVariable(&r_useinfinitefarclip);
4309         Cvar_RegisterVariable(&r_farclip_base);
4310         Cvar_RegisterVariable(&r_farclip_world);
4311         Cvar_RegisterVariable(&r_nearclip);
4312         Cvar_RegisterVariable(&r_deformvertexes);
4313         Cvar_RegisterVariable(&r_transparent);
4314         Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4315         Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
4316         Cvar_RegisterVariable(&r_transparent_useplanardistance);
4317         Cvar_RegisterVariable(&r_showoverdraw);
4318         Cvar_RegisterVariable(&r_showbboxes);
4319         Cvar_RegisterVariable(&r_showsurfaces);
4320         Cvar_RegisterVariable(&r_showtris);
4321         Cvar_RegisterVariable(&r_shownormals);
4322         Cvar_RegisterVariable(&r_showlighting);
4323         Cvar_RegisterVariable(&r_showshadowvolumes);
4324         Cvar_RegisterVariable(&r_showcollisionbrushes);
4325         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4326         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4327         Cvar_RegisterVariable(&r_showdisabledepthtest);
4328         Cvar_RegisterVariable(&r_drawportals);
4329         Cvar_RegisterVariable(&r_drawentities);
4330         Cvar_RegisterVariable(&r_draw2d);
4331         Cvar_RegisterVariable(&r_drawworld);
4332         Cvar_RegisterVariable(&r_cullentities_trace);
4333         Cvar_RegisterVariable(&r_cullentities_trace_samples);
4334         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4335         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4336         Cvar_RegisterVariable(&r_cullentities_trace_delay);
4337         Cvar_RegisterVariable(&r_sortentities);
4338         Cvar_RegisterVariable(&r_drawviewmodel);
4339         Cvar_RegisterVariable(&r_drawexteriormodel);
4340         Cvar_RegisterVariable(&r_speeds);
4341         Cvar_RegisterVariable(&r_fullbrights);
4342         Cvar_RegisterVariable(&r_wateralpha);
4343         Cvar_RegisterVariable(&r_dynamic);
4344         Cvar_RegisterVariable(&r_fakelight);
4345         Cvar_RegisterVariable(&r_fakelight_intensity);
4346         Cvar_RegisterVariable(&r_fullbright);
4347         Cvar_RegisterVariable(&r_shadows);
4348         Cvar_RegisterVariable(&r_shadows_darken);
4349         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4350         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4351         Cvar_RegisterVariable(&r_shadows_throwdistance);
4352         Cvar_RegisterVariable(&r_shadows_throwdirection);
4353         Cvar_RegisterVariable(&r_shadows_focus);
4354         Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4355         Cvar_RegisterVariable(&r_shadows_shadowmapbias);
4356         Cvar_RegisterVariable(&r_q1bsp_skymasking);
4357         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4358         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4359         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4360         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4361         Cvar_RegisterVariable(&r_fog_exp2);
4362         Cvar_RegisterVariable(&r_fog_clear);
4363         Cvar_RegisterVariable(&r_drawfog);
4364         Cvar_RegisterVariable(&r_transparentdepthmasking);
4365         Cvar_RegisterVariable(&r_transparent_sortmindist);
4366         Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4367         Cvar_RegisterVariable(&r_transparent_sortarraysize);
4368         Cvar_RegisterVariable(&r_texture_dds_load);
4369         Cvar_RegisterVariable(&r_texture_dds_save);
4370         Cvar_RegisterVariable(&r_textureunits);
4371         Cvar_RegisterVariable(&gl_combine);
4372         Cvar_RegisterVariable(&r_usedepthtextures);
4373         Cvar_RegisterVariable(&r_viewfbo);
4374         Cvar_RegisterVariable(&r_viewscale);
4375         Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4376         Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4377         Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4378         Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4379         Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4380         Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4381         Cvar_RegisterVariable(&r_glsl);
4382         Cvar_RegisterVariable(&r_glsl_deluxemapping);
4383         Cvar_RegisterVariable(&r_glsl_offsetmapping);
4384         Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4385         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4386         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4387         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4388         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4389         Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4390         Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4391         Cvar_RegisterVariable(&r_glsl_postprocess);
4392         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4393         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4394         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4395         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4396         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4397         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4398         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4399         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4400         Cvar_RegisterVariable(&r_celshading);
4401         Cvar_RegisterVariable(&r_celoutlines);
4402
4403         Cvar_RegisterVariable(&r_water);
4404         Cvar_RegisterVariable(&r_water_cameraentitiesonly);
4405         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4406         Cvar_RegisterVariable(&r_water_clippingplanebias);
4407         Cvar_RegisterVariable(&r_water_refractdistort);
4408         Cvar_RegisterVariable(&r_water_reflectdistort);
4409         Cvar_RegisterVariable(&r_water_scissormode);
4410         Cvar_RegisterVariable(&r_water_lowquality);
4411         Cvar_RegisterVariable(&r_water_hideplayer);
4412         Cvar_RegisterVariable(&r_water_fbo);
4413
4414         Cvar_RegisterVariable(&r_lerpsprites);
4415         Cvar_RegisterVariable(&r_lerpmodels);
4416         Cvar_RegisterVariable(&r_lerplightstyles);
4417         Cvar_RegisterVariable(&r_waterscroll);
4418         Cvar_RegisterVariable(&r_bloom);
4419         Cvar_RegisterVariable(&r_bloom_colorscale);
4420         Cvar_RegisterVariable(&r_bloom_brighten);
4421         Cvar_RegisterVariable(&r_bloom_blur);
4422         Cvar_RegisterVariable(&r_bloom_resolution);
4423         Cvar_RegisterVariable(&r_bloom_colorexponent);
4424         Cvar_RegisterVariable(&r_bloom_colorsubtract);
4425         Cvar_RegisterVariable(&r_bloom_scenebrightness);
4426         Cvar_RegisterVariable(&r_hdr_scenebrightness);
4427         Cvar_RegisterVariable(&r_hdr_glowintensity);
4428         Cvar_RegisterVariable(&r_hdr_irisadaptation);
4429         Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4430         Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4431         Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4432         Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4433         Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4434         Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4435         Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
4436         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4437         Cvar_RegisterVariable(&developer_texturelogging);
4438         Cvar_RegisterVariable(&gl_lightmaps);
4439         Cvar_RegisterVariable(&r_test);
4440         Cvar_RegisterVariable(&r_batch_multidraw);
4441         Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
4442         Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
4443         Cvar_RegisterVariable(&r_glsl_skeletal);
4444         Cvar_RegisterVariable(&r_glsl_saturation);
4445         Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4446         Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4447         Cvar_RegisterVariable(&r_framedatasize);
4448         for (i = 0;i < R_BUFFERDATA_COUNT;i++)
4449                 Cvar_RegisterVariable(&r_buffermegs[i]);
4450         Cvar_RegisterVariable(&r_batch_dynamicbuffer);
4451         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4452                 Cvar_SetValue("r_fullbrights", 0);
4453 #ifdef DP_MOBILETOUCH
4454         // GLES devices have terrible depth precision in general, so...
4455         Cvar_SetValueQuick(&r_nearclip, 4);
4456         Cvar_SetValueQuick(&r_farclip_base, 4096);
4457         Cvar_SetValueQuick(&r_farclip_world, 0);
4458         Cvar_SetValueQuick(&r_useinfinitefarclip, 0);
4459 #endif
4460         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4461 }
4462
4463 void Render_Init(void)
4464 {
4465         gl_backend_init();
4466         R_Textures_Init();
4467         GL_Main_Init();
4468         Font_Init();
4469         GL_Draw_Init();
4470         R_Shadow_Init();
4471         R_Sky_Init();
4472         GL_Surf_Init();
4473         Sbar_Init();
4474         R_Particles_Init();
4475         R_Explosion_Init();
4476         R_LightningBeams_Init();
4477         Mod_RenderInit();
4478 }
4479
4480 /*
4481 ===============
4482 GL_Init
4483 ===============
4484 */
4485 #ifndef USE_GLES2
4486 extern char *ENGINE_EXTENSIONS;
4487 void GL_Init (void)
4488 {
4489         gl_renderer = (const char *)qglGetString(GL_RENDERER);
4490         gl_vendor = (const char *)qglGetString(GL_VENDOR);
4491         gl_version = (const char *)qglGetString(GL_VERSION);
4492         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4493
4494         if (!gl_extensions)
4495                 gl_extensions = "";
4496         if (!gl_platformextensions)
4497                 gl_platformextensions = "";
4498
4499         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4500         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4501         Con_Printf("GL_VERSION: %s\n", gl_version);
4502         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4503         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4504
4505         VID_CheckExtensions();
4506
4507         // LordHavoc: report supported extensions
4508 #ifdef CONFIG_MENU
4509         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4510 #else
4511         Con_DPrintf("\nQuakeC extensions for server and client: %s\n", vm_sv_extensions );
4512 #endif
4513
4514         // clear to black (loading plaque will be seen over this)
4515         GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4516 }
4517 #endif
4518
4519 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4520 {
4521         int i;
4522         mplane_t *p;
4523         if (r_trippy.integer)
4524                 return false;
4525         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4526         {
4527                 p = r_refdef.view.frustum + i;
4528                 switch(p->signbits)
4529                 {
4530                 default:
4531                 case 0:
4532                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4533                                 return true;
4534                         break;
4535                 case 1:
4536                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4537                                 return true;
4538                         break;
4539                 case 2:
4540                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4541                                 return true;
4542                         break;
4543                 case 3:
4544                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4545                                 return true;
4546                         break;
4547                 case 4:
4548                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4549                                 return true;
4550                         break;
4551                 case 5:
4552                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4553                                 return true;
4554                         break;
4555                 case 6:
4556                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4557                                 return true;
4558                         break;
4559                 case 7:
4560                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4561                                 return true;
4562                         break;
4563                 }
4564         }
4565         return false;
4566 }
4567
4568 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4569 {
4570         int i;
4571         const mplane_t *p;
4572         if (r_trippy.integer)
4573                 return false;
4574         for (i = 0;i < numplanes;i++)
4575         {
4576                 p = planes + i;
4577                 switch(p->signbits)
4578                 {
4579                 default:
4580                 case 0:
4581                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4582                                 return true;
4583                         break;
4584                 case 1:
4585                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4586                                 return true;
4587                         break;
4588                 case 2:
4589                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4590                                 return true;
4591                         break;
4592                 case 3:
4593                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4594                                 return true;
4595                         break;
4596                 case 4:
4597                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4598                                 return true;
4599                         break;
4600                 case 5:
4601                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4602                                 return true;
4603                         break;
4604                 case 6:
4605                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4606                                 return true;
4607                         break;
4608                 case 7:
4609                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4610                                 return true;
4611                         break;
4612                 }
4613         }
4614         return false;
4615 }
4616
4617 //==================================================================================
4618
4619 // LordHavoc: this stores temporary data used within the same frame
4620
4621 typedef struct r_framedata_mem_s
4622 {
4623         struct r_framedata_mem_s *purge; // older mem block to free on next frame
4624         size_t size; // how much usable space
4625         size_t current; // how much space in use
4626         size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4627         size_t wantedsize; // how much space was allocated
4628         unsigned char *data; // start of real data (16byte aligned)
4629 }
4630 r_framedata_mem_t;
4631
4632 static r_framedata_mem_t *r_framedata_mem;
4633
4634 void R_FrameData_Reset(void)
4635 {
4636         while (r_framedata_mem)
4637         {
4638                 r_framedata_mem_t *next = r_framedata_mem->purge;
4639                 Mem_Free(r_framedata_mem);
4640                 r_framedata_mem = next;
4641         }
4642 }
4643
4644 static void R_FrameData_Resize(qboolean mustgrow)
4645 {
4646         size_t wantedsize;
4647         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4648         wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4649         if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
4650         {
4651                 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4652                 newmem->wantedsize = wantedsize;
4653                 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4654                 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4655                 newmem->current = 0;
4656                 newmem->mark = 0;
4657                 newmem->purge = r_framedata_mem;
4658                 r_framedata_mem = newmem;
4659         }
4660 }
4661
4662 void R_FrameData_NewFrame(void)
4663 {
4664         R_FrameData_Resize(false);
4665         if (!r_framedata_mem)
4666                 return;
4667         // if we ran out of space on the last frame, free the old memory now
4668         while (r_framedata_mem->purge)
4669         {
4670                 // repeatedly remove the second item in the list, leaving only head
4671                 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4672                 Mem_Free(r_framedata_mem->purge);
4673                 r_framedata_mem->purge = next;
4674         }
4675         // reset the current mem pointer
4676         r_framedata_mem->current = 0;
4677         r_framedata_mem->mark = 0;
4678 }
4679
4680 void *R_FrameData_Alloc(size_t size)
4681 {
4682         void *data;
4683         float newvalue;
4684
4685         // align to 16 byte boundary - the data pointer is already aligned, so we
4686         // only need to ensure the size of every allocation is also aligned
4687         size = (size + 15) & ~15;
4688
4689         while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4690         {
4691                 // emergency - we ran out of space, allocate more memory
4692                 newvalue = bound(0.25f, r_framedatasize.value * 2.0f, 256.0f);
4693                 // this might not be a growing it, but we'll allocate another buffer every time
4694                 Cvar_SetValueQuick(&r_framedatasize, newvalue);
4695                 R_FrameData_Resize(true);
4696         }
4697
4698         data = r_framedata_mem->data + r_framedata_mem->current;
4699         r_framedata_mem->current += size;
4700
4701         // count the usage for stats
4702         r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
4703         r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
4704
4705         return (void *)data;
4706 }
4707
4708 void *R_FrameData_Store(size_t size, void *data)
4709 {
4710         void *d = R_FrameData_Alloc(size);
4711         if (d && data)
4712                 memcpy(d, data, size);
4713         return d;
4714 }
4715
4716 void R_FrameData_SetMark(void)
4717 {
4718         if (!r_framedata_mem)
4719                 return;
4720         r_framedata_mem->mark = r_framedata_mem->current;
4721 }
4722
4723 void R_FrameData_ReturnToMark(void)
4724 {
4725         if (!r_framedata_mem)
4726                 return;
4727         r_framedata_mem->current = r_framedata_mem->mark;
4728 }
4729
4730 //==================================================================================
4731
4732 // avoid reusing the same buffer objects on consecutive frames
4733 #define R_BUFFERDATA_CYCLE 3
4734
4735 typedef struct r_bufferdata_buffer_s
4736 {
4737         struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
4738         size_t size; // how much usable space
4739         size_t current; // how much space in use
4740         r_meshbuffer_t *buffer; // the buffer itself
4741 }
4742 r_bufferdata_buffer_t;
4743
4744 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
4745 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
4746
4747 /// frees all dynamic buffers
4748 void R_BufferData_Reset(void)
4749 {
4750         int cycle, type;
4751         r_bufferdata_buffer_t **p, *mem;
4752         for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
4753         {
4754                 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
4755                 {
4756                         // free all buffers
4757                         p = &r_bufferdata_buffer[cycle][type];
4758                         while (*p)
4759                         {
4760                                 mem = *p;
4761                                 *p = (*p)->purge;
4762                                 if (mem->buffer)
4763                                         R_Mesh_DestroyMeshBuffer(mem->buffer);
4764                                 Mem_Free(mem);
4765                         }
4766                 }
4767         }
4768 }
4769
4770 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
4771 static void R_BufferData_Resize(r_bufferdata_type_t type, qboolean mustgrow, size_t minsize)
4772 {
4773         r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
4774         size_t size;
4775         float newvalue = r_buffermegs[type].value;
4776
4777         // increase the cvar if we have to (but only if we already have a mem)
4778         if (mustgrow && mem)
4779                 newvalue *= 2.0f;
4780         newvalue = bound(0.25f, newvalue, 256.0f);
4781         while (newvalue * 1024*1024 < minsize)
4782                 newvalue *= 2.0f;
4783
4784         // clamp the cvar to valid range
4785         newvalue = bound(0.25f, newvalue, 256.0f);
4786         if (r_buffermegs[type].value != newvalue)
4787                 Cvar_SetValueQuick(&r_buffermegs[type], newvalue);
4788
4789         // calculate size in bytes
4790         size = (size_t)(newvalue * 1024*1024);
4791         size = bound(131072, size, 256*1024*1024);
4792
4793         // allocate a new buffer if the size is different (purge old one later)
4794         // or if we were told we must grow the buffer
4795         if (!mem || mem->size != size || mustgrow)
4796         {
4797                 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
4798                 mem->size = size;
4799                 mem->current = 0;
4800                 if (type == R_BUFFERDATA_VERTEX)
4801                         mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
4802                 else if (type == R_BUFFERDATA_INDEX16)
4803                         mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
4804                 else if (type == R_BUFFERDATA_INDEX32)
4805                         mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
4806                 else if (type == R_BUFFERDATA_UNIFORM)
4807                         mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
4808                 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
4809                 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
4810         }
4811 }
4812
4813 void R_BufferData_NewFrame(void)
4814 {
4815         int type;
4816         r_bufferdata_buffer_t **p, *mem;
4817         // cycle to the next frame's buffers
4818         r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
4819         // if we ran out of space on the last time we used these buffers, free the old memory now
4820         for (type = 0;type < R_BUFFERDATA_COUNT;type++)
4821         {
4822                 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
4823                 {
4824                         R_BufferData_Resize((r_bufferdata_type_t)type, false, 131072);
4825                         // free all but the head buffer, this is how we recycle obsolete
4826                         // buffers after they are no longer in use
4827                         p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
4828                         while (*p)
4829                         {
4830                                 mem = *p;
4831                                 *p = (*p)->purge;
4832                                 if (mem->buffer)
4833                                         R_Mesh_DestroyMeshBuffer(mem->buffer);
4834                                 Mem_Free(mem);
4835                         }
4836                         // reset the current offset
4837                         r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
4838                 }
4839         }
4840 }
4841
4842 r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
4843 {
4844         r_bufferdata_buffer_t *mem;
4845         int offset = 0;
4846         int padsize;
4847
4848         *returnbufferoffset = 0;
4849
4850         // align size to a byte boundary appropriate for the buffer type, this
4851         // makes all allocations have aligned start offsets
4852         if (type == R_BUFFERDATA_UNIFORM)
4853                 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
4854         else
4855                 padsize = (datasize + 15) & ~15;
4856
4857         // if we ran out of space in this buffer we must allocate a new one
4858         if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
4859                 R_BufferData_Resize(type, true, padsize);
4860
4861         // if the resize did not give us enough memory, fail
4862         if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
4863                 Sys_Error("R_BufferData_Store: failed to create a new buffer of sufficient size\n");
4864
4865         mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
4866         offset = (int)mem->current;
4867         mem->current += padsize;
4868
4869         // upload the data to the buffer at the chosen offset
4870         if (offset == 0)
4871                 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
4872         R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
4873
4874         // count the usage for stats
4875         r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
4876         r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
4877
4878         // return the buffer offset
4879         *returnbufferoffset = offset;
4880
4881         return mem->buffer;
4882 }
4883
4884 //==================================================================================
4885
4886 // LordHavoc: animcache originally written by Echon, rewritten since then
4887
4888 /**
4889  * Animation cache prevents re-generating mesh data for an animated model
4890  * multiple times in one frame for lighting, shadowing, reflections, etc.
4891  */
4892
4893 void R_AnimCache_Free(void)
4894 {
4895 }
4896
4897 void R_AnimCache_ClearCache(void)
4898 {
4899         int i;
4900         entity_render_t *ent;
4901
4902         for (i = 0;i < r_refdef.scene.numentities;i++)
4903         {
4904                 ent = r_refdef.scene.entities[i];
4905                 ent->animcache_vertex3f = NULL;
4906                 ent->animcache_vertex3f_vertexbuffer = NULL;
4907                 ent->animcache_vertex3f_bufferoffset = 0;
4908                 ent->animcache_normal3f = NULL;
4909                 ent->animcache_normal3f_vertexbuffer = NULL;
4910                 ent->animcache_normal3f_bufferoffset = 0;
4911                 ent->animcache_svector3f = NULL;
4912                 ent->animcache_svector3f_vertexbuffer = NULL;
4913                 ent->animcache_svector3f_bufferoffset = 0;
4914                 ent->animcache_tvector3f = NULL;
4915                 ent->animcache_tvector3f_vertexbuffer = NULL;
4916                 ent->animcache_tvector3f_bufferoffset = 0;
4917                 ent->animcache_vertexmesh = NULL;
4918                 ent->animcache_vertexmesh_vertexbuffer = NULL;
4919                 ent->animcache_vertexmesh_bufferoffset = 0;
4920                 ent->animcache_skeletaltransform3x4 = NULL;
4921                 ent->animcache_skeletaltransform3x4buffer = NULL;
4922                 ent->animcache_skeletaltransform3x4offset = 0;
4923                 ent->animcache_skeletaltransform3x4size = 0;
4924         }
4925 }
4926
4927 static void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4928 {
4929         int i;
4930
4931         // check if we need the meshbuffers
4932         if (!vid.useinterleavedarrays)
4933                 return;
4934
4935         if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4936                 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4937         // TODO: upload vertexbuffer?
4938         if (ent->animcache_vertexmesh)
4939         {
4940                 r_refdef.stats[r_stat_animcache_vertexmesh_count] += 1;
4941                 r_refdef.stats[r_stat_animcache_vertexmesh_vertices] += numvertices;
4942                 r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices] = max(r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices], numvertices);
4943                 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.data_vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4944                 for (i = 0;i < numvertices;i++)
4945                         memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4946                 if (ent->animcache_svector3f)
4947                         for (i = 0;i < numvertices;i++)
4948                                 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4949                 if (ent->animcache_tvector3f)
4950                         for (i = 0;i < numvertices;i++)
4951                                 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4952                 if (ent->animcache_normal3f)
4953                         for (i = 0;i < numvertices;i++)
4954                                 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4955         }
4956 }
4957
4958 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4959 {
4960         dp_model_t *model = ent->model;
4961         int numvertices;
4962
4963         // see if this ent is worth caching
4964         if (!model || !model->Draw || !model->AnimateVertices)
4965                 return false;
4966         // nothing to cache if it contains no animations and has no skeleton
4967         if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
4968                 return false;
4969         // see if it is already cached for gpuskeletal
4970         if (ent->animcache_skeletaltransform3x4)
4971                 return false;
4972         // see if it is already cached as a mesh
4973         if (ent->animcache_vertex3f)
4974         {
4975                 // check if we need to add normals or tangents
4976                 if (ent->animcache_normal3f)
4977                         wantnormals = false;
4978                 if (ent->animcache_svector3f)
4979                         wanttangents = false;
4980                 if (!wantnormals && !wanttangents)
4981                         return false;
4982         }
4983
4984         // check which kind of cache we need to generate
4985         if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
4986         {
4987                 // cache the skeleton so the vertex shader can use it
4988                 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
4989                 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
4990                 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
4991                 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
4992                 Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4); 
4993                 // note: this can fail if the buffer is at the grow limit
4994                 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
4995                 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset);
4996         }
4997         else if (ent->animcache_vertex3f)
4998         {
4999                 // mesh was already cached but we may need to add normals/tangents
5000                 // (this only happens with multiple views, reflections, cameras, etc)
5001                 if (wantnormals || wanttangents)
5002                 {
5003                         numvertices = model->surfmesh.num_vertices;
5004                         if (wantnormals)
5005                                 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
5006                         if (wanttangents)
5007                         {
5008                                 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
5009                                 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
5010                         }
5011                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
5012                         R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
5013                         r_refdef.stats[r_stat_animcache_shade_count] += 1;
5014                         r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
5015                         r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
5016                 }
5017         }
5018         else
5019         {
5020                 // generate mesh cache
5021                 numvertices = model->surfmesh.num_vertices;
5022                 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
5023                 if (wantnormals)
5024                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
5025                 if (wanttangents)
5026                 {
5027                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
5028                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
5029                 }
5030                 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
5031                 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
5032                 if (wantnormals || wanttangents)
5033                 {
5034                         r_refdef.stats[r_stat_animcache_shade_count] += 1;
5035                         r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
5036                         r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
5037                 }
5038                 r_refdef.stats[r_stat_animcache_shape_count] += 1;
5039                 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
5040                 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
5041         }
5042         return true;
5043 }
5044
5045 void R_AnimCache_CacheVisibleEntities(void)
5046 {
5047         int i;
5048         qboolean wantnormals = true;
5049         qboolean wanttangents = !r_showsurfaces.integer;
5050
5051         switch(vid.renderpath)
5052         {
5053         case RENDERPATH_GL20:
5054         case RENDERPATH_D3D9:
5055         case RENDERPATH_D3D10:
5056         case RENDERPATH_D3D11:
5057         case RENDERPATH_GLES2:
5058                 break;
5059         case RENDERPATH_GL11:
5060         case RENDERPATH_GL13:
5061         case RENDERPATH_GLES1:
5062                 wanttangents = false;
5063                 break;
5064         case RENDERPATH_SOFT:
5065                 break;
5066         }
5067
5068         if (r_shownormals.integer)
5069                 wanttangents = wantnormals = true;
5070
5071         // TODO: thread this
5072         // NOTE: R_PrepareRTLights() also caches entities
5073
5074         for (i = 0;i < r_refdef.scene.numentities;i++)
5075                 if (r_refdef.viewcache.entityvisible[i])
5076                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
5077 }
5078
5079 //==================================================================================
5080
5081 extern cvar_t r_overheadsprites_pushback;
5082
5083 static void R_View_UpdateEntityLighting (void)
5084 {
5085         int i;
5086         entity_render_t *ent;
5087         vec3_t tempdiffusenormal, avg;
5088         vec_t f, fa, fd, fdd;
5089         qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
5090
5091         for (i = 0;i < r_refdef.scene.numentities;i++)
5092         {
5093                 ent = r_refdef.scene.entities[i];
5094
5095                 // skip unseen models
5096                 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen))
5097                         continue;
5098
5099                 // skip bsp models
5100                 if (ent->model && ent->model == cl.worldmodel)
5101                 {
5102                         // TODO: use modellight for r_ambient settings on world?
5103                         VectorSet(ent->modellight_ambient, 0, 0, 0);
5104                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
5105                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
5106                         continue;
5107                 }
5108                 
5109                 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
5110                 {
5111                         // aleady updated by CSQC
5112                         // TODO: force modellight on BSP models in this case?
5113                         VectorCopy(ent->modellight_lightdir, tempdiffusenormal); 
5114                 }
5115                 else
5116                 {
5117                         // fetch the lighting from the worldmodel data
5118                         VectorClear(ent->modellight_ambient);
5119                         VectorClear(ent->modellight_diffuse);
5120                         VectorClear(tempdiffusenormal);
5121                         if (ent->flags & RENDER_LIGHT)
5122                         {
5123                                 vec3_t org;
5124                                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5125
5126                                 // complete lightning for lit sprites
5127                                 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
5128                                 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
5129                                 {
5130                                         if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
5131                                                 org[2] = org[2] + r_overheadsprites_pushback.value;
5132                                         R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5133                                 }
5134                                 else
5135                                         R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
5136
5137                                 if(ent->flags & RENDER_EQUALIZE)
5138                                 {
5139                                         // first fix up ambient lighting...
5140                                         if(r_equalize_entities_minambient.value > 0)
5141                                         {
5142                                                 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
5143                                                 if(fd > 0)
5144                                                 {
5145                                                         fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
5146                                                         if(fa < r_equalize_entities_minambient.value * fd)
5147                                                         {
5148                                                                 // solve:
5149                                                                 //   fa'/fd' = minambient
5150                                                                 //   fa'+0.25*fd' = fa+0.25*fd
5151                                                                 //   ...
5152                                                                 //   fa' = fd' * minambient
5153                                                                 //   fd'*(0.25+minambient) = fa+0.25*fd
5154                                                                 //   ...
5155                                                                 //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
5156                                                                 //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
5157                                                                 //   ...
5158                                                                 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
5159                                                                 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
5160                                                                 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
5161                                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
5162                                                         }
5163                                                 }
5164                                         }
5165
5166                                         if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
5167                                         {
5168                                                 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
5169                                                 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
5170                                                 f = fa + 0.25 * fd;
5171                                                 if(f > 0)
5172                                                 {
5173                                                         // adjust brightness and saturation to target
5174                                                         avg[0] = avg[1] = avg[2] = fa / f;
5175                                                         VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
5176                                                         avg[0] = avg[1] = avg[2] = fd / f;
5177                                                         VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
5178                                                 }
5179                                         }
5180                                 }
5181                         }
5182                         else // highly rare
5183                                 VectorSet(ent->modellight_ambient, 1, 1, 1);
5184                 }
5185
5186                 // move the light direction into modelspace coordinates for lighting code
5187                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
5188                 if(VectorLength2(ent->modellight_lightdir) == 0)
5189                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
5190                 VectorNormalize(ent->modellight_lightdir);
5191         }
5192 }
5193
5194 #define MAX_LINEOFSIGHTTRACES 64
5195
5196 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
5197 {
5198         int i;
5199         vec3_t boxmins, boxmaxs;
5200         vec3_t start;
5201         vec3_t end;
5202         dp_model_t *model = r_refdef.scene.worldmodel;
5203
5204         if (!model || !model->brush.TraceLineOfSight)
5205                 return true;
5206
5207         // expand the box a little
5208         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
5209         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
5210         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
5211         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
5212         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
5213         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
5214
5215         // return true if eye is inside enlarged box
5216         if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
5217                 return true;
5218
5219         // try center
5220         VectorCopy(eye, start);
5221         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
5222         if (model->brush.TraceLineOfSight(model, start, end))
5223                 return true;
5224
5225         // try various random positions
5226         for (i = 0;i < numsamples;i++)
5227         {
5228                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
5229                 if (model->brush.TraceLineOfSight(model, start, end))
5230                         return true;
5231         }
5232
5233         return false;
5234 }
5235
5236
5237 static void R_View_UpdateEntityVisible (void)
5238 {
5239         int i;
5240         int renderimask;
5241         int samples;
5242         entity_render_t *ent;
5243
5244         if (r_refdef.envmap || r_fb.water.hideplayer)
5245                 renderimask = RENDER_EXTERIORMODEL | RENDER_VIEWMODEL;
5246         else if (chase_active.integer || r_fb.water.renderingscene)
5247                 renderimask = RENDER_VIEWMODEL;
5248         else
5249                 renderimask = RENDER_EXTERIORMODEL;
5250         if (!r_drawviewmodel.integer)
5251                 renderimask |= RENDER_VIEWMODEL;
5252         if (!r_drawexteriormodel.integer)
5253                 renderimask |= RENDER_EXTERIORMODEL;
5254         memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
5255         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
5256         {
5257                 // worldmodel can check visibility
5258                 for (i = 0;i < r_refdef.scene.numentities;i++)
5259                 {
5260                         ent = r_refdef.scene.entities[i];
5261                         if (!(ent->flags & renderimask))
5262                         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)))
5263                         if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_WORLDOBJECT | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
5264                                 r_refdef.viewcache.entityvisible[i] = true;
5265                 }
5266         }
5267         else
5268         {
5269                 // no worldmodel or it can't check visibility
5270                 for (i = 0;i < r_refdef.scene.numentities;i++)
5271                 {
5272                         ent = r_refdef.scene.entities[i];
5273                         if (!(ent->flags & renderimask))
5274                         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)))
5275                                 r_refdef.viewcache.entityvisible[i] = true;
5276                 }
5277         }
5278         if(r_cullentities_trace.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
5279                 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
5280         {
5281                 for (i = 0;i < r_refdef.scene.numentities;i++)
5282                 {
5283                         if (!r_refdef.viewcache.entityvisible[i])
5284                                 continue;
5285                         ent = r_refdef.scene.entities[i];
5286                         if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
5287                         {
5288                                 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
5289                                 if (samples < 0)
5290                                         continue; // temp entities do pvs only
5291                                 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
5292                                         ent->last_trace_visibility = realtime;
5293                                 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
5294                                         r_refdef.viewcache.entityvisible[i] = 0;
5295                         }
5296                 }
5297         }
5298 }
5299
5300 /// only used if skyrendermasked, and normally returns false
5301 static int R_DrawBrushModelsSky (void)
5302 {
5303         int i, sky;
5304         entity_render_t *ent;
5305
5306         sky = false;
5307         for (i = 0;i < r_refdef.scene.numentities;i++)
5308         {
5309                 if (!r_refdef.viewcache.entityvisible[i])
5310                         continue;
5311                 ent = r_refdef.scene.entities[i];
5312                 if (!ent->model || !ent->model->DrawSky)
5313                         continue;
5314                 ent->model->DrawSky(ent);
5315                 sky = true;
5316         }
5317         return sky;
5318 }
5319
5320 static void R_DrawNoModel(entity_render_t *ent);
5321 static void R_DrawModels(void)
5322 {
5323         int i;
5324         entity_render_t *ent;
5325
5326         for (i = 0;i < r_refdef.scene.numentities;i++)
5327         {
5328                 if (!r_refdef.viewcache.entityvisible[i])
5329                         continue;
5330                 ent = r_refdef.scene.entities[i];
5331                 r_refdef.stats[r_stat_entities]++;
5332                 /*
5333                 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
5334                 {
5335                         vec3_t f, l, u, o;
5336                         Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
5337                         Con_Printf("R_DrawModels\n");
5338                         Con_Printf("model %s O %f %f %f F %f %f %f L %f %f %f U %f %f %f\n", ent->model->name, o[0], o[1], o[2], f[0], f[1], f[2], l[0], l[1], l[2], u[0], u[1], u[2]);
5339                         Con_Printf("group: %i %f %i %f %i %f %i %f\n", ent->framegroupblend[0].frame, ent->framegroupblend[0].lerp, ent->framegroupblend[1].frame, ent->framegroupblend[1].lerp, ent->framegroupblend[2].frame, ent->framegroupblend[2].lerp, ent->framegroupblend[3].frame, ent->framegroupblend[3].lerp);
5340                         Con_Printf("blend: %i %f %i %f %i %f %i %f %i %f %i %f %i %f %i %f\n", ent->frameblend[0].subframe, ent->frameblend[0].lerp, ent->frameblend[1].subframe, ent->frameblend[1].lerp, ent->frameblend[2].subframe, ent->frameblend[2].lerp, ent->frameblend[3].subframe, ent->frameblend[3].lerp, ent->frameblend[4].subframe, ent->frameblend[4].lerp, ent->frameblend[5].subframe, ent->frameblend[5].lerp, ent->frameblend[6].subframe, ent->frameblend[6].lerp, ent->frameblend[7].subframe, ent->frameblend[7].lerp);
5341                 }
5342                 */
5343                 if (ent->model && ent->model->Draw != NULL)
5344                         ent->model->Draw(ent);
5345                 else
5346                         R_DrawNoModel(ent);
5347         }
5348 }
5349
5350 static void R_DrawModelsDepth(void)
5351 {
5352         int i;
5353         entity_render_t *ent;
5354
5355         for (i = 0;i < r_refdef.scene.numentities;i++)
5356         {
5357                 if (!r_refdef.viewcache.entityvisible[i])
5358                         continue;
5359                 ent = r_refdef.scene.entities[i];
5360                 if (ent->model && ent->model->DrawDepth != NULL)
5361                         ent->model->DrawDepth(ent);
5362         }
5363 }
5364
5365 static void R_DrawModelsDebug(void)
5366 {
5367         int i;
5368         entity_render_t *ent;
5369
5370         for (i = 0;i < r_refdef.scene.numentities;i++)
5371         {
5372                 if (!r_refdef.viewcache.entityvisible[i])
5373                         continue;
5374                 ent = r_refdef.scene.entities[i];
5375                 if (ent->model && ent->model->DrawDebug != NULL)
5376                         ent->model->DrawDebug(ent);
5377         }
5378 }
5379
5380 static void R_DrawModelsAddWaterPlanes(void)
5381 {
5382         int i;
5383         entity_render_t *ent;
5384
5385         for (i = 0;i < r_refdef.scene.numentities;i++)
5386         {
5387                 if (!r_refdef.viewcache.entityvisible[i])
5388                         continue;
5389                 ent = r_refdef.scene.entities[i];
5390                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5391                         ent->model->DrawAddWaterPlanes(ent);
5392         }
5393 }
5394
5395 static float irisvecs[7][3] = {{0, 0, 0}, {-1, 0, 0}, {1, 0, 0}, {0, -1, 0}, {0, 1, 0}, {0, 0, -1}, {0, 0, 1}};
5396
5397 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5398 {
5399         if (r_hdr_irisadaptation.integer)
5400         {
5401                 vec3_t p;
5402                 vec3_t ambient;
5403                 vec3_t diffuse;
5404                 vec3_t diffusenormal;
5405                 vec3_t forward;
5406                 vec_t brightness = 0.0f;
5407                 vec_t goal;
5408                 vec_t current;
5409                 vec_t d;
5410                 int c;
5411                 VectorCopy(r_refdef.view.forward, forward);
5412                 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
5413                 {
5414                         p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
5415                         p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
5416                         p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
5417                         R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5418                         d = DotProduct(forward, diffusenormal);
5419                         brightness += VectorLength(ambient);
5420                         if (d > 0)
5421                                 brightness += d * VectorLength(diffuse);
5422                 }
5423                 brightness *= 1.0f / c;
5424                 brightness += 0.00001f; // make sure it's never zero
5425                 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5426                 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5427                 current = r_hdr_irisadaptation_value.value;
5428                 if (current < goal)
5429                         current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5430                 else if (current > goal)
5431                         current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5432                 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5433                         Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5434         }
5435         else if (r_hdr_irisadaptation_value.value != 1.0f)
5436                 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5437 }
5438
5439 static void R_View_SetFrustum(const int *scissor)
5440 {
5441         int i;
5442         double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5443         vec3_t forward, left, up, origin, v;
5444
5445         if(scissor)
5446         {
5447                 // flipped x coordinates (because x points left here)
5448                 fpx =  1.0 - 2.0 * (scissor[0]              - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5449                 fnx =  1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5450
5451                 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5452                 switch(vid.renderpath)
5453                 {
5454                         case RENDERPATH_D3D9:
5455                         case RENDERPATH_D3D10:
5456                         case RENDERPATH_D3D11:
5457                                 // non-flipped y coordinates
5458                                 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5459                                 fpy = -1.0 + 2.0 * (vid.height - scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5460                                 break;
5461                         case RENDERPATH_SOFT:
5462                         case RENDERPATH_GL11:
5463                         case RENDERPATH_GL13:
5464                         case RENDERPATH_GL20:
5465                         case RENDERPATH_GLES1:
5466                         case RENDERPATH_GLES2:
5467                                 // non-flipped y coordinates
5468                                 fny = -1.0 + 2.0 * (scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5469                                 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5470                                 break;
5471                 }
5472         }
5473
5474         // we can't trust r_refdef.view.forward and friends in reflected scenes
5475         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5476
5477 #if 0
5478         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5479         r_refdef.view.frustum[0].normal[1] = 0 - 0;
5480         r_refdef.view.frustum[0].normal[2] = -1 - 0;
5481         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5482         r_refdef.view.frustum[1].normal[1] = 0 + 0;
5483         r_refdef.view.frustum[1].normal[2] = -1 + 0;
5484         r_refdef.view.frustum[2].normal[0] = 0 - 0;
5485         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5486         r_refdef.view.frustum[2].normal[2] = -1 - 0;
5487         r_refdef.view.frustum[3].normal[0] = 0 + 0;
5488         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5489         r_refdef.view.frustum[3].normal[2] = -1 + 0;
5490 #endif
5491
5492 #if 0
5493         zNear = r_refdef.nearclip;
5494         nudge = 1.0 - 1.0 / (1<<23);
5495         r_refdef.view.frustum[4].normal[0] = 0 - 0;
5496         r_refdef.view.frustum[4].normal[1] = 0 - 0;
5497         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5498         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5499         r_refdef.view.frustum[5].normal[0] = 0 + 0;
5500         r_refdef.view.frustum[5].normal[1] = 0 + 0;
5501         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5502         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5503 #endif
5504
5505
5506
5507 #if 0
5508         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5509         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5510         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5511         r_refdef.view.frustum[0].dist = m[15] - m[12];
5512
5513         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5514         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5515         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5516         r_refdef.view.frustum[1].dist = m[15] + m[12];
5517
5518         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5519         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5520         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5521         r_refdef.view.frustum[2].dist = m[15] - m[13];
5522
5523         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5524         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5525         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5526         r_refdef.view.frustum[3].dist = m[15] + m[13];
5527
5528         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5529         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5530         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5531         r_refdef.view.frustum[4].dist = m[15] - m[14];
5532
5533         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5534         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5535         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5536         r_refdef.view.frustum[5].dist = m[15] + m[14];
5537 #endif
5538
5539         if (r_refdef.view.useperspective)
5540         {
5541                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5542                 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]);
5543                 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]);
5544                 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]);
5545                 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]);
5546
5547                 // then the normals from the corners relative to origin
5548                 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5549                 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5550                 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5551                 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5552
5553                 // in a NORMAL view, forward cross left == up
5554                 // in a REFLECTED view, forward cross left == down
5555                 // so our cross products above need to be adjusted for a left handed coordinate system
5556                 CrossProduct(forward, left, v);
5557                 if(DotProduct(v, up) < 0)
5558                 {
5559                         VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5560                         VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5561                         VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5562                         VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5563                 }
5564
5565                 // Leaving those out was a mistake, those were in the old code, and they
5566                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5567                 // I couldn't reproduce it after adding those normalizations. --blub
5568                 VectorNormalize(r_refdef.view.frustum[0].normal);
5569                 VectorNormalize(r_refdef.view.frustum[1].normal);
5570                 VectorNormalize(r_refdef.view.frustum[2].normal);
5571                 VectorNormalize(r_refdef.view.frustum[3].normal);
5572
5573                 // make the corners absolute
5574                 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5575                 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5576                 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5577                 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5578
5579                 // one more normal
5580                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5581
5582                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5583                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5584                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5585                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5586                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5587         }
5588         else
5589         {
5590                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5591                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5592                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5593                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5594                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5595                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5596                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5597                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5598                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5599                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5600         }
5601         r_refdef.view.numfrustumplanes = 5;
5602
5603         if (r_refdef.view.useclipplane)
5604         {
5605                 r_refdef.view.numfrustumplanes = 6;
5606                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5607         }
5608
5609         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5610                 PlaneClassify(r_refdef.view.frustum + i);
5611
5612         // LordHavoc: note to all quake engine coders, Quake had a special case
5613         // for 90 degrees which assumed a square view (wrong), so I removed it,
5614         // Quake2 has it disabled as well.
5615
5616         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5617         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5618         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5619         //PlaneClassify(&frustum[0]);
5620
5621         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5622         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5623         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5624         //PlaneClassify(&frustum[1]);
5625
5626         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5627         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5628         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5629         //PlaneClassify(&frustum[2]);
5630
5631         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5632         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5633         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5634         //PlaneClassify(&frustum[3]);
5635
5636         // nearclip plane
5637         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5638         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5639         //PlaneClassify(&frustum[4]);
5640 }
5641
5642 static void R_View_UpdateWithScissor(const int *myscissor)
5643 {
5644         R_Main_ResizeViewCache();
5645         R_View_SetFrustum(myscissor);
5646         R_View_WorldVisibility(r_refdef.view.useclipplane);
5647         R_View_UpdateEntityVisible();
5648         R_View_UpdateEntityLighting();
5649 }
5650
5651 static void R_View_Update(void)
5652 {
5653         R_Main_ResizeViewCache();
5654         R_View_SetFrustum(NULL);
5655         R_View_WorldVisibility(r_refdef.view.useclipplane);
5656         R_View_UpdateEntityVisible();
5657         R_View_UpdateEntityLighting();
5658 }
5659
5660 float viewscalefpsadjusted = 1.0f;
5661
5662 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5663 {
5664         float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5665         scale = bound(0.03125f, scale, 1.0f);
5666         *outwidth = (int)ceil(width * scale);
5667         *outheight = (int)ceil(height * scale);
5668 }
5669
5670 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5671 {
5672         const float *customclipplane = NULL;
5673         float plane[4];
5674         int /*rtwidth,*/ rtheight, scaledwidth, scaledheight;
5675         if (r_refdef.view.useclipplane && allowwaterclippingplane)
5676         {
5677                 // LordHavoc: couldn't figure out how to make this approach the
5678                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5679                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5680                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5681                         dist = r_refdef.view.clipplane.dist;
5682                 plane[0] = r_refdef.view.clipplane.normal[0];
5683                 plane[1] = r_refdef.view.clipplane.normal[1];
5684                 plane[2] = r_refdef.view.clipplane.normal[2];
5685                 plane[3] = -dist;
5686                 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5687         }
5688
5689         //rtwidth = fbo ? R_TextureWidth(depthtexture ? depthtexture : colortexture) : vid.width;
5690         rtheight = fbo ? R_TextureHeight(depthtexture ? depthtexture : colortexture) : vid.height;
5691
5692         R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5693         if (!r_refdef.view.useperspective)
5694                 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
5695         else if (vid.stencil && r_useinfinitefarclip.integer)
5696                 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
5697         else
5698                 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
5699         R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5700         R_SetViewport(&r_refdef.view.viewport);
5701         if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5702         {
5703                 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5704                 float screenplane[4];
5705                 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5706                 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5707                 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5708                 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5709                 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5710         }
5711 }
5712
5713 void R_EntityMatrix(const matrix4x4_t *matrix)
5714 {
5715         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5716         {
5717                 gl_modelmatrixchanged = false;
5718                 gl_modelmatrix = *matrix;
5719                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5720                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5721                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5722                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5723                 CHECKGLERROR
5724                 switch(vid.renderpath)
5725                 {
5726                 case RENDERPATH_D3D9:
5727 #ifdef SUPPORTD3D
5728                         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5729                         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5730 #endif
5731                         break;
5732                 case RENDERPATH_D3D10:
5733                         Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5734                         break;
5735                 case RENDERPATH_D3D11:
5736                         Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5737                         break;
5738                 case RENDERPATH_GL11:
5739                 case RENDERPATH_GL13:
5740                 case RENDERPATH_GLES1:
5741 #ifndef USE_GLES2
5742                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5743 #endif
5744                         break;
5745                 case RENDERPATH_SOFT:
5746                         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5747                         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5748                         break;
5749                 case RENDERPATH_GL20:
5750                 case RENDERPATH_GLES2:
5751                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5752                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5753                         break;
5754                 }
5755         }
5756 }
5757
5758 void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, float x2, float y2)
5759 {
5760         r_viewport_t viewport;
5761
5762         CHECKGLERROR
5763
5764         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5765         R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, x2, y2, -10, 100, NULL);
5766         R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5767         R_SetViewport(&viewport);
5768         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5769         GL_Color(1, 1, 1, 1);
5770         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5771         GL_BlendFunc(GL_ONE, GL_ZERO);
5772         GL_ScissorTest(false);
5773         GL_DepthMask(false);
5774         GL_DepthRange(0, 1);
5775         GL_DepthTest(false);
5776         GL_DepthFunc(GL_LEQUAL);
5777         R_EntityMatrix(&identitymatrix);
5778         R_Mesh_ResetTextureState();
5779         GL_PolygonOffset(0, 0);
5780         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5781         switch(vid.renderpath)
5782         {
5783         case RENDERPATH_GL11:
5784         case RENDERPATH_GL13:
5785         case RENDERPATH_GL20:
5786         case RENDERPATH_GLES1:
5787         case RENDERPATH_GLES2:
5788                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5789                 break;
5790         case RENDERPATH_D3D9:
5791         case RENDERPATH_D3D10:
5792         case RENDERPATH_D3D11:
5793         case RENDERPATH_SOFT:
5794                 break;
5795         }
5796         GL_CullFace(GL_NONE);
5797
5798         CHECKGLERROR
5799 }
5800
5801 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5802 {
5803         DrawQ_Finish();
5804
5805         R_ResetViewRendering2D_Common(fbo, depthtexture, colortexture, 1, 1);
5806 }
5807
5808 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5809 {
5810         DrawQ_Finish();
5811
5812         R_SetupView(true, fbo, depthtexture, colortexture);
5813         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5814         GL_Color(1, 1, 1, 1);
5815         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5816         GL_BlendFunc(GL_ONE, GL_ZERO);
5817         GL_ScissorTest(true);
5818         GL_DepthMask(true);
5819         GL_DepthRange(0, 1);
5820         GL_DepthTest(true);
5821         GL_DepthFunc(GL_LEQUAL);
5822         R_EntityMatrix(&identitymatrix);
5823         R_Mesh_ResetTextureState();
5824         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5825         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5826         switch(vid.renderpath)
5827         {
5828         case RENDERPATH_GL11:
5829         case RENDERPATH_GL13:
5830         case RENDERPATH_GL20:
5831         case RENDERPATH_GLES1:
5832         case RENDERPATH_GLES2:
5833                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5834                 break;
5835         case RENDERPATH_D3D9:
5836         case RENDERPATH_D3D10:
5837         case RENDERPATH_D3D11:
5838         case RENDERPATH_SOFT:
5839                 break;
5840         }
5841         GL_CullFace(r_refdef.view.cullface_back);
5842 }
5843
5844 /*
5845 ================
5846 R_RenderView_UpdateViewVectors
5847 ================
5848 */
5849 void R_RenderView_UpdateViewVectors(void)
5850 {
5851         // break apart the view matrix into vectors for various purposes
5852         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5853         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5854         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5855         VectorNegate(r_refdef.view.left, r_refdef.view.right);
5856         // make an inverted copy of the view matrix for tracking sprites
5857         Matrix4x4_Invert_Full(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5858 }
5859
5860 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5861 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5862
5863 static void R_Water_StartFrame(void)
5864 {
5865         int i;
5866         int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5867         r_waterstate_waterplane_t *p;
5868         qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
5869
5870         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5871                 return;
5872
5873         switch(vid.renderpath)
5874         {
5875         case RENDERPATH_GL20:
5876         case RENDERPATH_D3D9:
5877         case RENDERPATH_D3D10:
5878         case RENDERPATH_D3D11:
5879         case RENDERPATH_SOFT:
5880         case RENDERPATH_GLES2:
5881                 break;
5882         case RENDERPATH_GL11:
5883         case RENDERPATH_GL13:
5884         case RENDERPATH_GLES1:
5885                 return;
5886         }
5887
5888         // set waterwidth and waterheight to the water resolution that will be
5889         // used (often less than the screen resolution for faster rendering)
5890         R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5891
5892         // calculate desired texture sizes
5893         // can't use water if the card does not support the texture size
5894         if (!r_water.integer || r_showsurfaces.integer)
5895                 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5896         else if (vid.support.arb_texture_non_power_of_two)
5897         {
5898                 texturewidth = waterwidth;
5899                 textureheight = waterheight;
5900                 camerawidth = waterwidth;
5901                 cameraheight = waterheight;
5902         }
5903         else
5904         {
5905                 for (texturewidth   = 1;texturewidth     <  waterwidth ;texturewidth   *= 2);
5906                 for (textureheight  = 1;textureheight    <  waterheight;textureheight  *= 2);
5907                 for (camerawidth    = 1;camerawidth  * 2 <= waterwidth ;camerawidth    *= 2);
5908                 for (cameraheight   = 1;cameraheight * 2 <= waterheight;cameraheight   *= 2);
5909         }
5910
5911         // allocate textures as needed
5912         if (r_fb.water.texturewidth != texturewidth || r_fb.water.textureheight != textureheight || r_fb.water.camerawidth != camerawidth || r_fb.water.cameraheight != cameraheight || (r_fb.depthtexture && !usewaterfbo))
5913         {
5914                 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5915                 for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++)
5916                 {
5917                         if (p->texture_refraction)
5918                                 R_FreeTexture(p->texture_refraction);
5919                         p->texture_refraction = NULL;
5920                         if (p->fbo_refraction)
5921                                 R_Mesh_DestroyFramebufferObject(p->fbo_refraction);
5922                         p->fbo_refraction = 0;
5923                         if (p->texture_reflection)
5924                                 R_FreeTexture(p->texture_reflection);
5925                         p->texture_reflection = NULL;
5926                         if (p->fbo_reflection)
5927                                 R_Mesh_DestroyFramebufferObject(p->fbo_reflection);
5928                         p->fbo_reflection = 0;
5929                         if (p->texture_camera)
5930                                 R_FreeTexture(p->texture_camera);
5931                         p->texture_camera = NULL;
5932                         if (p->fbo_camera)
5933                                 R_Mesh_DestroyFramebufferObject(p->fbo_camera);
5934                         p->fbo_camera = 0;
5935                 }
5936                 memset(&r_fb.water, 0, sizeof(r_fb.water));
5937                 r_fb.water.texturewidth = texturewidth;
5938                 r_fb.water.textureheight = textureheight;
5939                 r_fb.water.camerawidth = camerawidth;
5940                 r_fb.water.cameraheight = cameraheight;
5941         }
5942
5943         if (r_fb.water.texturewidth)
5944         {
5945                 int scaledwidth, scaledheight;
5946
5947                 r_fb.water.enabled = true;
5948
5949                 // water resolution is usually reduced
5950                 r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5951                 r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5952                 R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight);
5953
5954                 // set up variables that will be used in shader setup
5955                 r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5956                 r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5957                 r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5958                 r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5959         }
5960
5961         r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5962         r_fb.water.numwaterplanes = 0;
5963 }
5964
5965 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5966 {
5967         int planeindex, bestplaneindex, vertexindex;
5968         vec3_t mins, maxs, normal, center, v, n;
5969         vec_t planescore, bestplanescore;
5970         mplane_t plane;
5971         r_waterstate_waterplane_t *p;
5972         texture_t *t = R_GetCurrentTexture(surface->texture);
5973
5974         rsurface.texture = t;
5975         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5976         // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
5977         if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
5978                 return;
5979         // average the vertex normals, find the surface bounds (after deformvertexes)
5980         Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
5981         Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
5982         VectorCopy(n, normal);
5983         VectorCopy(v, mins);
5984         VectorCopy(v, maxs);
5985         for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
5986         {
5987                 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5988                 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5989                 VectorAdd(normal, n, normal);
5990                 mins[0] = min(mins[0], v[0]);
5991                 mins[1] = min(mins[1], v[1]);
5992                 mins[2] = min(mins[2], v[2]);
5993                 maxs[0] = max(maxs[0], v[0]);
5994                 maxs[1] = max(maxs[1], v[1]);
5995                 maxs[2] = max(maxs[2], v[2]);
5996         }
5997         VectorNormalize(normal);
5998         VectorMAM(0.5f, mins, 0.5f, maxs, center);
5999
6000         VectorCopy(normal, plane.normal);
6001         VectorNormalize(plane.normal);
6002         plane.dist = DotProduct(center, plane.normal);
6003         PlaneClassify(&plane);
6004         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
6005         {
6006                 // skip backfaces (except if nocullface is set)
6007 //              if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
6008 //                      return;
6009                 VectorNegate(plane.normal, plane.normal);
6010                 plane.dist *= -1;
6011                 PlaneClassify(&plane);
6012         }
6013
6014
6015         // find a matching plane if there is one
6016         bestplaneindex = -1;
6017         bestplanescore = 1048576.0f;
6018         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
6019         {
6020                 if(p->camera_entity == t->camera_entity)
6021                 {
6022                         planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
6023                         if (bestplaneindex < 0 || bestplanescore > planescore)
6024                         {
6025                                 bestplaneindex = planeindex;
6026                                 bestplanescore = planescore;
6027                         }
6028                 }
6029         }
6030         planeindex = bestplaneindex;
6031
6032         // if this surface does not fit any known plane rendered this frame, add one
6033         if (planeindex < 0 || bestplanescore > 0.001f)
6034         {
6035                 if (r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
6036                 {
6037                         // store the new plane
6038                         planeindex = r_fb.water.numwaterplanes++;
6039                         p = r_fb.water.waterplanes + planeindex;
6040                         p->plane = plane;
6041                         // clear materialflags and pvs
6042                         p->materialflags = 0;
6043                         p->pvsvalid = false;
6044                         p->camera_entity = t->camera_entity;
6045                         VectorCopy(mins, p->mins);
6046                         VectorCopy(maxs, p->maxs);
6047                 }
6048                 else
6049                 {
6050                         // We're totally screwed.
6051                         return;
6052                 }
6053         }
6054         else
6055         {
6056                 // merge mins/maxs when we're adding this surface to the plane
6057                 p = r_fb.water.waterplanes + planeindex;
6058                 p->mins[0] = min(p->mins[0], mins[0]);
6059                 p->mins[1] = min(p->mins[1], mins[1]);
6060                 p->mins[2] = min(p->mins[2], mins[2]);
6061                 p->maxs[0] = max(p->maxs[0], maxs[0]);
6062                 p->maxs[1] = max(p->maxs[1], maxs[1]);
6063                 p->maxs[2] = max(p->maxs[2], maxs[2]);
6064         }
6065         // merge this surface's materialflags into the waterplane
6066         p->materialflags |= t->currentmaterialflags;
6067         if(!(p->materialflags & MATERIALFLAG_CAMERA))
6068         {
6069                 // merge this surface's PVS into the waterplane
6070                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
6071                  && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
6072                 {
6073                         r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
6074                         p->pvsvalid = true;
6075                 }
6076         }
6077 }
6078
6079 extern cvar_t r_drawparticles;
6080 extern cvar_t r_drawdecals;
6081
6082 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6083 {
6084         int myscissor[4];
6085         r_refdef_view_t originalview;
6086         r_refdef_view_t myview;
6087         int planeindex, qualityreduction = 0, old_r_dynamic = 0, old_r_shadows = 0, old_r_worldrtlight = 0, old_r_dlight = 0, old_r_particles = 0, old_r_decals = 0;
6088         r_waterstate_waterplane_t *p;
6089         vec3_t visorigin;
6090         qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
6091         char vabuf[1024];
6092
6093         originalview = r_refdef.view;
6094
6095         // lowquality hack, temporarily shut down some cvars and restore afterwards
6096         qualityreduction = r_water_lowquality.integer;
6097         if (qualityreduction > 0)
6098         {
6099                 if (qualityreduction >= 1)
6100                 {
6101                         old_r_shadows = r_shadows.integer;
6102                         old_r_worldrtlight = r_shadow_realtime_world.integer;
6103                         old_r_dlight = r_shadow_realtime_dlight.integer;
6104                         Cvar_SetValueQuick(&r_shadows, 0);
6105                         Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
6106                         Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
6107                 }
6108                 if (qualityreduction >= 2)
6109                 {
6110                         old_r_dynamic = r_dynamic.integer;
6111                         old_r_particles = r_drawparticles.integer;
6112                         old_r_decals = r_drawdecals.integer;
6113                         Cvar_SetValueQuick(&r_dynamic, 0);
6114                         Cvar_SetValueQuick(&r_drawparticles, 0);
6115                         Cvar_SetValueQuick(&r_drawdecals, 0);
6116                 }
6117         }
6118
6119         // make sure enough textures are allocated
6120         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
6121         {
6122                 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
6123                         continue;
6124                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6125                 {
6126                         if (!p->texture_refraction)
6127                                 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_refraction", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6128                         if (!p->texture_refraction)
6129                                 goto error;
6130                         if (usewaterfbo)
6131                         {
6132                                 if (r_fb.water.depthtexture == NULL)
6133                                         r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6134                                 if (p->fbo_refraction == 0)
6135                                         p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
6136                         }
6137                 }
6138                 else if (p->materialflags & MATERIALFLAG_CAMERA)
6139                 {
6140                         if (!p->texture_camera)
6141                                 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_camera", planeindex), r_fb.water.camerawidth, r_fb.water.cameraheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
6142                         if (!p->texture_camera)
6143                                 goto error;
6144                         if (usewaterfbo)
6145                         {
6146                                 if (r_fb.water.depthtexture == NULL)
6147                                         r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6148                                 if (p->fbo_camera == 0)
6149                                         p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
6150                         }
6151                 }
6152
6153                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
6154                 {
6155                         if (!p->texture_reflection)
6156                                 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_reflection", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6157                         if (!p->texture_reflection)
6158                                 goto error;
6159                         if (usewaterfbo)
6160                         {
6161                                 if (r_fb.water.depthtexture == NULL)
6162                                         r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6163                                 if (p->fbo_reflection == 0)
6164                                         p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
6165                         }
6166                 }
6167         }
6168
6169         // render views
6170         r_refdef.view = originalview;
6171         r_refdef.view.showdebug = false;
6172         r_refdef.view.width = r_fb.water.waterwidth;
6173         r_refdef.view.height = r_fb.water.waterheight;
6174         r_refdef.view.useclipplane = true;
6175         myview = r_refdef.view;
6176         r_fb.water.renderingscene = true;
6177         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
6178         {
6179                 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
6180                         continue;
6181                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
6182                 {
6183                         r_refdef.view = myview;
6184                         if(r_water_scissormode.integer)
6185                         {
6186                                 R_SetupView(true, p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
6187                                 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
6188                                         continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
6189                         }
6190
6191                         // render reflected scene and copy into texture
6192                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
6193                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
6194                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
6195                         r_refdef.view.clipplane = p->plane;
6196                         // reverse the cullface settings for this render
6197                         r_refdef.view.cullface_front = GL_FRONT;
6198                         r_refdef.view.cullface_back = GL_BACK;
6199                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
6200                         {
6201                                 r_refdef.view.usecustompvs = true;
6202                                 if (p->pvsvalid)
6203                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
6204                                 else
6205                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
6206                         }
6207
6208                         r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer);
6209                         R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
6210                         R_ClearScreen(r_refdef.fogenabled);
6211                         if(r_water_scissormode.integer & 2)
6212                                 R_View_UpdateWithScissor(myscissor);
6213                         else
6214                                 R_View_Update();
6215                         R_AnimCache_CacheVisibleEntities();
6216                         if(r_water_scissormode.integer & 1)
6217                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
6218                         R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
6219
6220                         if (!p->fbo_reflection)
6221                                 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);
6222                         r_fb.water.hideplayer = false;
6223                 }
6224
6225                 // render the normal view scene and copy into texture
6226                 // (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)
6227                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6228                 {
6229                         r_refdef.view = myview;
6230                         if(r_water_scissormode.integer)
6231                         {
6232                                 R_SetupView(true, p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6233                                 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
6234                                         continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
6235                         }
6236
6237                         r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
6238
6239                         r_refdef.view.clipplane = p->plane;
6240                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
6241                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
6242
6243                         if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
6244                         {
6245                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
6246                                 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
6247                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
6248                                 R_RenderView_UpdateViewVectors();
6249                                 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
6250                                 {
6251                                         r_refdef.view.usecustompvs = true;
6252                                         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);
6253                                 }
6254                         }
6255
6256                         PlaneClassify(&r_refdef.view.clipplane);
6257
6258                         R_ResetViewRendering3D(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6259                         R_ClearScreen(r_refdef.fogenabled);
6260                         if(r_water_scissormode.integer & 2)
6261                                 R_View_UpdateWithScissor(myscissor);
6262                         else
6263                                 R_View_Update();
6264                         R_AnimCache_CacheVisibleEntities();
6265                         if(r_water_scissormode.integer & 1)
6266                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
6267                         R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6268
6269                         if (!p->fbo_refraction)
6270                                 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);
6271                         r_fb.water.hideplayer = false;
6272                 }
6273                 else if (p->materialflags & MATERIALFLAG_CAMERA)
6274                 {
6275                         r_refdef.view = myview;
6276
6277                         r_refdef.view.clipplane = p->plane;
6278                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
6279                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
6280
6281                         r_refdef.view.width = r_fb.water.camerawidth;
6282                         r_refdef.view.height = r_fb.water.cameraheight;
6283                         r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
6284                         r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
6285                         r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
6286                         r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
6287
6288                         if(p->camera_entity)
6289                         {
6290                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
6291                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
6292                         }
6293
6294                         // note: all of the view is used for displaying... so
6295                         // there is no use in scissoring
6296
6297                         // reverse the cullface settings for this render
6298                         r_refdef.view.cullface_front = GL_FRONT;
6299                         r_refdef.view.cullface_back = GL_BACK;
6300                         // also reverse the view matrix
6301                         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
6302                         R_RenderView_UpdateViewVectors();
6303                         if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
6304                         {
6305                                 r_refdef.view.usecustompvs = true;
6306                                 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);
6307                         }
6308                         
6309                         // camera needs no clipplane
6310                         r_refdef.view.useclipplane = false;
6311
6312                         PlaneClassify(&r_refdef.view.clipplane);
6313
6314                         r_fb.water.hideplayer = false;
6315
6316                         R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
6317                         R_ClearScreen(r_refdef.fogenabled);
6318                         R_View_Update();
6319                         R_AnimCache_CacheVisibleEntities();
6320                         R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
6321
6322                         if (!p->fbo_camera)
6323                                 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);
6324                         r_fb.water.hideplayer = false;
6325                 }
6326
6327         }
6328         if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
6329         r_fb.water.renderingscene = false;
6330         r_refdef.view = originalview;
6331         R_ResetViewRendering3D(fbo, depthtexture, colortexture);
6332         if (!r_fb.water.depthtexture)
6333                 R_ClearScreen(r_refdef.fogenabled);
6334         R_View_Update();
6335         R_AnimCache_CacheVisibleEntities();
6336         goto finish;
6337 error:
6338         r_refdef.view = originalview;
6339         r_fb.water.renderingscene = false;
6340         Cvar_SetValueQuick(&r_water, 0);
6341         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
6342 finish:
6343         // lowquality hack, restore cvars
6344         if (qualityreduction > 0)
6345         {
6346                 if (qualityreduction >= 1)
6347                 {
6348                         Cvar_SetValueQuick(&r_shadows, old_r_shadows);
6349                         Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
6350                         Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
6351                 }
6352                 if (qualityreduction >= 2)
6353                 {
6354                         Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
6355                         Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
6356                         Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
6357                 }
6358         }
6359 }
6360
6361 static void R_Bloom_StartFrame(void)
6362 {
6363         int i;
6364         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
6365         int viewwidth, viewheight;
6366         qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
6367         textype_t textype = TEXTYPE_COLORBUFFER;
6368
6369         switch (vid.renderpath)
6370         {
6371         case RENDERPATH_GL20:
6372                 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
6373                 if (vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two)
6374                 {
6375                         if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
6376                         if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
6377                 }
6378                 break;
6379         case RENDERPATH_GL11:
6380         case RENDERPATH_GL13:
6381         case RENDERPATH_GLES1:
6382         case RENDERPATH_GLES2:
6383         case RENDERPATH_D3D9:
6384         case RENDERPATH_D3D10:
6385         case RENDERPATH_D3D11:
6386                 r_fb.usedepthtextures = false;
6387                 break;
6388         case RENDERPATH_SOFT:
6389                 r_fb.usedepthtextures = true;
6390                 break;
6391         }
6392
6393         if (r_viewscale_fpsscaling.integer)
6394         {
6395                 double actualframetime;
6396                 double targetframetime;
6397                 double adjust;
6398                 actualframetime = r_refdef.lastdrawscreentime;
6399                 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
6400                 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
6401                 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
6402                 if (r_viewscale_fpsscaling_stepsize.value > 0)
6403                         adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
6404                 viewscalefpsadjusted += adjust;
6405                 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
6406         }
6407         else
6408                 viewscalefpsadjusted = 1.0f;
6409
6410         R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
6411
6412         switch(vid.renderpath)
6413         {
6414         case RENDERPATH_GL20:
6415         case RENDERPATH_D3D9:
6416         case RENDERPATH_D3D10:
6417         case RENDERPATH_D3D11:
6418         case RENDERPATH_SOFT:
6419         case RENDERPATH_GLES2:
6420                 break;
6421         case RENDERPATH_GL11:
6422         case RENDERPATH_GL13:
6423         case RENDERPATH_GLES1:
6424                 return;
6425         }
6426
6427         // set bloomwidth and bloomheight to the bloom resolution that will be
6428         // used (often less than the screen resolution for faster rendering)
6429         r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width);
6430         r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
6431         r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
6432         r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
6433         r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
6434
6435         // calculate desired texture sizes
6436         if (vid.support.arb_texture_non_power_of_two)
6437         {
6438                 screentexturewidth = vid.width;
6439                 screentextureheight = vid.height;
6440                 bloomtexturewidth = r_fb.bloomwidth;
6441                 bloomtextureheight = r_fb.bloomheight;
6442         }
6443         else
6444         {
6445                 for (screentexturewidth  = 1;screentexturewidth  < vid.width       ;screentexturewidth  *= 2);
6446                 for (screentextureheight = 1;screentextureheight < vid.height      ;screentextureheight *= 2);
6447                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_fb.bloomwidth ;bloomtexturewidth   *= 2);
6448                 for (bloomtextureheight  = 1;bloomtextureheight  < r_fb.bloomheight;bloomtextureheight  *= 2);
6449         }
6450
6451         if ((r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
6452         {
6453                 Cvar_SetValueQuick(&r_bloom, 0);
6454                 Cvar_SetValueQuick(&r_motionblur, 0);
6455                 Cvar_SetValueQuick(&r_damageblur, 0);
6456         }
6457
6458         if (!((r_glsl_postprocess.integer || r_fxaa.integer) || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))
6459          && !r_bloom.integer
6460          && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0))
6461          && !useviewfbo
6462          && r_viewscale.value == 1.0f
6463          && !r_viewscale_fpsscaling.integer)
6464                 screentexturewidth = screentextureheight = 0;
6465         if (!r_bloom.integer)
6466                 bloomtexturewidth = bloomtextureheight = 0;
6467
6468         // allocate textures as needed
6469         if (r_fb.screentexturewidth != screentexturewidth
6470          || r_fb.screentextureheight != screentextureheight
6471          || r_fb.bloomtexturewidth != bloomtexturewidth
6472          || r_fb.bloomtextureheight != bloomtextureheight
6473          || r_fb.textype != textype
6474          || useviewfbo != (r_fb.fbo != 0))
6475         {
6476                 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6477                 {
6478                         if (r_fb.bloomtexture[i])
6479                                 R_FreeTexture(r_fb.bloomtexture[i]);
6480                         r_fb.bloomtexture[i] = NULL;
6481
6482                         if (r_fb.bloomfbo[i])
6483                                 R_Mesh_DestroyFramebufferObject(r_fb.bloomfbo[i]);
6484                         r_fb.bloomfbo[i] = 0;
6485                 }
6486
6487                 if (r_fb.fbo)
6488                         R_Mesh_DestroyFramebufferObject(r_fb.fbo);
6489                 r_fb.fbo = 0;
6490
6491                 if (r_fb.colortexture)
6492                         R_FreeTexture(r_fb.colortexture);
6493                 r_fb.colortexture = NULL;
6494
6495                 if (r_fb.depthtexture)
6496                         R_FreeTexture(r_fb.depthtexture);
6497                 r_fb.depthtexture = NULL;
6498
6499                 if (r_fb.ghosttexture)
6500                         R_FreeTexture(r_fb.ghosttexture);
6501                 r_fb.ghosttexture = NULL;
6502
6503                 r_fb.screentexturewidth = screentexturewidth;
6504                 r_fb.screentextureheight = screentextureheight;
6505                 r_fb.bloomtexturewidth = bloomtexturewidth;
6506                 r_fb.bloomtextureheight = bloomtextureheight;
6507                 r_fb.textype = textype;
6508
6509                 if (r_fb.screentexturewidth && r_fb.screentextureheight)
6510                 {
6511                         if (r_motionblur.value > 0 || r_damageblur.value > 0)
6512                                 r_fb.ghosttexture = R_LoadTexture2D(r_main_texturepool, "framebuffermotionblur", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6513                         r_fb.ghosttexture_valid = false;
6514                         r_fb.colortexture = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6515                         if (useviewfbo)
6516                         {
6517                                 r_fb.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6518                                 r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6519                                 R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6520                         }
6521                 }
6522
6523                 if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight)
6524                 {
6525                         for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6526                         {
6527                                 r_fb.bloomtexture[i] = R_LoadTexture2D(r_main_texturepool, "framebufferbloom", r_fb.bloomtexturewidth, r_fb.bloomtextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6528                                 if (useviewfbo)
6529                                         r_fb.bloomfbo[i] = R_Mesh_CreateFramebufferObject(NULL, r_fb.bloomtexture[i], NULL, NULL, NULL);
6530                         }
6531                 }
6532         }
6533
6534         // bloom texture is a different resolution
6535         r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
6536         r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6537         r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
6538         r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
6539         r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight);
6540
6541         // set up a texcoord array for the full resolution screen image
6542         // (we have to keep this around to copy back during final render)
6543         r_fb.screentexcoord2f[0] = 0;
6544         r_fb.screentexcoord2f[1] = (float)viewheight    / (float)r_fb.screentextureheight;
6545         r_fb.screentexcoord2f[2] = (float)viewwidth     / (float)r_fb.screentexturewidth;
6546         r_fb.screentexcoord2f[3] = (float)viewheight    / (float)r_fb.screentextureheight;
6547         r_fb.screentexcoord2f[4] = (float)viewwidth     / (float)r_fb.screentexturewidth;
6548         r_fb.screentexcoord2f[5] = 0;
6549         r_fb.screentexcoord2f[6] = 0;
6550         r_fb.screentexcoord2f[7] = 0;
6551
6552         if(r_fb.fbo) 
6553         {
6554                 for (i = 1;i < 8;i += 2)
6555                 {
6556                         r_fb.screentexcoord2f[i] += 1 - (float)(viewheight + r_refdef.view.y) / (float)r_fb.screentextureheight;
6557                 }
6558         }
6559
6560         // set up a texcoord array for the reduced resolution bloom image
6561         // (which will be additive blended over the screen image)
6562         r_fb.bloomtexcoord2f[0] = 0;
6563         r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6564         r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth  / (float)r_fb.bloomtexturewidth;
6565         r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6566         r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth  / (float)r_fb.bloomtexturewidth;
6567         r_fb.bloomtexcoord2f[5] = 0;
6568         r_fb.bloomtexcoord2f[6] = 0;
6569         r_fb.bloomtexcoord2f[7] = 0;
6570
6571         switch(vid.renderpath)
6572         {
6573         case RENDERPATH_GL11:
6574         case RENDERPATH_GL13:
6575         case RENDERPATH_GL20:
6576         case RENDERPATH_SOFT:
6577         case RENDERPATH_GLES1:
6578         case RENDERPATH_GLES2:
6579                 break;
6580         case RENDERPATH_D3D9:
6581         case RENDERPATH_D3D10:
6582         case RENDERPATH_D3D11:
6583                 for (i = 0;i < 4;i++)
6584                 {
6585                         r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
6586                         r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
6587                         r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
6588                         r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
6589                 }
6590                 break;
6591         }
6592
6593         R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6594
6595         if (r_fb.fbo)
6596                 r_refdef.view.clear = true;
6597 }
6598
6599 static void R_Bloom_MakeTexture(void)
6600 {
6601         int x, range, dir;
6602         float xoffset, yoffset, r, brighten;
6603         rtexture_t *intex;
6604         float colorscale = r_bloom_colorscale.value;
6605
6606         r_refdef.stats[r_stat_bloom]++;
6607     
6608 #if 0
6609     // this copy is unnecessary since it happens in R_BlendView already
6610         if (!r_fb.fbo)
6611         {
6612                 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6613                 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6614         }
6615 #endif
6616
6617         // scale down screen texture to the bloom texture size
6618         CHECKGLERROR
6619         r_fb.bloomindex = 0;
6620         R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6621         R_SetViewport(&r_fb.bloomviewport);
6622         GL_DepthTest(false);
6623         GL_BlendFunc(GL_ONE, GL_ZERO);
6624         GL_Color(colorscale, colorscale, colorscale, 1);
6625         // 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...
6626         switch(vid.renderpath)
6627         {
6628         case RENDERPATH_GL11:
6629         case RENDERPATH_GL13:
6630         case RENDERPATH_GL20:
6631         case RENDERPATH_GLES1:
6632         case RENDERPATH_GLES2:
6633         case RENDERPATH_SOFT:
6634                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6635                 break;
6636         case RENDERPATH_D3D9:
6637         case RENDERPATH_D3D10:
6638         case RENDERPATH_D3D11:
6639                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6640                 break;
6641         }
6642         // TODO: do boxfilter scale-down in shader?
6643         R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true, true);
6644         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6645         r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6646
6647         // we now have a properly scaled bloom image
6648         if (!r_fb.bloomfbo[r_fb.bloomindex])
6649         {
6650                 // copy it into the bloom texture
6651                 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6652                 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6653         }
6654
6655         // multiply bloom image by itself as many times as desired
6656         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6657         {
6658                 intex = r_fb.bloomtexture[r_fb.bloomindex];
6659                 r_fb.bloomindex ^= 1;
6660                 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6661                 x *= 2;
6662                 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
6663                 if (!r_fb.bloomfbo[r_fb.bloomindex])
6664                 {
6665                         GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); // square it and multiply by two
6666                         GL_Color(r,r,r,1); // apply fix factor
6667                 }
6668                 else
6669                 {
6670                         if(x <= 2)
6671                                 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
6672                         GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
6673                         GL_Color(1,1,1,1); // no fix factor supported here
6674                 }
6675                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
6676                 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6677                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6678                 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6679
6680                 if (!r_fb.bloomfbo[r_fb.bloomindex])
6681                 {
6682                         // copy the darkened image to a texture
6683                         R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6684                         r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6685                 }
6686         }
6687
6688         range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
6689         brighten = r_bloom_brighten.value;
6690         brighten = sqrt(brighten);
6691         if(range >= 1)
6692                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6693
6694         for (dir = 0;dir < 2;dir++)
6695         {
6696                 intex = r_fb.bloomtexture[r_fb.bloomindex];
6697                 r_fb.bloomindex ^= 1;
6698                 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6699                 // blend on at multiple vertical offsets to achieve a vertical blur
6700                 // TODO: do offset blends using GLSL
6701                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6702                 GL_BlendFunc(GL_ONE, GL_ZERO);
6703                 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6704                 for (x = -range;x <= range;x++)
6705                 {
6706                         if (!dir){xoffset = 0;yoffset = x;}
6707                         else {xoffset = x;yoffset = 0;}
6708                         xoffset /= (float)r_fb.bloomtexturewidth;
6709                         yoffset /= (float)r_fb.bloomtextureheight;
6710                         // compute a texcoord array with the specified x and y offset
6711                         r_fb.offsettexcoord2f[0] = xoffset+r_fb.bloomtexcoord2f[0];
6712                         r_fb.offsettexcoord2f[1] = yoffset+r_fb.bloomtexcoord2f[1];
6713                         r_fb.offsettexcoord2f[2] = xoffset+r_fb.bloomtexcoord2f[2];
6714                         r_fb.offsettexcoord2f[3] = yoffset+r_fb.bloomtexcoord2f[3];
6715                         r_fb.offsettexcoord2f[4] = xoffset+r_fb.bloomtexcoord2f[4];
6716                         r_fb.offsettexcoord2f[5] = yoffset+r_fb.bloomtexcoord2f[5];
6717                         r_fb.offsettexcoord2f[6] = xoffset+r_fb.bloomtexcoord2f[6];
6718                         r_fb.offsettexcoord2f[7] = yoffset+r_fb.bloomtexcoord2f[7];
6719                         // this r value looks like a 'dot' particle, fading sharply to
6720                         // black at the edges
6721                         // (probably not realistic but looks good enough)
6722                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6723                         //r = brighten/(range*2+1);
6724                         r = brighten / (range * 2 + 1);
6725                         if(range >= 1)
6726                                 r *= (1 - x*x/(float)(range*range));
6727                         GL_Color(r, r, r, 1);
6728                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
6729                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6730                         r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6731                         GL_BlendFunc(GL_ONE, GL_ONE);
6732                 }
6733
6734                 if (!r_fb.bloomfbo[r_fb.bloomindex])
6735                 {
6736                         // copy the vertically or horizontally blurred bloom view to a texture
6737                         R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6738                         r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6739                 }
6740         }
6741 }
6742
6743 static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6744 {
6745         unsigned int permutation;
6746         float uservecs[4][4];
6747
6748         R_EntityMatrix(&identitymatrix);
6749
6750         switch (vid.renderpath)
6751         {
6752         case RENDERPATH_GL20:
6753         case RENDERPATH_D3D9:
6754         case RENDERPATH_D3D10:
6755         case RENDERPATH_D3D11:
6756         case RENDERPATH_SOFT:
6757         case RENDERPATH_GLES2:
6758                 permutation =
6759                           (r_fb.bloomtexture[r_fb.bloomindex] ? SHADERPERMUTATION_BLOOM : 0)
6760                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6761                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6762                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6763                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6764
6765                 if (r_fb.colortexture)
6766                 {
6767                         if (!r_fb.fbo)
6768                         {
6769                                 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6770                                 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6771                         }
6772
6773                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
6774                         {
6775                                 // declare variables
6776                                 float blur_factor, blur_mouseaccel, blur_velocity;
6777                                 static float blur_average; 
6778                                 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6779
6780                                 // set a goal for the factoring
6781                                 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value) 
6782                                         / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6783                                 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value) 
6784                                         / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6785                                 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value) 
6786                                         + (blur_mouseaccel * r_motionblur_mousefactor.value));
6787
6788                                 // from the goal, pick an averaged value between goal and last value
6789                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6790                                 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6791
6792                                 // enforce minimum amount of blur 
6793                                 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6794
6795                                 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6796
6797                                 // calculate values into a standard alpha
6798                                 cl.motionbluralpha = 1 - exp(-
6799                                                 (
6800                                                  (r_motionblur.value * blur_factor / 80)
6801                                                  +
6802                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6803                                                 )
6804                                                 /
6805                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
6806                                           );
6807
6808                                 // randomization for the blur value to combat persistent ghosting
6809                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6810                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6811
6812                                 // apply the blur
6813                                 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
6814                                 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
6815                                 {
6816                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6817                                         GL_Color(1, 1, 1, cl.motionbluralpha);
6818                                         switch(vid.renderpath)
6819                                         {
6820                                         case RENDERPATH_GL11:
6821                                         case RENDERPATH_GL13:
6822                                         case RENDERPATH_GL20:
6823                                         case RENDERPATH_GLES1:
6824                                         case RENDERPATH_GLES2:
6825                                         case RENDERPATH_SOFT:
6826                                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6827                                                 break;
6828                                         case RENDERPATH_D3D9:
6829                                         case RENDERPATH_D3D10:
6830                                         case RENDERPATH_D3D11:
6831                                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6832                                                 break;
6833                                         }
6834                                         R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
6835                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6836                                         r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6837                                 }
6838
6839                                 // updates old view angles for next pass
6840                                 VectorCopy(cl.viewangles, blur_oldangles);
6841
6842                                 // copy view into the ghost texture
6843                                 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6844                                 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6845                                 r_fb.ghosttexture_valid = true;
6846                         }
6847                 }
6848                 else
6849                 {
6850                         // no r_fb.colortexture means we're rendering to the real fb
6851                         // we may still have to do view tint...
6852                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6853                         {
6854                                 // apply a color tint to the whole view
6855                                 R_ResetViewRendering2D(0, NULL, NULL);
6856                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6857                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6858                                 R_SetupShader_Generic_NoTexture(false, true);
6859                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6860                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6861                         }
6862                         break; // no screen processing, no bloom, skip it
6863                 }
6864
6865                 if (r_fb.bloomtexture[0])
6866                 {
6867                         // make the bloom texture
6868                         R_Bloom_MakeTexture();
6869                 }
6870
6871 #if _MSC_VER >= 1400
6872 #define sscanf sscanf_s
6873 #endif
6874                 memset(uservecs, 0, sizeof(uservecs));
6875                 if (r_glsl_postprocess_uservec1_enable.integer)
6876                         sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6877                 if (r_glsl_postprocess_uservec2_enable.integer)
6878                         sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6879                 if (r_glsl_postprocess_uservec3_enable.integer)
6880                         sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6881                 if (r_glsl_postprocess_uservec4_enable.integer)
6882                         sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6883
6884                 R_ResetViewRendering2D(0, NULL, NULL); // here we render to the real framebuffer!
6885                 GL_Color(1, 1, 1, 1);
6886                 GL_BlendFunc(GL_ONE, GL_ZERO);
6887
6888                 switch(vid.renderpath)
6889                 {
6890                 case RENDERPATH_GL20:
6891                 case RENDERPATH_GLES2:
6892                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6893                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6894                         if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First     , r_fb.colortexture);
6895                         if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second    , r_fb.bloomtexture[r_fb.bloomindex]);
6896                         if (r_glsl_permutation->tex_Texture_GammaRamps      >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps       );
6897                         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]);
6898                         if (r_glsl_permutation->loc_PixelSize               >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize         , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6899                         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]);
6900                         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]);
6901                         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]);
6902                         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]);
6903                         if (r_glsl_permutation->loc_Saturation              >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
6904                         if (r_glsl_permutation->loc_PixelToScreenTexCoord   >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6905                         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);
6906                         break;
6907                 case RENDERPATH_D3D9:
6908 #ifdef SUPPORTD3D
6909                         // 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...
6910                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6911                         R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6912                         R_Mesh_TexBind(GL20TU_FIRST     , r_fb.colortexture);
6913                         R_Mesh_TexBind(GL20TU_SECOND    , r_fb.bloomtexture[r_fb.bloomindex]);
6914                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
6915                         hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor        , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6916                         hlslPSSetParameter2f(D3DPSREGISTER_PixelSize            , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6917                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec1             , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6918                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec2             , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6919                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec3             , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6920                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec4             , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6921                         hlslPSSetParameter1f(D3DPSREGISTER_Saturation           , r_glsl_saturation.value);
6922                         hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6923                         hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6924 #endif
6925                         break;
6926                 case RENDERPATH_D3D10:
6927                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6928                         break;
6929                 case RENDERPATH_D3D11:
6930                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6931                         break;
6932                 case RENDERPATH_SOFT:
6933                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6934                         R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6935                         R_Mesh_TexBind(GL20TU_FIRST     , r_fb.colortexture);
6936                         R_Mesh_TexBind(GL20TU_SECOND    , r_fb.bloomtexture[r_fb.bloomindex]);
6937                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
6938                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor     , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6939                         DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize         , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6940                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1          , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6941                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2          , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6942                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3          , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6943                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4          , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6944                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation        , r_glsl_saturation.value);
6945                         DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6946                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6947                         break;
6948                 default:
6949                         break;
6950                 }
6951                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6952                 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
6953                 break;
6954         case RENDERPATH_GL11:
6955         case RENDERPATH_GL13:
6956         case RENDERPATH_GLES1:
6957                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6958                 {
6959                         // apply a color tint to the whole view
6960                         R_ResetViewRendering2D(0, NULL, NULL);
6961                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6962                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6963                         R_SetupShader_Generic_NoTexture(false, true);
6964                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6965                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6966                 }
6967                 break;
6968         }
6969 }
6970
6971 matrix4x4_t r_waterscrollmatrix;
6972
6973 void R_UpdateFog(void)
6974 {
6975         // Nehahra fog
6976         if (gamemode == GAME_NEHAHRA)
6977         {
6978                 if (gl_fogenable.integer)
6979                 {
6980                         r_refdef.oldgl_fogenable = true;
6981                         r_refdef.fog_density = gl_fogdensity.value;
6982                         r_refdef.fog_red = gl_fogred.value;
6983                         r_refdef.fog_green = gl_foggreen.value;
6984                         r_refdef.fog_blue = gl_fogblue.value;
6985                         r_refdef.fog_alpha = 1;
6986                         r_refdef.fog_start = 0;
6987                         r_refdef.fog_end = gl_skyclip.value;
6988                         r_refdef.fog_height = 1<<30;
6989                         r_refdef.fog_fadedepth = 128;
6990                 }
6991                 else if (r_refdef.oldgl_fogenable)
6992                 {
6993                         r_refdef.oldgl_fogenable = false;
6994                         r_refdef.fog_density = 0;
6995                         r_refdef.fog_red = 0;
6996                         r_refdef.fog_green = 0;
6997                         r_refdef.fog_blue = 0;
6998                         r_refdef.fog_alpha = 0;
6999                         r_refdef.fog_start = 0;
7000                         r_refdef.fog_end = 0;
7001                         r_refdef.fog_height = 1<<30;
7002                         r_refdef.fog_fadedepth = 128;
7003                 }
7004         }
7005
7006         // fog parms
7007         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
7008         r_refdef.fog_start = max(0, r_refdef.fog_start);
7009         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
7010
7011         if (r_refdef.fog_density && r_drawfog.integer)
7012         {
7013                 r_refdef.fogenabled = true;
7014                 // this is the point where the fog reaches 0.9986 alpha, which we
7015                 // consider a good enough cutoff point for the texture
7016                 // (0.9986 * 256 == 255.6)
7017                 if (r_fog_exp2.integer)
7018                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
7019                 else
7020                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
7021                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
7022                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
7023                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
7024                 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
7025                         R_BuildFogHeightTexture();
7026                 // fog color was already set
7027                 // update the fog texture
7028                 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)
7029                         R_BuildFogTexture();
7030                 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
7031                 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
7032         }
7033         else
7034                 r_refdef.fogenabled = false;
7035
7036         // fog color
7037         if (r_refdef.fog_density)
7038         {
7039                 r_refdef.fogcolor[0] = r_refdef.fog_red;
7040                 r_refdef.fogcolor[1] = r_refdef.fog_green;
7041                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
7042
7043                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
7044                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
7045                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
7046                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
7047
7048                 {
7049                         vec3_t fogvec;
7050                         VectorCopy(r_refdef.fogcolor, fogvec);
7051                         //   color.rgb *= ContrastBoost * SceneBrightness;
7052                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
7053                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
7054                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
7055                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
7056                 }
7057         }
7058 }
7059
7060 void R_UpdateVariables(void)
7061 {
7062         R_Textures_Frame();
7063
7064         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
7065
7066         r_refdef.farclip = r_farclip_base.value;
7067         if (r_refdef.scene.worldmodel)
7068                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
7069         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
7070
7071         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
7072                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
7073         r_refdef.polygonfactor = 0;
7074         r_refdef.polygonoffset = 0;
7075         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7076         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7077
7078         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
7079         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
7080         r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
7081         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
7082         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
7083         if (FAKELIGHT_ENABLED)
7084         {
7085                 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
7086         }
7087         else if (r_refdef.scene.worldmodel)
7088         {
7089                 r_refdef.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
7090         }
7091         if (r_showsurfaces.integer)
7092         {
7093                 r_refdef.scene.rtworld = false;
7094                 r_refdef.scene.rtworldshadows = false;
7095                 r_refdef.scene.rtdlight = false;
7096                 r_refdef.scene.rtdlightshadows = false;
7097                 r_refdef.lightmapintensity = 0;
7098         }
7099
7100         r_gpuskeletal = false;
7101         switch(vid.renderpath)
7102         {
7103         case RENDERPATH_GL20:
7104                 r_gpuskeletal = vid.support.arb_uniform_buffer_object && r_glsl_skeletal.integer && !r_showsurfaces.integer; // FIXME add r_showsurfaces support to GLSL skeletal!
7105         case RENDERPATH_D3D9:
7106         case RENDERPATH_D3D10:
7107         case RENDERPATH_D3D11:
7108         case RENDERPATH_SOFT:
7109         case RENDERPATH_GLES2:
7110                 if(v_glslgamma.integer && !vid_gammatables_trivial)
7111                 {
7112                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
7113                         {
7114                                 // build GLSL gamma texture
7115 #define RAMPWIDTH 256
7116                                 unsigned short ramp[RAMPWIDTH * 3];
7117                                 unsigned char rampbgr[RAMPWIDTH][4];
7118                                 int i;
7119
7120                                 r_texture_gammaramps_serial = vid_gammatables_serial;
7121
7122                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
7123                                 for(i = 0; i < RAMPWIDTH; ++i)
7124                                 {
7125                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7126                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7127                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
7128                                         rampbgr[i][3] = 0;
7129                                 }
7130                                 if (r_texture_gammaramps)
7131                                 {
7132                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
7133                                 }
7134                                 else
7135                                 {
7136                                         r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
7137                                 }
7138                         }
7139                 }
7140                 else
7141                 {
7142                         // remove GLSL gamma texture
7143                 }
7144                 break;
7145         case RENDERPATH_GL11:
7146         case RENDERPATH_GL13:
7147         case RENDERPATH_GLES1:
7148                 break;
7149         }
7150 }
7151
7152 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
7153 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
7154 /*
7155 ================
7156 R_SelectScene
7157 ================
7158 */
7159 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
7160         if( scenetype != r_currentscenetype ) {
7161                 // store the old scenetype
7162                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
7163                 r_currentscenetype = scenetype;
7164                 // move in the new scene
7165                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
7166         }
7167 }
7168
7169 /*
7170 ================
7171 R_GetScenePointer
7172 ================
7173 */
7174 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
7175 {
7176         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
7177         if( scenetype == r_currentscenetype ) {
7178                 return &r_refdef.scene;
7179         } else {
7180                 return &r_scenes_store[ scenetype ];
7181         }
7182 }
7183
7184 static int R_SortEntities_Compare(const void *ap, const void *bp)
7185 {
7186         const entity_render_t *a = *(const entity_render_t **)ap;
7187         const entity_render_t *b = *(const entity_render_t **)bp;
7188
7189         // 1. compare model
7190         if(a->model < b->model)
7191                 return -1;
7192         if(a->model > b->model)
7193                 return +1;
7194
7195         // 2. compare skin
7196         // TODO possibly calculate the REAL skinnum here first using
7197         // skinscenes?
7198         if(a->skinnum < b->skinnum)
7199                 return -1;
7200         if(a->skinnum > b->skinnum)
7201                 return +1;
7202
7203         // everything we compared is equal
7204         return 0;
7205 }
7206 static void R_SortEntities(void)
7207 {
7208         // below or equal 2 ents, sorting never gains anything
7209         if(r_refdef.scene.numentities <= 2)
7210                 return;
7211         // sort
7212         qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
7213 }
7214
7215 /*
7216 ================
7217 R_RenderView
7218 ================
7219 */
7220 int dpsoftrast_test;
7221 extern cvar_t r_shadow_bouncegrid;
7222 void R_RenderView(void)
7223 {
7224         matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
7225         int fbo;
7226         rtexture_t *depthtexture;
7227         rtexture_t *colortexture;
7228
7229         dpsoftrast_test = r_test.integer;
7230
7231         if (r_timereport_active)
7232                 R_TimeReport("start");
7233         r_textureframe++; // used only by R_GetCurrentTexture
7234         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7235
7236         if(R_CompileShader_CheckStaticParms())
7237                 R_GLSL_Restart_f();
7238
7239         if (!r_drawentities.integer)
7240                 r_refdef.scene.numentities = 0;
7241         else if (r_sortentities.integer)
7242                 R_SortEntities();
7243
7244         R_AnimCache_ClearCache();
7245
7246         /* adjust for stereo display */
7247         if(R_Stereo_Active())
7248         {
7249                 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);
7250                 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
7251         }
7252
7253         if (r_refdef.view.isoverlay)
7254         {
7255                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
7256                 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
7257                 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
7258                 R_TimeReport("depthclear");
7259
7260                 r_refdef.view.showdebug = false;
7261
7262                 r_fb.water.enabled = false;
7263                 r_fb.water.numwaterplanes = 0;
7264
7265                 R_RenderScene(0, NULL, NULL);
7266
7267                 r_refdef.view.matrix = originalmatrix;
7268
7269                 CHECKGLERROR
7270                 return;
7271         }
7272
7273         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
7274         {
7275                 r_refdef.view.matrix = originalmatrix;
7276                 return;
7277         }
7278
7279         r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
7280
7281         if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
7282                 // in sRGB fallback, behave similar to true sRGB: convert this
7283                 // value from linear to sRGB
7284                 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
7285
7286         R_RenderView_UpdateViewVectors();
7287
7288         R_Shadow_UpdateWorldLightSelection();
7289
7290         R_Bloom_StartFrame();
7291
7292         // apply bloom brightness offset
7293         if(r_fb.bloomtexture[0])
7294                 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
7295
7296         R_Water_StartFrame();
7297
7298         // now we probably have an fbo to render into
7299         fbo = r_fb.fbo;
7300         depthtexture = r_fb.depthtexture;
7301         colortexture = r_fb.colortexture;
7302
7303         CHECKGLERROR
7304         if (r_timereport_active)
7305                 R_TimeReport("viewsetup");
7306
7307         R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7308
7309         if (r_refdef.view.clear || r_refdef.fogenabled || fbo)
7310         {
7311                 R_ClearScreen(r_refdef.fogenabled);
7312                 if (r_timereport_active)
7313                         R_TimeReport("viewclear");
7314         }
7315         r_refdef.view.clear = true;
7316
7317         r_refdef.view.showdebug = true;
7318
7319         R_View_Update();
7320         if (r_timereport_active)
7321                 R_TimeReport("visibility");
7322
7323         R_AnimCache_CacheVisibleEntities();
7324         if (r_timereport_active)
7325                 R_TimeReport("animcache");
7326
7327         R_Shadow_UpdateBounceGridTexture();
7328         if (r_timereport_active && r_shadow_bouncegrid.integer)
7329                 R_TimeReport("bouncegrid");
7330
7331         r_fb.water.numwaterplanes = 0;
7332         if (r_fb.water.enabled)
7333                 R_RenderWaterPlanes(fbo, depthtexture, colortexture);
7334
7335         R_RenderScene(fbo, depthtexture, colortexture);
7336         r_fb.water.numwaterplanes = 0;
7337
7338         R_BlendView(fbo, depthtexture, colortexture);
7339         if (r_timereport_active)
7340                 R_TimeReport("blendview");
7341
7342         GL_Scissor(0, 0, vid.width, vid.height);
7343         GL_ScissorTest(false);
7344
7345         r_refdef.view.matrix = originalmatrix;
7346
7347         CHECKGLERROR
7348 }
7349
7350 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7351 {
7352         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
7353         {
7354                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
7355                 if (r_timereport_active)
7356                         R_TimeReport("waterworld");
7357         }
7358
7359         // don't let sound skip if going slow
7360         if (r_refdef.scene.extraupdate)
7361                 S_ExtraUpdate ();
7362
7363         R_DrawModelsAddWaterPlanes();
7364         if (r_timereport_active)
7365                 R_TimeReport("watermodels");
7366
7367         if (r_fb.water.numwaterplanes)
7368         {
7369                 R_Water_ProcessPlanes(fbo, depthtexture, colortexture);
7370                 if (r_timereport_active)
7371                         R_TimeReport("waterscenes");
7372         }
7373 }
7374
7375 extern cvar_t cl_locs_show;
7376 static void R_DrawLocs(void);
7377 static void R_DrawEntityBBoxes(void);
7378 static void R_DrawModelDecals(void);
7379 extern cvar_t cl_decals_newsystem;
7380 extern qboolean r_shadow_usingdeferredprepass;
7381 extern int r_shadow_shadowmapatlas_modelshadows_size;
7382 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7383 {
7384         qboolean shadowmapping = false;
7385
7386         if (r_timereport_active)
7387                 R_TimeReport("beginscene");
7388
7389         r_refdef.stats[r_stat_renders]++;
7390
7391         R_UpdateFog();
7392
7393         // don't let sound skip if going slow
7394         if (r_refdef.scene.extraupdate)
7395                 S_ExtraUpdate ();
7396
7397         R_MeshQueue_BeginScene();
7398
7399         R_SkyStartFrame();
7400
7401         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);
7402
7403         if (r_timereport_active)
7404                 R_TimeReport("skystartframe");
7405
7406         if (cl.csqc_vidvars.drawworld)
7407         {
7408                 // don't let sound skip if going slow
7409                 if (r_refdef.scene.extraupdate)
7410                         S_ExtraUpdate ();
7411
7412                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7413                 {
7414                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7415                         if (r_timereport_active)
7416                                 R_TimeReport("worldsky");
7417                 }
7418
7419                 if (R_DrawBrushModelsSky() && r_timereport_active)
7420                         R_TimeReport("bmodelsky");
7421
7422                 if (skyrendermasked && skyrenderlater)
7423                 {
7424                         // we have to force off the water clipping plane while rendering sky
7425                         R_SetupView(false, fbo, depthtexture, colortexture);
7426                         R_Sky();
7427                         R_SetupView(true, fbo, depthtexture, colortexture);
7428                         if (r_timereport_active)
7429                                 R_TimeReport("sky");
7430                 }
7431         }
7432
7433         R_Shadow_PrepareModelShadows();
7434         R_Shadow_PrepareLights(fbo, depthtexture, colortexture);
7435         if (r_timereport_active)
7436                 R_TimeReport("preparelights");
7437
7438         // render all the shadowmaps that will be used for this view
7439         shadowmapping = R_Shadow_ShadowMappingEnabled();
7440         if (shadowmapping || r_shadow_shadowmapatlas_modelshadows_size)
7441         {
7442                 R_Shadow_DrawShadowMaps();
7443                 if (r_timereport_active)
7444                         R_TimeReport("shadowmaps");
7445         }
7446
7447         // render prepass deferred lighting if r_shadow_deferred is on, this produces light buffers that will be sampled in forward pass
7448         if (r_shadow_usingdeferredprepass)
7449                 R_Shadow_DrawPrepass();
7450
7451         // now we begin the forward pass of the view render
7452         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7453         {
7454                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7455                 if (r_timereport_active)
7456                         R_TimeReport("worlddepth");
7457         }
7458         if (r_depthfirst.integer >= 2)
7459         {
7460                 R_DrawModelsDepth();
7461                 if (r_timereport_active)
7462                         R_TimeReport("modeldepth");
7463         }
7464
7465         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7466         {
7467                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7468                 if (r_timereport_active)
7469                         R_TimeReport("world");
7470         }
7471
7472         // don't let sound skip if going slow
7473         if (r_refdef.scene.extraupdate)
7474                 S_ExtraUpdate ();
7475
7476         R_DrawModels();
7477         if (r_timereport_active)
7478                 R_TimeReport("models");
7479
7480         // don't let sound skip if going slow
7481         if (r_refdef.scene.extraupdate)
7482                 S_ExtraUpdate ();
7483
7484         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7485         {
7486                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7487                 R_Shadow_DrawModelShadows();
7488                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7489                 // don't let sound skip if going slow
7490                 if (r_refdef.scene.extraupdate)
7491                         S_ExtraUpdate ();
7492         }
7493
7494         if (!r_shadow_usingdeferredprepass)
7495         {
7496                 R_Shadow_DrawLights();
7497                 if (r_timereport_active)
7498                         R_TimeReport("rtlights");
7499         }
7500
7501         // don't let sound skip if going slow
7502         if (r_refdef.scene.extraupdate)
7503                 S_ExtraUpdate ();
7504
7505         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7506         {
7507                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7508                 R_Shadow_DrawModelShadows();
7509                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7510                 // don't let sound skip if going slow
7511                 if (r_refdef.scene.extraupdate)
7512                         S_ExtraUpdate ();
7513         }
7514
7515         if (cl.csqc_vidvars.drawworld)
7516         {
7517                 if (cl_decals_newsystem.integer)
7518                 {
7519                         R_DrawModelDecals();
7520                         if (r_timereport_active)
7521                                 R_TimeReport("modeldecals");
7522                 }
7523                 else
7524                 {
7525                         R_DrawDecals();
7526                         if (r_timereport_active)
7527                                 R_TimeReport("decals");
7528                 }
7529
7530                 R_DrawParticles();
7531                 if (r_timereport_active)
7532                         R_TimeReport("particles");
7533
7534                 R_DrawExplosions();
7535                 if (r_timereport_active)
7536                         R_TimeReport("explosions");
7537
7538                 R_DrawLightningBeams();
7539                 if (r_timereport_active)
7540                         R_TimeReport("lightning");
7541         }
7542
7543         if (cl.csqc_loaded)
7544                 VM_CL_AddPolygonsToMeshQueue(CLVM_prog);
7545
7546         if (r_refdef.view.showdebug)
7547         {
7548                 if (cl_locs_show.integer)
7549                 {
7550                         R_DrawLocs();
7551                         if (r_timereport_active)
7552                                 R_TimeReport("showlocs");
7553                 }
7554
7555                 if (r_drawportals.integer)
7556                 {
7557                         R_DrawPortals();
7558                         if (r_timereport_active)
7559                                 R_TimeReport("portals");
7560                 }
7561
7562                 if (r_showbboxes.value > 0)
7563                 {
7564                         R_DrawEntityBBoxes();
7565                         if (r_timereport_active)
7566                                 R_TimeReport("bboxes");
7567                 }
7568         }
7569
7570         if (r_transparent.integer)
7571         {
7572                 R_MeshQueue_RenderTransparent();
7573                 if (r_timereport_active)
7574                         R_TimeReport("drawtrans");
7575         }
7576
7577         if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value != 0 || r_showcollisionbrushes.value > 0 || r_showoverdraw.value > 0))
7578         {
7579                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7580                 if (r_timereport_active)
7581                         R_TimeReport("worlddebug");
7582                 R_DrawModelsDebug();
7583                 if (r_timereport_active)
7584                         R_TimeReport("modeldebug");
7585         }
7586
7587         if (cl.csqc_vidvars.drawworld)
7588         {
7589                 R_Shadow_DrawCoronas();
7590                 if (r_timereport_active)
7591                         R_TimeReport("coronas");
7592         }
7593
7594 #if 0
7595         {
7596                 GL_DepthTest(false);
7597                 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7598                 GL_Color(1, 1, 1, 1);
7599                 qglBegin(GL_POLYGON);
7600                 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7601                 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7602                 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7603                 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7604                 qglEnd();
7605                 qglBegin(GL_POLYGON);
7606                 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]);
7607                 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]);
7608                 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]);
7609                 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]);
7610                 qglEnd();
7611                 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7612         }
7613 #endif
7614
7615         // don't let sound skip if going slow
7616         if (r_refdef.scene.extraupdate)
7617                 S_ExtraUpdate ();
7618 }
7619
7620 static const unsigned short bboxelements[36] =
7621 {
7622         5, 1, 3, 5, 3, 7,
7623         6, 2, 0, 6, 0, 4,
7624         7, 3, 2, 7, 2, 6,
7625         4, 0, 1, 4, 1, 5,
7626         4, 5, 7, 4, 7, 6,
7627         1, 0, 2, 1, 2, 3,
7628 };
7629
7630 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7631 {
7632         int i;
7633         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7634
7635         RSurf_ActiveWorldEntity();
7636
7637         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7638         GL_DepthMask(false);
7639         GL_DepthRange(0, 1);
7640         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7641 //      R_Mesh_ResetTextureState();
7642
7643         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7644         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7645         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7646         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7647         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7648         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7649         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7650         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7651         R_FillColors(color4f, 8, cr, cg, cb, ca);
7652         if (r_refdef.fogenabled)
7653         {
7654                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7655                 {
7656                         f1 = RSurf_FogVertex(v);
7657                         f2 = 1 - f1;
7658                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7659                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7660                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7661                 }
7662         }
7663         R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7664         R_Mesh_ResetTextureState();
7665         R_SetupShader_Generic_NoTexture(false, false);
7666         R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7667 }
7668
7669 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7670 {
7671         prvm_prog_t *prog = SVVM_prog;
7672         int i;
7673         float color[4];
7674         prvm_edict_t *edict;
7675
7676         // this function draws bounding boxes of server entities
7677         if (!sv.active)
7678                 return;
7679
7680         GL_CullFace(GL_NONE);
7681         R_SetupShader_Generic_NoTexture(false, false);
7682
7683         for (i = 0;i < numsurfaces;i++)
7684         {
7685                 edict = PRVM_EDICT_NUM(surfacelist[i]);
7686                 switch ((int)PRVM_serveredictfloat(edict, solid))
7687                 {
7688                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
7689                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
7690                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
7691                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7692                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
7693                         case SOLID_CORPSE:   Vector4Set(color, 1, 0.5, 0, 0.05);break;
7694                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
7695                 }
7696                 color[3] *= r_showbboxes.value;
7697                 color[3] = bound(0, color[3], 1);
7698                 GL_DepthTest(!r_showdisabledepthtest.integer);
7699                 GL_CullFace(r_refdef.view.cullface_front);
7700                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7701         }
7702 }
7703
7704 static void R_DrawEntityBBoxes(void)
7705 {
7706         int i;
7707         prvm_edict_t *edict;
7708         vec3_t center;
7709         prvm_prog_t *prog = SVVM_prog;
7710
7711         // this function draws bounding boxes of server entities
7712         if (!sv.active)
7713                 return;
7714
7715         for (i = 0;i < prog->num_edicts;i++)
7716         {
7717                 edict = PRVM_EDICT_NUM(i);
7718                 if (edict->priv.server->free)
7719                         continue;
7720                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7721                 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7722                         continue;
7723                 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7724                         continue;
7725                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7726                 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7727         }
7728 }
7729
7730 static const int nomodelelement3i[24] =
7731 {
7732         5, 2, 0,
7733         5, 1, 2,
7734         5, 0, 3,
7735         5, 3, 1,
7736         0, 2, 4,
7737         2, 1, 4,
7738         3, 0, 4,
7739         1, 3, 4
7740 };
7741
7742 static const unsigned short nomodelelement3s[24] =
7743 {
7744         5, 2, 0,
7745         5, 1, 2,
7746         5, 0, 3,
7747         5, 3, 1,
7748         0, 2, 4,
7749         2, 1, 4,
7750         3, 0, 4,
7751         1, 3, 4
7752 };
7753
7754 static const float nomodelvertex3f[6*3] =
7755 {
7756         -16,   0,   0,
7757          16,   0,   0,
7758           0, -16,   0,
7759           0,  16,   0,
7760           0,   0, -16,
7761           0,   0,  16
7762 };
7763
7764 static const float nomodelcolor4f[6*4] =
7765 {
7766         0.0f, 0.0f, 0.5f, 1.0f,
7767         0.0f, 0.0f, 0.5f, 1.0f,
7768         0.0f, 0.5f, 0.0f, 1.0f,
7769         0.0f, 0.5f, 0.0f, 1.0f,
7770         0.5f, 0.0f, 0.0f, 1.0f,
7771         0.5f, 0.0f, 0.0f, 1.0f
7772 };
7773
7774 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7775 {
7776         int i;
7777         float f1, f2, *c;
7778         float color4f[6*4];
7779
7780         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);
7781
7782         // this is only called once per entity so numsurfaces is always 1, and
7783         // surfacelist is always {0}, so this code does not handle batches
7784
7785         if (rsurface.ent_flags & RENDER_ADDITIVE)
7786         {
7787                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7788                 GL_DepthMask(false);
7789         }
7790         else if (rsurface.colormod[3] < 1)
7791         {
7792                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7793                 GL_DepthMask(false);
7794         }
7795         else
7796         {
7797                 GL_BlendFunc(GL_ONE, GL_ZERO);
7798                 GL_DepthMask(true);
7799         }
7800         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7801         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7802         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7803         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7804         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7805         for (i = 0, c = color4f;i < 6;i++, c += 4)
7806         {
7807                 c[0] *= rsurface.colormod[0];
7808                 c[1] *= rsurface.colormod[1];
7809                 c[2] *= rsurface.colormod[2];
7810                 c[3] *= rsurface.colormod[3];
7811         }
7812         if (r_refdef.fogenabled)
7813         {
7814                 for (i = 0, c = color4f;i < 6;i++, c += 4)
7815                 {
7816                         f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7817                         f2 = 1 - f1;
7818                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7819                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7820                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7821                 }
7822         }
7823 //      R_Mesh_ResetTextureState();
7824         R_SetupShader_Generic_NoTexture(false, false);
7825         R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7826         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7827 }
7828
7829 void R_DrawNoModel(entity_render_t *ent)
7830 {
7831         vec3_t org;
7832         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7833         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7834                 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7835         else
7836                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7837 }
7838
7839 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
7840 {
7841         vec3_t right1, right2, diff, normal;
7842
7843         VectorSubtract (org2, org1, normal);
7844
7845         // calculate 'right' vector for start
7846         VectorSubtract (r_refdef.view.origin, org1, diff);
7847         CrossProduct (normal, diff, right1);
7848         VectorNormalize (right1);
7849
7850         // calculate 'right' vector for end
7851         VectorSubtract (r_refdef.view.origin, org2, diff);
7852         CrossProduct (normal, diff, right2);
7853         VectorNormalize (right2);
7854
7855         vert[ 0] = org1[0] + width * right1[0];
7856         vert[ 1] = org1[1] + width * right1[1];
7857         vert[ 2] = org1[2] + width * right1[2];
7858         vert[ 3] = org1[0] - width * right1[0];
7859         vert[ 4] = org1[1] - width * right1[1];
7860         vert[ 5] = org1[2] - width * right1[2];
7861         vert[ 6] = org2[0] - width * right2[0];
7862         vert[ 7] = org2[1] - width * right2[1];
7863         vert[ 8] = org2[2] - width * right2[2];
7864         vert[ 9] = org2[0] + width * right2[0];
7865         vert[10] = org2[1] + width * right2[1];
7866         vert[11] = org2[2] + width * right2[2];
7867 }
7868
7869 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)
7870 {
7871         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7872         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7873         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7874         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7875         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7876         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7877         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7878         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7879         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7880         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7881         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7882         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7883 }
7884
7885 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7886 {
7887         int i;
7888         float *vertex3f;
7889         float v[3];
7890         VectorSet(v, x, y, z);
7891         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7892                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7893                         break;
7894         if (i == mesh->numvertices)
7895         {
7896                 if (mesh->numvertices < mesh->maxvertices)
7897                 {
7898                         VectorCopy(v, vertex3f);
7899                         mesh->numvertices++;
7900                 }
7901                 return mesh->numvertices;
7902         }
7903         else
7904                 return i;
7905 }
7906
7907 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7908 {
7909         int i;
7910         int *e, element[3];
7911         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7912         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7913         e = mesh->element3i + mesh->numtriangles * 3;
7914         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7915         {
7916                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7917                 if (mesh->numtriangles < mesh->maxtriangles)
7918                 {
7919                         *e++ = element[0];
7920                         *e++ = element[1];
7921                         *e++ = element[2];
7922                         mesh->numtriangles++;
7923                 }
7924                 element[1] = element[2];
7925         }
7926 }
7927
7928 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7929 {
7930         int i;
7931         int *e, element[3];
7932         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7933         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7934         e = mesh->element3i + mesh->numtriangles * 3;
7935         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7936         {
7937                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7938                 if (mesh->numtriangles < mesh->maxtriangles)
7939                 {
7940                         *e++ = element[0];
7941                         *e++ = element[1];
7942                         *e++ = element[2];
7943                         mesh->numtriangles++;
7944                 }
7945                 element[1] = element[2];
7946         }
7947 }
7948
7949 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7950 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7951 {
7952         int planenum, planenum2;
7953         int w;
7954         int tempnumpoints;
7955         mplane_t *plane, *plane2;
7956         double maxdist;
7957         double temppoints[2][256*3];
7958         // figure out how large a bounding box we need to properly compute this brush
7959         maxdist = 0;
7960         for (w = 0;w < numplanes;w++)
7961                 maxdist = max(maxdist, fabs(planes[w].dist));
7962         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7963         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7964         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7965         {
7966                 w = 0;
7967                 tempnumpoints = 4;
7968                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7969                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7970                 {
7971                         if (planenum2 == planenum)
7972                                 continue;
7973                         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);
7974                         w = !w;
7975                 }
7976                 if (tempnumpoints < 3)
7977                         continue;
7978                 // generate elements forming a triangle fan for this polygon
7979                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7980         }
7981 }
7982
7983 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)
7984 {
7985         texturelayer_t *layer;
7986         layer = t->currentlayers + t->currentnumlayers++;
7987         layer->type = type;
7988         layer->depthmask = depthmask;
7989         layer->blendfunc1 = blendfunc1;
7990         layer->blendfunc2 = blendfunc2;
7991         layer->texture = texture;
7992         layer->texmatrix = *matrix;
7993         layer->color[0] = r;
7994         layer->color[1] = g;
7995         layer->color[2] = b;
7996         layer->color[3] = a;
7997 }
7998
7999 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
8000 {
8001         if(parms[0] == 0 && parms[1] == 0)
8002                 return false;
8003         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
8004                 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
8005                         return false;
8006         return true;
8007 }
8008
8009 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
8010 {
8011         double index, f;
8012         index = parms[2] + rsurface.shadertime * parms[3];
8013         index -= floor(index);
8014         switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
8015         {
8016         default:
8017         case Q3WAVEFUNC_NONE:
8018         case Q3WAVEFUNC_NOISE:
8019         case Q3WAVEFUNC_COUNT:
8020                 f = 0;
8021                 break;
8022         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
8023         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
8024         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
8025         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
8026         case Q3WAVEFUNC_TRIANGLE:
8027                 index *= 4;
8028                 f = index - floor(index);
8029                 if (index < 1)
8030                 {
8031                         // f = f;
8032                 }
8033                 else if (index < 2)
8034                         f = 1 - f;
8035                 else if (index < 3)
8036                         f = -f;
8037                 else
8038                         f = -(1 - f);
8039                 break;
8040         }
8041         f = parms[0] + parms[1] * f;
8042         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
8043                 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
8044         return (float) f;
8045 }
8046
8047 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
8048 {
8049         int w, h, idx;
8050         float shadertime;
8051         float f;
8052         float offsetd[2];
8053         float tcmat[12];
8054         matrix4x4_t matrix, temp;
8055         // if shadertime exceeds about 9 hours (32768 seconds), just wrap it,
8056         // it's better to have one huge fixup every 9 hours than gradual
8057         // degradation over time which looks consistently bad after many hours.
8058         //
8059         // tcmod scroll in particular suffers from this degradation which can't be
8060         // effectively worked around even with floor() tricks because we don't
8061         // know if tcmod scroll is the last tcmod being applied, and for clampmap
8062         // a workaround involving floor() would be incorrect anyway...
8063         shadertime = rsurface.shadertime;
8064         if (shadertime >= 32768.0f)
8065                 shadertime -= floor(rsurface.shadertime * (1.0f / 32768.0f)) * 32768.0f;
8066         switch(tcmod->tcmod)
8067         {
8068                 case Q3TCMOD_COUNT:
8069                 case Q3TCMOD_NONE:
8070                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8071                                 matrix = r_waterscrollmatrix;
8072                         else
8073                                 matrix = identitymatrix;
8074                         break;
8075                 case Q3TCMOD_ENTITYTRANSLATE:
8076                         // this is used in Q3 to allow the gamecode to control texcoord
8077                         // scrolling on the entity, which is not supported in darkplaces yet.
8078                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
8079                         break;
8080                 case Q3TCMOD_ROTATE:
8081                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
8082                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
8083                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
8084                         break;
8085                 case Q3TCMOD_SCALE:
8086                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
8087                         break;
8088                 case Q3TCMOD_SCROLL:
8089                         // this particular tcmod is a "bug for bug" compatible one with regards to
8090                         // Quake3, the wrapping is unnecessary with our shadetime fix but quake3
8091                         // specifically did the wrapping and so we must mimic that...
8092                         offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
8093                         offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
8094                         Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
8095                         break;
8096                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
8097                         w = (int) tcmod->parms[0];
8098                         h = (int) tcmod->parms[1];
8099                         f = rsurface.shadertime / (tcmod->parms[2] * w * h);
8100                         f = f - floor(f);
8101                         idx = (int) floor(f * w * h);
8102                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
8103                         break;
8104                 case Q3TCMOD_STRETCH:
8105                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
8106                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
8107                         break;
8108                 case Q3TCMOD_TRANSFORM:
8109                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
8110                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
8111                         VectorSet(tcmat +  6, 0                   , 0                , 1);
8112                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
8113                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
8114                         break;
8115                 case Q3TCMOD_TURBULENT:
8116                         // this is handled in the RSurf_PrepareVertices function
8117                         matrix = identitymatrix;
8118                         break;
8119         }
8120         temp = *texmatrix;
8121         Matrix4x4_Concat(texmatrix, &matrix, &temp);
8122 }
8123
8124 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
8125 {
8126         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
8127         char name[MAX_QPATH];
8128         skinframe_t *skinframe;
8129         unsigned char pixels[296*194];
8130         strlcpy(cache->name, skinname, sizeof(cache->name));
8131         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
8132         if (developer_loading.integer)
8133                 Con_Printf("loading %s\n", name);
8134         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
8135         if (!skinframe || !skinframe->base)
8136         {
8137                 unsigned char *f;
8138                 fs_offset_t filesize;
8139                 skinframe = NULL;
8140                 f = FS_LoadFile(name, tempmempool, true, &filesize);
8141                 if (f)
8142                 {
8143                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
8144                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
8145                         Mem_Free(f);
8146                 }
8147         }
8148         cache->skinframe = skinframe;
8149 }
8150
8151 texture_t *R_GetCurrentTexture(texture_t *t)
8152 {
8153         int i;
8154         const entity_render_t *ent = rsurface.entity;
8155         dp_model_t *model = ent->model; // when calling this, ent must not be NULL
8156         q3shaderinfo_layer_tcmod_t *tcmod;
8157
8158         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
8159                 return t->currentframe;
8160         t->update_lastrenderframe = r_textureframe;
8161         t->update_lastrenderentity = (void *)ent;
8162
8163         if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
8164                 t->camera_entity = ent->entitynumber;
8165         else
8166                 t->camera_entity = 0;
8167
8168         // switch to an alternate material if this is a q1bsp animated material
8169         {
8170                 texture_t *texture = t;
8171                 int s = rsurface.ent_skinnum;
8172                 if ((unsigned int)s >= (unsigned int)model->numskins)
8173                         s = 0;
8174                 if (model->skinscenes)
8175                 {
8176                         if (model->skinscenes[s].framecount > 1)
8177                                 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
8178                         else
8179                                 s = model->skinscenes[s].firstframe;
8180                 }
8181                 if (s > 0)
8182                         t = t + s * model->num_surfaces;
8183                 if (t->animated)
8184                 {
8185                         // use an alternate animation if the entity's frame is not 0,
8186                         // and only if the texture has an alternate animation
8187                         if (t->animated == 2) // q2bsp
8188                                 t = t->anim_frames[0][ent->framegroupblend[0].frame % t->anim_total[0]];
8189                         else if (rsurface.ent_alttextures && t->anim_total[1])
8190                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
8191                         else
8192                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
8193                 }
8194                 texture->currentframe = t;
8195         }
8196
8197         // update currentskinframe to be a qw skin or animation frame
8198         if (rsurface.ent_qwskin >= 0)
8199         {
8200                 i = rsurface.ent_qwskin;
8201                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
8202                 {
8203                         r_qwskincache_size = cl.maxclients;
8204                         if (r_qwskincache)
8205                                 Mem_Free(r_qwskincache);
8206                         r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
8207                 }
8208                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
8209                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
8210                 t->currentskinframe = r_qwskincache[i].skinframe;
8211                 if (t->currentskinframe == NULL)
8212                         t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
8213         }
8214         else if (t->numskinframes >= 2)
8215                 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
8216         if (t->backgroundnumskinframes >= 2)
8217                 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
8218
8219         t->currentmaterialflags = t->basematerialflags;
8220         t->currentalpha = rsurface.colormod[3] * t->basealpha;
8221         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
8222                 t->currentalpha *= r_wateralpha.value;
8223         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
8224                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
8225         if(!r_fb.water.enabled || r_refdef.view.isoverlay)
8226                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
8227         if (!(rsurface.ent_flags & RENDER_LIGHT))
8228                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
8229         else if (FAKELIGHT_ENABLED)
8230         {
8231                 // no modellight if using fakelight for the map
8232         }
8233         else if ((rsurface.modeltexcoordlightmap2f == NULL || (rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT))) && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
8234         {
8235                 // pick a model lighting mode
8236                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
8237                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
8238                 else
8239                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
8240         }
8241         if (rsurface.ent_flags & RENDER_ADDITIVE)
8242                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8243         else if (t->currentalpha < 1)
8244                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8245         // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
8246         if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8247                 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
8248         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
8249                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
8250         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
8251                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
8252         if (t->backgroundnumskinframes)
8253                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
8254         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
8255         {
8256                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
8257                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
8258         }
8259         else
8260                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
8261         if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
8262         {
8263                 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
8264                 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
8265         }
8266         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
8267                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
8268
8269         // there is no tcmod
8270         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8271         {
8272                 t->currenttexmatrix = r_waterscrollmatrix;
8273                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
8274         }
8275         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
8276         {
8277                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
8278                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
8279         }
8280
8281         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8282                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
8283         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8284                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
8285
8286         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
8287         if (t->currentskinframe->qpixels)
8288                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
8289         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
8290         if (!t->basetexture)
8291                 t->basetexture = r_texture_notexture;
8292         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
8293         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
8294         t->nmaptexture = t->currentskinframe->nmap;
8295         if (!t->nmaptexture)
8296                 t->nmaptexture = r_texture_blanknormalmap;
8297         t->glosstexture = r_texture_black;
8298         t->glowtexture = t->currentskinframe->glow;
8299         t->fogtexture = t->currentskinframe->fog;
8300         t->reflectmasktexture = t->currentskinframe->reflect;
8301         if (t->backgroundnumskinframes)
8302         {
8303                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
8304                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
8305                 t->backgroundglosstexture = r_texture_black;
8306                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
8307                 if (!t->backgroundnmaptexture)
8308                         t->backgroundnmaptexture = r_texture_blanknormalmap;
8309                 // make sure that if glow is going to be used, both textures are not NULL
8310                 if (!t->backgroundglowtexture && t->glowtexture)
8311                         t->backgroundglowtexture = r_texture_black;
8312                 if (!t->glowtexture && t->backgroundglowtexture)
8313                         t->glowtexture = r_texture_black;
8314         }
8315         else
8316         {
8317                 t->backgroundbasetexture = r_texture_white;
8318                 t->backgroundnmaptexture = r_texture_blanknormalmap;
8319                 t->backgroundglosstexture = r_texture_black;
8320                 t->backgroundglowtexture = NULL;
8321         }
8322         t->specularpower = r_shadow_glossexponent.value;
8323         // TODO: store reference values for these in the texture?
8324         t->specularscale = 0;
8325         if (r_shadow_gloss.integer > 0)
8326         {
8327                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
8328                 {
8329                         if (r_shadow_glossintensity.value > 0)
8330                         {
8331                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
8332                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
8333                                 t->specularscale = r_shadow_glossintensity.value;
8334                         }
8335                 }
8336                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
8337                 {
8338                         t->glosstexture = r_texture_white;
8339                         t->backgroundglosstexture = r_texture_white;
8340                         t->specularscale = r_shadow_gloss2intensity.value;
8341                         t->specularpower = r_shadow_gloss2exponent.value;
8342                 }
8343         }
8344         t->specularscale *= t->specularscalemod;
8345         t->specularpower *= t->specularpowermod;
8346         t->rtlightambient = 0;
8347
8348         // lightmaps mode looks bad with dlights using actual texturing, so turn
8349         // off the colormap and glossmap, but leave the normalmap on as it still
8350         // accurately represents the shading involved
8351         if (gl_lightmaps.integer)
8352         {
8353                 t->basetexture = r_texture_grey128;
8354                 t->pantstexture = r_texture_black;
8355                 t->shirttexture = r_texture_black;
8356                 if (gl_lightmaps.integer < 2)
8357                         t->nmaptexture = r_texture_blanknormalmap;
8358                 t->glosstexture = r_texture_black;
8359                 t->glowtexture = NULL;
8360                 t->fogtexture = NULL;
8361                 t->reflectmasktexture = NULL;
8362                 t->backgroundbasetexture = NULL;
8363                 if (gl_lightmaps.integer < 2)
8364                         t->backgroundnmaptexture = r_texture_blanknormalmap;
8365                 t->backgroundglosstexture = r_texture_black;
8366                 t->backgroundglowtexture = NULL;
8367                 t->specularscale = 0;
8368                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
8369         }
8370
8371         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
8372         VectorClear(t->dlightcolor);
8373         t->currentnumlayers = 0;
8374         if (t->currentmaterialflags & MATERIALFLAG_WALL)
8375         {
8376                 int blendfunc1, blendfunc2;
8377                 qboolean depthmask;
8378                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
8379                 {
8380                         blendfunc1 = GL_SRC_ALPHA;
8381                         blendfunc2 = GL_ONE;
8382                 }
8383                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
8384                 {
8385                         blendfunc1 = GL_SRC_ALPHA;
8386                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
8387                 }
8388                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8389                 {
8390                         blendfunc1 = t->customblendfunc[0];
8391                         blendfunc2 = t->customblendfunc[1];
8392                 }
8393                 else
8394                 {
8395                         blendfunc1 = GL_ONE;
8396                         blendfunc2 = GL_ZERO;
8397                 }
8398                 // don't colormod evilblend textures
8399                 if(!(R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD))
8400                         VectorSet(t->lightmapcolor, 1, 1, 1);
8401                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
8402                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
8403                 {
8404                         // fullbright is not affected by r_refdef.lightmapintensity
8405                         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]);
8406                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8407                                 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]);
8408                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8409                                 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]);
8410                 }
8411                 else
8412                 {
8413                         vec3_t ambientcolor;
8414                         float colorscale;
8415                         // set the color tint used for lights affecting this surface
8416                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8417                         colorscale = 2;
8418                         // q3bsp has no lightmap updates, so the lightstylevalue that
8419                         // would normally be baked into the lightmap must be
8420                         // applied to the color
8421                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8422                         if (model->type == mod_brushq3)
8423                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8424                         colorscale *= r_refdef.lightmapintensity;
8425                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8426                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8427                         // basic lit geometry
8428                         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]);
8429                         // add pants/shirt if needed
8430                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8431                                 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]);
8432                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8433                                 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]);
8434                         // now add ambient passes if needed
8435                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8436                         {
8437                                 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]);
8438                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8439                                         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]);
8440                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8441                                         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]);
8442                         }
8443                 }
8444                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8445                         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]);
8446                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8447                 {
8448                         // if this is opaque use alpha blend which will darken the earlier
8449                         // passes cheaply.
8450                         //
8451                         // if this is an alpha blended material, all the earlier passes
8452                         // were darkened by fog already, so we only need to add the fog
8453                         // color ontop through the fog mask texture
8454                         //
8455                         // if this is an additive blended material, all the earlier passes
8456                         // were darkened by fog already, and we should not add fog color
8457                         // (because the background was not darkened, there is no fog color
8458                         // that was lost behind it).
8459                         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]);
8460                 }
8461         }
8462
8463         return t;
8464 }
8465
8466 rsurfacestate_t rsurface;
8467
8468 void RSurf_ActiveWorldEntity(void)
8469 {
8470         dp_model_t *model = r_refdef.scene.worldmodel;
8471         //if (rsurface.entity == r_refdef.scene.worldentity)
8472         //      return;
8473         rsurface.entity = r_refdef.scene.worldentity;
8474         rsurface.skeleton = NULL;
8475         memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8476         rsurface.ent_skinnum = 0;
8477         rsurface.ent_qwskin = -1;
8478         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8479         rsurface.shadertime = r_refdef.scene.time;
8480         rsurface.matrix = identitymatrix;
8481         rsurface.inversematrix = identitymatrix;
8482         rsurface.matrixscale = 1;
8483         rsurface.inversematrixscale = 1;
8484         R_EntityMatrix(&identitymatrix);
8485         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8486         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8487         rsurface.fograngerecip = r_refdef.fograngerecip;
8488         rsurface.fogheightfade = r_refdef.fogheightfade;
8489         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8490         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8491         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8492         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8493         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8494         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8495         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8496         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8497         rsurface.colormod[3] = 1;
8498         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);
8499         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8500         rsurface.frameblend[0].lerp = 1;
8501         rsurface.ent_alttextures = false;
8502         rsurface.basepolygonfactor = r_refdef.polygonfactor;
8503         rsurface.basepolygonoffset = r_refdef.polygonoffset;
8504         rsurface.entityskeletaltransform3x4 = NULL;
8505         rsurface.entityskeletaltransform3x4buffer = NULL;
8506         rsurface.entityskeletaltransform3x4offset = 0;
8507         rsurface.entityskeletaltransform3x4size = 0;;
8508         rsurface.entityskeletalnumtransforms = 0;
8509         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
8510         rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8511         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8512         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8513         rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8514         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8515         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8516         rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8517         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8518         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
8519         rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8520         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8521         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
8522         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8523         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8524         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
8525         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8526         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8527         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
8528         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8529         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8530         rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
8531         rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8532         rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
8533         rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
8534         rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8535         rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
8536         rsurface.modelelement3i = model->surfmesh.data_element3i;
8537         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8538         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8539         rsurface.modelelement3s = model->surfmesh.data_element3s;
8540         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8541         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8542         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8543         rsurface.modelnumvertices = model->surfmesh.num_vertices;
8544         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8545         rsurface.modelsurfaces = model->data_surfaces;
8546         rsurface.modelvertexmesh = model->surfmesh.data_vertexmesh;
8547         rsurface.modelvertexmesh_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8548         rsurface.modelvertexmesh_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8549         rsurface.modelgeneratedvertex = false;
8550         rsurface.batchgeneratedvertex = false;
8551         rsurface.batchfirstvertex = 0;
8552         rsurface.batchnumvertices = 0;
8553         rsurface.batchfirsttriangle = 0;
8554         rsurface.batchnumtriangles = 0;
8555         rsurface.batchvertex3f  = NULL;
8556         rsurface.batchvertex3f_vertexbuffer = NULL;
8557         rsurface.batchvertex3f_bufferoffset = 0;
8558         rsurface.batchsvector3f = NULL;
8559         rsurface.batchsvector3f_vertexbuffer = NULL;
8560         rsurface.batchsvector3f_bufferoffset = 0;
8561         rsurface.batchtvector3f = NULL;
8562         rsurface.batchtvector3f_vertexbuffer = NULL;
8563         rsurface.batchtvector3f_bufferoffset = 0;
8564         rsurface.batchnormal3f  = NULL;
8565         rsurface.batchnormal3f_vertexbuffer = NULL;
8566         rsurface.batchnormal3f_bufferoffset = 0;
8567         rsurface.batchlightmapcolor4f = NULL;
8568         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8569         rsurface.batchlightmapcolor4f_bufferoffset = 0;
8570         rsurface.batchtexcoordtexture2f = NULL;
8571         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8572         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8573         rsurface.batchtexcoordlightmap2f = NULL;
8574         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8575         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8576         rsurface.batchskeletalindex4ub = NULL;
8577         rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8578         rsurface.batchskeletalindex4ub_bufferoffset = 0;
8579         rsurface.batchskeletalweight4ub = NULL;
8580         rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8581         rsurface.batchskeletalweight4ub_bufferoffset = 0;
8582         rsurface.batchvertexmesh = NULL;
8583         rsurface.batchvertexmesh_vertexbuffer = NULL;
8584         rsurface.batchvertexmesh_bufferoffset = 0;
8585         rsurface.batchelement3i = NULL;
8586         rsurface.batchelement3i_indexbuffer = NULL;
8587         rsurface.batchelement3i_bufferoffset = 0;
8588         rsurface.batchelement3s = NULL;
8589         rsurface.batchelement3s_indexbuffer = NULL;
8590         rsurface.batchelement3s_bufferoffset = 0;
8591         rsurface.passcolor4f = NULL;
8592         rsurface.passcolor4f_vertexbuffer = NULL;
8593         rsurface.passcolor4f_bufferoffset = 0;
8594         rsurface.forcecurrenttextureupdate = false;
8595 }
8596
8597 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8598 {
8599         dp_model_t *model = ent->model;
8600         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8601         //      return;
8602         rsurface.entity = (entity_render_t *)ent;
8603         rsurface.skeleton = ent->skeleton;
8604         memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8605         rsurface.ent_skinnum = ent->skinnum;
8606         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;
8607         rsurface.ent_flags = ent->flags;
8608         rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8609         rsurface.matrix = ent->matrix;
8610         rsurface.inversematrix = ent->inversematrix;
8611         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8612         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8613         R_EntityMatrix(&rsurface.matrix);
8614         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8615         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8616         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8617         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8618         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8619         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8620         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8621         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8622         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8623         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8624         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8625         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8626         rsurface.colormod[3] = ent->alpha;
8627         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8628         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8629         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8630         rsurface.basepolygonfactor = r_refdef.polygonfactor;
8631         rsurface.basepolygonoffset = r_refdef.polygonoffset;
8632         if (ent->model->brush.submodel && !prepass)
8633         {
8634                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8635                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8636         }
8637         // if the animcache code decided it should use the shader path, skip the deform step
8638         rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
8639         rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
8640         rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
8641         rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
8642         rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
8643         if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
8644         {
8645                 if (ent->animcache_vertex3f)
8646                 {
8647                         r_refdef.stats[r_stat_batch_entitycache_count]++;
8648                         r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
8649                         r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
8650                         r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
8651                         rsurface.modelvertex3f = ent->animcache_vertex3f;
8652                         rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
8653                         rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
8654                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8655                         rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
8656                         rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
8657                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8658                         rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
8659                         rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
8660                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8661                         rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
8662                         rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
8663                         rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8664                         rsurface.modelvertexmesh_vertexbuffer = ent->animcache_vertexmesh_vertexbuffer;
8665                         rsurface.modelvertexmesh_bufferoffset = ent->animcache_vertexmesh_bufferoffset;
8666                 }
8667                 else if (wanttangents)
8668                 {
8669                         r_refdef.stats[r_stat_batch_entityanimate_count]++;
8670                         r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8671                         r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8672                         r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8673                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8674                         rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8675                         rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8676                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8677                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8678                         rsurface.modelvertexmesh = NULL;
8679                         rsurface.modelvertexmesh_vertexbuffer = NULL;
8680                         rsurface.modelvertexmesh_bufferoffset = 0;
8681                         rsurface.modelvertex3f_vertexbuffer = NULL;
8682                         rsurface.modelvertex3f_bufferoffset = 0;
8683                         rsurface.modelvertex3f_vertexbuffer = 0;
8684                         rsurface.modelvertex3f_bufferoffset = 0;
8685                         rsurface.modelsvector3f_vertexbuffer = 0;
8686                         rsurface.modelsvector3f_bufferoffset = 0;
8687                         rsurface.modeltvector3f_vertexbuffer = 0;
8688                         rsurface.modeltvector3f_bufferoffset = 0;
8689                         rsurface.modelnormal3f_vertexbuffer = 0;
8690                         rsurface.modelnormal3f_bufferoffset = 0;
8691                 }
8692                 else if (wantnormals)
8693                 {
8694                         r_refdef.stats[r_stat_batch_entityanimate_count]++;
8695                         r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8696                         r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8697                         r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8698                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8699                         rsurface.modelsvector3f = NULL;
8700                         rsurface.modeltvector3f = NULL;
8701                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8702                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8703                         rsurface.modelvertexmesh = NULL;
8704                         rsurface.modelvertexmesh_vertexbuffer = NULL;
8705                         rsurface.modelvertexmesh_bufferoffset = 0;
8706                         rsurface.modelvertex3f_vertexbuffer = NULL;
8707                         rsurface.modelvertex3f_bufferoffset = 0;
8708                         rsurface.modelvertex3f_vertexbuffer = 0;
8709                         rsurface.modelvertex3f_bufferoffset = 0;
8710                         rsurface.modelsvector3f_vertexbuffer = 0;
8711                         rsurface.modelsvector3f_bufferoffset = 0;
8712                         rsurface.modeltvector3f_vertexbuffer = 0;
8713                         rsurface.modeltvector3f_bufferoffset = 0;
8714                         rsurface.modelnormal3f_vertexbuffer = 0;
8715                         rsurface.modelnormal3f_bufferoffset = 0;
8716                 }
8717                 else
8718                 {
8719                         r_refdef.stats[r_stat_batch_entityanimate_count]++;
8720                         r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8721                         r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8722                         r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8723                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8724                         rsurface.modelsvector3f = NULL;
8725                         rsurface.modeltvector3f = NULL;
8726                         rsurface.modelnormal3f = NULL;
8727                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8728                         rsurface.modelvertexmesh = NULL;
8729                         rsurface.modelvertexmesh_vertexbuffer = NULL;
8730                         rsurface.modelvertexmesh_bufferoffset = 0;
8731                         rsurface.modelvertex3f_vertexbuffer = NULL;
8732                         rsurface.modelvertex3f_bufferoffset = 0;
8733                         rsurface.modelvertex3f_vertexbuffer = 0;
8734                         rsurface.modelvertex3f_bufferoffset = 0;
8735                         rsurface.modelsvector3f_vertexbuffer = 0;
8736                         rsurface.modelsvector3f_bufferoffset = 0;
8737                         rsurface.modeltvector3f_vertexbuffer = 0;
8738                         rsurface.modeltvector3f_bufferoffset = 0;
8739                         rsurface.modelnormal3f_vertexbuffer = 0;
8740                         rsurface.modelnormal3f_bufferoffset = 0;
8741                 }
8742                 rsurface.modelgeneratedvertex = true;
8743         }
8744         else
8745         {
8746                 if (rsurface.entityskeletaltransform3x4)
8747                 {
8748                         r_refdef.stats[r_stat_batch_entityskeletal_count]++;
8749                         r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
8750                         r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
8751                         r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
8752                 }
8753                 else
8754                 {
8755                         r_refdef.stats[r_stat_batch_entitystatic_count]++;
8756                         r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
8757                         r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
8758                         r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
8759                 }
8760                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
8761                 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8762                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8763                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8764                 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8765                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8766                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8767                 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8768                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8769                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
8770                 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8771                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8772                 rsurface.modelvertexmesh = model->surfmesh.data_vertexmesh;
8773                 rsurface.modelvertexmesh_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8774                 rsurface.modelvertexmesh_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8775                 rsurface.modelgeneratedvertex = false;
8776         }
8777         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
8778         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8779         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8780         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
8781         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8782         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8783         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
8784         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8785         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8786         rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
8787         rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8788         rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
8789         rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
8790         rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8791         rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
8792         rsurface.modelelement3i = model->surfmesh.data_element3i;
8793         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8794         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8795         rsurface.modelelement3s = model->surfmesh.data_element3s;
8796         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8797         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8798         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8799         rsurface.modelnumvertices = model->surfmesh.num_vertices;
8800         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8801         rsurface.modelsurfaces = model->data_surfaces;
8802         rsurface.batchgeneratedvertex = false;
8803         rsurface.batchfirstvertex = 0;
8804         rsurface.batchnumvertices = 0;
8805         rsurface.batchfirsttriangle = 0;
8806         rsurface.batchnumtriangles = 0;
8807         rsurface.batchvertex3f  = NULL;
8808         rsurface.batchvertex3f_vertexbuffer = NULL;
8809         rsurface.batchvertex3f_bufferoffset = 0;
8810         rsurface.batchsvector3f = NULL;
8811         rsurface.batchsvector3f_vertexbuffer = NULL;
8812         rsurface.batchsvector3f_bufferoffset = 0;
8813         rsurface.batchtvector3f = NULL;
8814         rsurface.batchtvector3f_vertexbuffer = NULL;
8815         rsurface.batchtvector3f_bufferoffset = 0;
8816         rsurface.batchnormal3f  = NULL;
8817         rsurface.batchnormal3f_vertexbuffer = NULL;
8818         rsurface.batchnormal3f_bufferoffset = 0;
8819         rsurface.batchlightmapcolor4f = NULL;
8820         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8821         rsurface.batchlightmapcolor4f_bufferoffset = 0;
8822         rsurface.batchtexcoordtexture2f = NULL;
8823         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8824         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8825         rsurface.batchtexcoordlightmap2f = NULL;
8826         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8827         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8828         rsurface.batchskeletalindex4ub = NULL;
8829         rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8830         rsurface.batchskeletalindex4ub_bufferoffset = 0;
8831         rsurface.batchskeletalweight4ub = NULL;
8832         rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8833         rsurface.batchskeletalweight4ub_bufferoffset = 0;
8834         rsurface.batchvertexmesh = NULL;
8835         rsurface.batchvertexmesh_vertexbuffer = NULL;
8836         rsurface.batchvertexmesh_bufferoffset = 0;
8837         rsurface.batchelement3i = NULL;
8838         rsurface.batchelement3i_indexbuffer = NULL;
8839         rsurface.batchelement3i_bufferoffset = 0;
8840         rsurface.batchelement3s = NULL;
8841         rsurface.batchelement3s_indexbuffer = NULL;
8842         rsurface.batchelement3s_bufferoffset = 0;
8843         rsurface.passcolor4f = NULL;
8844         rsurface.passcolor4f_vertexbuffer = NULL;
8845         rsurface.passcolor4f_bufferoffset = 0;
8846         rsurface.forcecurrenttextureupdate = false;
8847 }
8848
8849 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)
8850 {
8851         rsurface.entity = r_refdef.scene.worldentity;
8852         rsurface.skeleton = NULL;
8853         rsurface.ent_skinnum = 0;
8854         rsurface.ent_qwskin = -1;
8855         rsurface.ent_flags = entflags;
8856         rsurface.shadertime = r_refdef.scene.time - shadertime;
8857         rsurface.modelnumvertices = numvertices;
8858         rsurface.modelnumtriangles = numtriangles;
8859         rsurface.matrix = *matrix;
8860         rsurface.inversematrix = *inversematrix;
8861         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8862         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8863         R_EntityMatrix(&rsurface.matrix);
8864         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8865         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8866         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8867         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8868         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8869         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8870         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8871         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8872         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8873         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8874         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8875         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8876         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);
8877         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8878         rsurface.frameblend[0].lerp = 1;
8879         rsurface.ent_alttextures = false;
8880         rsurface.basepolygonfactor = r_refdef.polygonfactor;
8881         rsurface.basepolygonoffset = r_refdef.polygonoffset;
8882         rsurface.entityskeletaltransform3x4 = NULL;
8883         rsurface.entityskeletaltransform3x4buffer = NULL;
8884         rsurface.entityskeletaltransform3x4offset = 0;
8885         rsurface.entityskeletaltransform3x4size = 0;
8886         rsurface.entityskeletalnumtransforms = 0;
8887         r_refdef.stats[r_stat_batch_entitycustom_count]++;
8888         r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
8889         r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
8890         r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
8891         if (wanttangents)
8892         {
8893                 rsurface.modelvertex3f = (float *)vertex3f;
8894                 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8895                 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8896                 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8897         }
8898         else if (wantnormals)
8899         {
8900                 rsurface.modelvertex3f = (float *)vertex3f;
8901                 rsurface.modelsvector3f = NULL;
8902                 rsurface.modeltvector3f = NULL;
8903                 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8904         }
8905         else
8906         {
8907                 rsurface.modelvertex3f = (float *)vertex3f;
8908                 rsurface.modelsvector3f = NULL;
8909                 rsurface.modeltvector3f = NULL;
8910                 rsurface.modelnormal3f = NULL;
8911         }
8912         rsurface.modelvertexmesh = NULL;
8913         rsurface.modelvertexmesh_vertexbuffer = NULL;
8914         rsurface.modelvertexmesh_bufferoffset = 0;
8915         rsurface.modelvertex3f_vertexbuffer = 0;
8916         rsurface.modelvertex3f_bufferoffset = 0;
8917         rsurface.modelsvector3f_vertexbuffer = 0;
8918         rsurface.modelsvector3f_bufferoffset = 0;
8919         rsurface.modeltvector3f_vertexbuffer = 0;
8920         rsurface.modeltvector3f_bufferoffset = 0;
8921         rsurface.modelnormal3f_vertexbuffer = 0;
8922         rsurface.modelnormal3f_bufferoffset = 0;
8923         rsurface.modelgeneratedvertex = true;
8924         rsurface.modellightmapcolor4f  = (float *)color4f;
8925         rsurface.modellightmapcolor4f_vertexbuffer = 0;
8926         rsurface.modellightmapcolor4f_bufferoffset = 0;
8927         rsurface.modeltexcoordtexture2f  = (float *)texcoord2f;
8928         rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8929         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8930         rsurface.modeltexcoordlightmap2f  = NULL;
8931         rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8932         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8933         rsurface.modelskeletalindex4ub = NULL;
8934         rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
8935         rsurface.modelskeletalindex4ub_bufferoffset = 0;
8936         rsurface.modelskeletalweight4ub = NULL;
8937         rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
8938         rsurface.modelskeletalweight4ub_bufferoffset = 0;
8939         rsurface.modelelement3i = (int *)element3i;
8940         rsurface.modelelement3i_indexbuffer = NULL;
8941         rsurface.modelelement3i_bufferoffset = 0;
8942         rsurface.modelelement3s = (unsigned short *)element3s;
8943         rsurface.modelelement3s_indexbuffer = NULL;
8944         rsurface.modelelement3s_bufferoffset = 0;
8945         rsurface.modellightmapoffsets = NULL;
8946         rsurface.modelsurfaces = NULL;
8947         rsurface.batchgeneratedvertex = false;
8948         rsurface.batchfirstvertex = 0;
8949         rsurface.batchnumvertices = 0;
8950         rsurface.batchfirsttriangle = 0;
8951         rsurface.batchnumtriangles = 0;
8952         rsurface.batchvertex3f  = NULL;
8953         rsurface.batchvertex3f_vertexbuffer = NULL;
8954         rsurface.batchvertex3f_bufferoffset = 0;
8955         rsurface.batchsvector3f = NULL;
8956         rsurface.batchsvector3f_vertexbuffer = NULL;
8957         rsurface.batchsvector3f_bufferoffset = 0;
8958         rsurface.batchtvector3f = NULL;
8959         rsurface.batchtvector3f_vertexbuffer = NULL;
8960         rsurface.batchtvector3f_bufferoffset = 0;
8961         rsurface.batchnormal3f  = NULL;
8962         rsurface.batchnormal3f_vertexbuffer = NULL;
8963         rsurface.batchnormal3f_bufferoffset = 0;
8964         rsurface.batchlightmapcolor4f = NULL;
8965         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8966         rsurface.batchlightmapcolor4f_bufferoffset = 0;
8967         rsurface.batchtexcoordtexture2f = NULL;
8968         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8969         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8970         rsurface.batchtexcoordlightmap2f = NULL;
8971         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8972         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8973         rsurface.batchskeletalindex4ub = NULL;
8974         rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8975         rsurface.batchskeletalindex4ub_bufferoffset = 0;
8976         rsurface.batchskeletalweight4ub = NULL;
8977         rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8978         rsurface.batchskeletalweight4ub_bufferoffset = 0;
8979         rsurface.batchvertexmesh = NULL;
8980         rsurface.batchvertexmesh_vertexbuffer = NULL;
8981         rsurface.batchvertexmesh_bufferoffset = 0;
8982         rsurface.batchelement3i = NULL;
8983         rsurface.batchelement3i_indexbuffer = NULL;
8984         rsurface.batchelement3i_bufferoffset = 0;
8985         rsurface.batchelement3s = NULL;
8986         rsurface.batchelement3s_indexbuffer = NULL;
8987         rsurface.batchelement3s_bufferoffset = 0;
8988         rsurface.passcolor4f = NULL;
8989         rsurface.passcolor4f_vertexbuffer = NULL;
8990         rsurface.passcolor4f_bufferoffset = 0;
8991         rsurface.forcecurrenttextureupdate = true;
8992
8993         if (rsurface.modelnumvertices && rsurface.modelelement3i)
8994         {
8995                 if ((wantnormals || wanttangents) && !normal3f)
8996                 {
8997                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8998                         Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8999                 }
9000                 if (wanttangents && !svector3f)
9001                 {
9002                         rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
9003                         rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
9004                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
9005                 }
9006         }
9007 }
9008
9009 float RSurf_FogPoint(const float *v)
9010 {
9011         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9012         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9013         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9014         float FogHeightFade = r_refdef.fogheightfade;
9015         float fogfrac;
9016         unsigned int fogmasktableindex;
9017         if (r_refdef.fogplaneviewabove)
9018                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9019         else
9020                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9021         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9022         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9023 }
9024
9025 float RSurf_FogVertex(const float *v)
9026 {
9027         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9028         float FogPlaneViewDist = rsurface.fogplaneviewdist;
9029         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9030         float FogHeightFade = rsurface.fogheightfade;
9031         float fogfrac;
9032         unsigned int fogmasktableindex;
9033         if (r_refdef.fogplaneviewabove)
9034                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9035         else
9036                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9037         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9038         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9039 }
9040
9041 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
9042 {
9043         int i;
9044         for (i = 0;i < numelements;i++)
9045                 outelement3i[i] = inelement3i[i] + adjust;
9046 }
9047
9048 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9049 extern cvar_t gl_vbo;
9050 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9051 {
9052         int deformindex;
9053         int firsttriangle;
9054         int numtriangles;
9055         int firstvertex;
9056         int endvertex;
9057         int numvertices;
9058         int surfacefirsttriangle;
9059         int surfacenumtriangles;
9060         int surfacefirstvertex;
9061         int surfaceendvertex;
9062         int surfacenumvertices;
9063         int batchnumsurfaces = texturenumsurfaces;
9064         int batchnumvertices;
9065         int batchnumtriangles;
9066         int needsupdate;
9067         int i, j;
9068         qboolean gaps;
9069         qboolean dynamicvertex;
9070         float amplitude;
9071         float animpos;
9072         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9073         float waveparms[4];
9074         unsigned char *ub;
9075         q3shaderinfo_deform_t *deform;
9076         const msurface_t *surface, *firstsurface;
9077         r_vertexmesh_t *vertexmesh;
9078         if (!texturenumsurfaces)
9079                 return;
9080         // find vertex range of this surface batch
9081         gaps = false;
9082         firstsurface = texturesurfacelist[0];
9083         firsttriangle = firstsurface->num_firsttriangle;
9084         batchnumvertices = 0;
9085         batchnumtriangles = 0;
9086         firstvertex = endvertex = firstsurface->num_firstvertex;
9087         for (i = 0;i < texturenumsurfaces;i++)
9088         {
9089                 surface = texturesurfacelist[i];
9090                 if (surface != firstsurface + i)
9091                         gaps = true;
9092                 surfacefirstvertex = surface->num_firstvertex;
9093                 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
9094                 surfacenumvertices = surface->num_vertices;
9095                 surfacenumtriangles = surface->num_triangles;
9096                 if (firstvertex > surfacefirstvertex)
9097                         firstvertex = surfacefirstvertex;
9098                 if (endvertex < surfaceendvertex)
9099                         endvertex = surfaceendvertex;
9100                 batchnumvertices += surfacenumvertices;
9101                 batchnumtriangles += surfacenumtriangles;
9102         }
9103
9104         r_refdef.stats[r_stat_batch_batches]++;
9105         if (gaps)
9106                 r_refdef.stats[r_stat_batch_withgaps]++;
9107         r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
9108         r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
9109         r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
9110
9111         // we now know the vertex range used, and if there are any gaps in it
9112         rsurface.batchfirstvertex = firstvertex;
9113         rsurface.batchnumvertices = endvertex - firstvertex;
9114         rsurface.batchfirsttriangle = firsttriangle;
9115         rsurface.batchnumtriangles = batchnumtriangles;
9116
9117         // this variable holds flags for which properties have been updated that
9118         // may require regenerating vertexmesh array...
9119         needsupdate = 0;
9120
9121         // check if any dynamic vertex processing must occur
9122         dynamicvertex = false;
9123
9124         // a cvar to force the dynamic vertex path to be taken, for debugging
9125         if (r_batch_debugdynamicvertexpath.integer)
9126         {
9127                 if (!dynamicvertex)
9128                 {
9129                         r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
9130                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
9131                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
9132                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
9133                 }
9134                 dynamicvertex = true;
9135         }
9136
9137         // if there is a chance of animated vertex colors, it's a dynamic batch
9138         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
9139         {
9140                 if (!dynamicvertex)
9141                 {
9142                         r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
9143                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
9144                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
9145                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
9146                 }
9147                 dynamicvertex = true;
9148                 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
9149         }
9150
9151         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9152         {
9153                 switch (deform->deform)
9154                 {
9155                 default:
9156                 case Q3DEFORM_PROJECTIONSHADOW:
9157                 case Q3DEFORM_TEXT0:
9158                 case Q3DEFORM_TEXT1:
9159                 case Q3DEFORM_TEXT2:
9160                 case Q3DEFORM_TEXT3:
9161                 case Q3DEFORM_TEXT4:
9162                 case Q3DEFORM_TEXT5:
9163                 case Q3DEFORM_TEXT6:
9164                 case Q3DEFORM_TEXT7:
9165                 case Q3DEFORM_NONE:
9166                         break;
9167                 case Q3DEFORM_AUTOSPRITE:
9168                         if (!dynamicvertex)
9169                         {
9170                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
9171                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
9172                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
9173                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
9174                         }
9175                         dynamicvertex = true;
9176                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
9177                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9178                         break;
9179                 case Q3DEFORM_AUTOSPRITE2:
9180                         if (!dynamicvertex)
9181                         {
9182                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
9183                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
9184                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
9185                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
9186                         }
9187                         dynamicvertex = true;
9188                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
9189                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9190                         break;
9191                 case Q3DEFORM_NORMAL:
9192                         if (!dynamicvertex)
9193                         {
9194                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
9195                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
9196                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
9197                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
9198                         }
9199                         dynamicvertex = true;
9200                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9201                         needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9202                         break;
9203                 case Q3DEFORM_WAVE:
9204                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9205                                 break; // if wavefunc is a nop, ignore this transform
9206                         if (!dynamicvertex)
9207                         {
9208                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
9209                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
9210                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
9211                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
9212                         }
9213                         dynamicvertex = true;
9214                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9215                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9216                         break;
9217                 case Q3DEFORM_BULGE:
9218                         if (!dynamicvertex)
9219                         {
9220                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
9221                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
9222                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
9223                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
9224                         }
9225                         dynamicvertex = true;
9226                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9227                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9228                         break;
9229                 case Q3DEFORM_MOVE:
9230                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9231                                 break; // if wavefunc is a nop, ignore this transform
9232                         if (!dynamicvertex)
9233                         {
9234                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
9235                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
9236                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
9237                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
9238                         }
9239                         dynamicvertex = true;
9240                         batchneed |= BATCHNEED_ARRAY_VERTEX;
9241                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
9242                         break;
9243                 }
9244         }
9245         switch(rsurface.texture->tcgen.tcgen)
9246         {
9247         default:
9248         case Q3TCGEN_TEXTURE:
9249                 break;
9250         case Q3TCGEN_LIGHTMAP:
9251                 if (!dynamicvertex)
9252                 {
9253                         r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
9254                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
9255                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
9256                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
9257                 }
9258                 dynamicvertex = true;
9259                 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
9260                 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
9261                 break;
9262         case Q3TCGEN_VECTOR:
9263                 if (!dynamicvertex)
9264                 {
9265                         r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
9266                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
9267                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
9268                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
9269                 }
9270                 dynamicvertex = true;
9271                 batchneed |= BATCHNEED_ARRAY_VERTEX;
9272                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9273                 break;
9274         case Q3TCGEN_ENVIRONMENT:
9275                 if (!dynamicvertex)
9276                 {
9277                         r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
9278                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
9279                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
9280                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
9281                 }
9282                 dynamicvertex = true;
9283                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
9284                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9285                 break;
9286         }
9287         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9288         {
9289                 if (!dynamicvertex)
9290                 {
9291                         r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
9292                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
9293                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
9294                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
9295                 }
9296                 dynamicvertex = true;
9297                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
9298                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9299         }
9300
9301         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
9302         {
9303                 if (!dynamicvertex)
9304                 {
9305                         r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
9306                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
9307                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
9308                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
9309                 }
9310                 dynamicvertex = true;
9311                 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
9312         }
9313
9314         // when the model data has no vertex buffer (dynamic mesh), we need to
9315         // eliminate gaps
9316         if (vid.useinterleavedarrays && !rsurface.modelvertexmesh_vertexbuffer)
9317                 batchneed |= BATCHNEED_NOGAPS;
9318
9319         // the caller can specify BATCHNEED_NOGAPS to force a batch with
9320         // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
9321         // we ensure this by treating the vertex batch as dynamic...
9322         if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0))
9323         {
9324                 if (!dynamicvertex)
9325                 {
9326                         r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
9327                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
9328                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
9329                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
9330                 }
9331                 dynamicvertex = true;
9332         }
9333
9334         if (dynamicvertex)
9335         {
9336                 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
9337                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)      batchneed |= BATCHNEED_ARRAY_VERTEX;
9338                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)      batchneed |= BATCHNEED_ARRAY_NORMAL;
9339                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)      batchneed |= BATCHNEED_ARRAY_VECTOR;
9340                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
9341                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)    batchneed |= BATCHNEED_ARRAY_TEXCOORD;
9342                 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP)    batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
9343                 if (batchneed & BATCHNEED_VERTEXMESH_SKELETAL)    batchneed |= BATCHNEED_ARRAY_SKELETAL;
9344         }
9345
9346         // if needsupdate, we have to do a dynamic vertex batch for sure
9347         if (needsupdate & batchneed)
9348         {
9349                 if (!dynamicvertex)
9350                 {
9351                         r_refdef.stats[r_stat_batch_dynamic_batches_because_derived] += 1;
9352                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_derived] += batchnumsurfaces;
9353                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_derived] += batchnumvertices;
9354                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_derived] += batchnumtriangles;
9355                 }
9356                 dynamicvertex = true;
9357         }
9358
9359         // see if we need to build vertexmesh from arrays
9360         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
9361         {
9362                 if (!dynamicvertex)
9363                 {
9364                         r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
9365                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
9366                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
9367                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
9368                 }
9369                 dynamicvertex = true;
9370         }
9371
9372         // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
9373         if (dynamicvertex && rsurface.entityskeletaltransform3x4)
9374                 batchneed |= BATCHNEED_ARRAY_SKELETAL;
9375
9376         rsurface.batchvertex3f = rsurface.modelvertex3f;
9377         rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
9378         rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9379         rsurface.batchsvector3f = rsurface.modelsvector3f;
9380         rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
9381         rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9382         rsurface.batchtvector3f = rsurface.modeltvector3f;
9383         rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
9384         rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9385         rsurface.batchnormal3f = rsurface.modelnormal3f;
9386         rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
9387         rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9388         rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
9389         rsurface.batchlightmapcolor4f_vertexbuffer  = rsurface.modellightmapcolor4f_vertexbuffer;
9390         rsurface.batchlightmapcolor4f_bufferoffset  = rsurface.modellightmapcolor4f_bufferoffset;
9391         rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
9392         rsurface.batchtexcoordtexture2f_vertexbuffer  = rsurface.modeltexcoordtexture2f_vertexbuffer;
9393         rsurface.batchtexcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
9394         rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
9395         rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
9396         rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
9397         rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
9398         rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
9399         rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
9400         rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
9401         rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
9402         rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
9403         rsurface.batchvertexmesh = rsurface.modelvertexmesh;
9404         rsurface.batchvertexmesh_vertexbuffer = rsurface.modelvertexmesh_vertexbuffer;
9405         rsurface.batchvertexmesh_bufferoffset = rsurface.modelvertexmesh_bufferoffset;
9406         rsurface.batchelement3i = rsurface.modelelement3i;
9407         rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
9408         rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
9409         rsurface.batchelement3s = rsurface.modelelement3s;
9410         rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
9411         rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
9412         rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
9413         rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
9414         rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
9415         rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
9416         rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
9417
9418         // if any dynamic vertex processing has to occur in software, we copy the
9419         // entire surface list together before processing to rebase the vertices
9420         // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
9421         //
9422         // if any gaps exist and we do not have a static vertex buffer, we have to
9423         // copy the surface list together to avoid wasting upload bandwidth on the
9424         // vertices in the gaps.
9425         //
9426         // if gaps exist and we have a static vertex buffer, we can choose whether
9427         // to combine the index buffer ranges into one dynamic index buffer or
9428         // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
9429         //
9430         // in many cases the batch is reduced to one draw call.
9431
9432         rsurface.batchmultidraw = false;
9433         rsurface.batchmultidrawnumsurfaces = 0;
9434         rsurface.batchmultidrawsurfacelist = NULL;
9435
9436         if (!dynamicvertex)
9437         {
9438                 // static vertex data, just set pointers...
9439                 rsurface.batchgeneratedvertex = false;
9440                 // if there are gaps, we want to build a combined index buffer,
9441                 // otherwise use the original static buffer with an appropriate offset
9442                 if (gaps)
9443                 {
9444                         r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
9445                         r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
9446                         r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
9447                         r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
9448                         if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
9449                         {
9450                                 rsurface.batchmultidraw = true;
9451                                 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
9452                                 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
9453                                 return;
9454                         }
9455                         // build a new triangle elements array for this batch
9456                         rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
9457                         rsurface.batchfirsttriangle = 0;
9458                         numtriangles = 0;
9459                         for (i = 0;i < texturenumsurfaces;i++)
9460                         {
9461                                 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
9462                                 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
9463                                 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
9464                                 numtriangles += surfacenumtriangles;
9465                         }
9466                         rsurface.batchelement3i_indexbuffer = NULL;
9467                         rsurface.batchelement3i_bufferoffset = 0;
9468                         rsurface.batchelement3s = NULL;
9469                         rsurface.batchelement3s_indexbuffer = NULL;
9470                         rsurface.batchelement3s_bufferoffset = 0;
9471                         if (endvertex <= 65536)
9472                         {
9473                                 // make a 16bit (unsigned short) index array if possible
9474                                 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
9475                                 for (i = 0;i < numtriangles*3;i++)
9476                                         rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
9477                         }
9478                         // upload buffer data for the copytriangles batch
9479                         if (((r_batch_dynamicbuffer.integer || gl_vbo_dynamicindex.integer) && vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo)
9480                         {
9481                                 if (rsurface.batchelement3s)
9482                                         rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
9483                                 else if (rsurface.batchelement3i)
9484                                         rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
9485                         }
9486                 }
9487                 else
9488                 {
9489                         r_refdef.stats[r_stat_batch_fast_batches] += 1;
9490                         r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
9491                         r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
9492                         r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
9493                 }
9494                 return;
9495         }
9496
9497         // something needs software processing, do it for real...
9498         // we only directly handle separate array data in this case and then
9499         // generate interleaved data if needed...
9500         rsurface.batchgeneratedvertex = true;
9501         r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
9502         r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
9503         r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
9504         r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
9505
9506         // now copy the vertex data into a combined array and make an index array
9507         // (this is what Quake3 does all the time)
9508         // we also apply any skeletal animation here that would have been done in
9509         // the vertex shader, because most of the dynamic vertex animation cases
9510         // need actual vertex positions and normals
9511         //if (dynamicvertex)
9512         {
9513                 rsurface.batchvertexmesh = NULL;
9514                 rsurface.batchvertexmesh_vertexbuffer = NULL;
9515                 rsurface.batchvertexmesh_bufferoffset = 0;
9516                 rsurface.batchvertex3f = NULL;
9517                 rsurface.batchvertex3f_vertexbuffer = NULL;
9518                 rsurface.batchvertex3f_bufferoffset = 0;
9519                 rsurface.batchsvector3f = NULL;
9520                 rsurface.batchsvector3f_vertexbuffer = NULL;
9521                 rsurface.batchsvector3f_bufferoffset = 0;
9522                 rsurface.batchtvector3f = NULL;
9523                 rsurface.batchtvector3f_vertexbuffer = NULL;
9524                 rsurface.batchtvector3f_bufferoffset = 0;
9525                 rsurface.batchnormal3f = NULL;
9526                 rsurface.batchnormal3f_vertexbuffer = NULL;
9527                 rsurface.batchnormal3f_bufferoffset = 0;
9528                 rsurface.batchlightmapcolor4f = NULL;
9529                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9530                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9531                 rsurface.batchtexcoordtexture2f = NULL;
9532                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9533                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9534                 rsurface.batchtexcoordlightmap2f = NULL;
9535                 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9536                 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9537                 rsurface.batchskeletalindex4ub = NULL;
9538                 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
9539                 rsurface.batchskeletalindex4ub_bufferoffset = 0;
9540                 rsurface.batchskeletalweight4ub = NULL;
9541                 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
9542                 rsurface.batchskeletalweight4ub_bufferoffset = 0;
9543                 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
9544                 rsurface.batchelement3i_indexbuffer = NULL;
9545                 rsurface.batchelement3i_bufferoffset = 0;
9546                 rsurface.batchelement3s = NULL;
9547                 rsurface.batchelement3s_indexbuffer = NULL;
9548                 rsurface.batchelement3s_bufferoffset = 0;
9549                 rsurface.batchskeletaltransform3x4buffer = NULL;
9550                 rsurface.batchskeletaltransform3x4offset = 0;
9551                 rsurface.batchskeletaltransform3x4size = 0;
9552                 // we'll only be setting up certain arrays as needed
9553                 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9554                         rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9555                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
9556                         rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9557                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
9558                         rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9559                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
9560                 {
9561                         rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9562                         rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9563                 }
9564                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
9565                         rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
9566                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
9567                         rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9568                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
9569                         rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9570                 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
9571                 {
9572                         rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
9573                         rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
9574                 }
9575                 numvertices = 0;
9576                 numtriangles = 0;
9577                 for (i = 0;i < texturenumsurfaces;i++)
9578                 {
9579                         surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
9580                         surfacenumvertices = texturesurfacelist[i]->num_vertices;
9581                         surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
9582                         surfacenumtriangles = texturesurfacelist[i]->num_triangles;
9583                         // copy only the data requested
9584                         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
9585                                 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
9586                         if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
9587                         {
9588                                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
9589                                 {
9590                                         if (rsurface.batchvertex3f)
9591                                                 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9592                                         else
9593                                                 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9594                                 }
9595                                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
9596                                 {
9597                                         if (rsurface.modelnormal3f)
9598                                                 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9599                                         else
9600                                                 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9601                                 }
9602                                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
9603                                 {
9604                                         if (rsurface.modelsvector3f)
9605                                         {
9606                                                 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9607                                                 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9608                                         }
9609                                         else
9610                                         {
9611                                                 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9612                                                 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9613                                         }
9614                                 }
9615                                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
9616                                 {
9617                                         if (rsurface.modellightmapcolor4f)
9618                                                 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
9619                                         else
9620                                                 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
9621                                 }
9622                                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
9623                                 {
9624                                         if (rsurface.modeltexcoordtexture2f)
9625                                                 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
9626                                         else
9627                                                 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
9628                                 }
9629                                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
9630                                 {
9631                                         if (rsurface.modeltexcoordlightmap2f)
9632                                                 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
9633                                         else
9634                                                 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
9635                                 }
9636                                 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
9637                                 {
9638                                         if (rsurface.modelskeletalindex4ub)
9639                                         {
9640                                                 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
9641                                                 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
9642                                         }
9643                                         else
9644                                         {
9645                                                 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
9646                                                 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
9647                                                 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
9648                                                 for (j = 0;j < surfacenumvertices;j++)
9649                                                         ub[j*4] = 255;
9650                                         }
9651                                 }
9652                         }
9653                         RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
9654                         numvertices += surfacenumvertices;
9655                         numtriangles += surfacenumtriangles;
9656                 }
9657
9658                 // generate a 16bit index array as well if possible
9659                 // (in general, dynamic batches fit)
9660                 if (numvertices <= 65536)
9661                 {
9662                         rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
9663                         for (i = 0;i < numtriangles*3;i++)
9664                                 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
9665                 }
9666
9667                 // since we've copied everything, the batch now starts at 0
9668                 rsurface.batchfirstvertex = 0;
9669                 rsurface.batchnumvertices = batchnumvertices;
9670                 rsurface.batchfirsttriangle = 0;
9671                 rsurface.batchnumtriangles = batchnumtriangles;
9672         }
9673
9674         // apply skeletal animation that would have been done in the vertex shader
9675         if (rsurface.batchskeletaltransform3x4)
9676         {
9677                 const unsigned char *si;
9678                 const unsigned char *sw;
9679                 const float *t[4];
9680                 const float *b = rsurface.batchskeletaltransform3x4;
9681                 float *vp, *vs, *vt, *vn;
9682                 float w[4];
9683                 float m[3][4], n[3][4];
9684                 float tp[3], ts[3], tt[3], tn[3];
9685                 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
9686                 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
9687                 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
9688                 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
9689                 si = rsurface.batchskeletalindex4ub;
9690                 sw = rsurface.batchskeletalweight4ub;
9691                 vp = rsurface.batchvertex3f;
9692                 vs = rsurface.batchsvector3f;
9693                 vt = rsurface.batchtvector3f;
9694                 vn = rsurface.batchnormal3f;
9695                 memset(m[0], 0, sizeof(m));
9696                 memset(n[0], 0, sizeof(n));
9697                 for (i = 0;i < batchnumvertices;i++)
9698                 {
9699                         t[0] = b + si[0]*12;
9700                         if (sw[0] == 255)
9701                         {
9702                                 // common case - only one matrix
9703                                 m[0][0] = t[0][ 0];
9704                                 m[0][1] = t[0][ 1];
9705                                 m[0][2] = t[0][ 2];
9706                                 m[0][3] = t[0][ 3];
9707                                 m[1][0] = t[0][ 4];
9708                                 m[1][1] = t[0][ 5];
9709                                 m[1][2] = t[0][ 6];
9710                                 m[1][3] = t[0][ 7];
9711                                 m[2][0] = t[0][ 8];
9712                                 m[2][1] = t[0][ 9];
9713                                 m[2][2] = t[0][10];
9714                                 m[2][3] = t[0][11];
9715                         }
9716                         else if (sw[2] + sw[3])
9717                         {
9718                                 // blend 4 matrices
9719                                 t[1] = b + si[1]*12;
9720                                 t[2] = b + si[2]*12;
9721                                 t[3] = b + si[3]*12;
9722                                 w[0] = sw[0] * (1.0f / 255.0f);
9723                                 w[1] = sw[1] * (1.0f / 255.0f);
9724                                 w[2] = sw[2] * (1.0f / 255.0f);
9725                                 w[3] = sw[3] * (1.0f / 255.0f);
9726                                 // blend the matrices
9727                                 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
9728                                 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
9729                                 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
9730                                 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
9731                                 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
9732                                 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
9733                                 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
9734                                 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
9735                                 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
9736                                 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
9737                                 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
9738                                 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
9739                         }
9740                         else
9741                         {
9742                                 // blend 2 matrices
9743                                 t[1] = b + si[1]*12;
9744                                 w[0] = sw[0] * (1.0f / 255.0f);
9745                                 w[1] = sw[1] * (1.0f / 255.0f);
9746                                 // blend the matrices
9747                                 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
9748                                 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
9749                                 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
9750                                 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
9751                                 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
9752                                 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
9753                                 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
9754                                 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
9755                                 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
9756                                 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
9757                                 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
9758                                 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
9759                         }
9760                         si += 4;
9761                         sw += 4;
9762                         // modify the vertex
9763                         VectorCopy(vp, tp);
9764                         vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
9765                         vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
9766                         vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
9767                         vp += 3;
9768                         if (vn)
9769                         {
9770                                 // the normal transformation matrix is a set of cross products...
9771                                 CrossProduct(m[1], m[2], n[0]);
9772                                 CrossProduct(m[2], m[0], n[1]);
9773                                 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
9774                                 VectorCopy(vn, tn);
9775                                 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
9776                                 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
9777                                 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
9778                                 VectorNormalize(vn);
9779                                 vn += 3;
9780                                 if (vs)
9781                                 {
9782                                         VectorCopy(vs, ts);
9783                                         vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
9784                                         vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
9785                                         vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
9786                                         VectorNormalize(vs);
9787                                         vs += 3;
9788                                         VectorCopy(vt, tt);
9789                                         vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
9790                                         vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
9791                                         vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
9792                                         VectorNormalize(vt);
9793                                         vt += 3;
9794                                 }
9795                         }
9796                 }
9797                 rsurface.batchskeletaltransform3x4 = NULL;
9798                 rsurface.batchskeletalnumtransforms = 0;
9799         }
9800
9801         // q1bsp surfaces rendered in vertex color mode have to have colors
9802         // calculated based on lightstyles
9803         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
9804         {
9805                 // generate color arrays for the surfaces in this list
9806                 int c[4];
9807                 int scale;
9808                 int size3;
9809                 const int *offsets;
9810                 const unsigned char *lm;
9811                 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
9812                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9813                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9814                 numvertices = 0;
9815                 for (i = 0;i < texturenumsurfaces;i++)
9816                 {
9817                         surface = texturesurfacelist[i];
9818                         offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
9819                         surfacenumvertices = surface->num_vertices;
9820                         if (surface->lightmapinfo->samples)
9821                         {
9822                                 for (j = 0;j < surfacenumvertices;j++)
9823                                 {
9824                                         lm = surface->lightmapinfo->samples + offsets[j];
9825                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
9826                                         VectorScale(lm, scale, c);
9827                                         if (surface->lightmapinfo->styles[1] != 255)
9828                                         {
9829                                                 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
9830                                                 lm += size3;
9831                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
9832                                                 VectorMA(c, scale, lm, c);
9833                                                 if (surface->lightmapinfo->styles[2] != 255)
9834                                                 {
9835                                                         lm += size3;
9836                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
9837                                                         VectorMA(c, scale, lm, c);
9838                                                         if (surface->lightmapinfo->styles[3] != 255)
9839                                                         {
9840                                                                 lm += size3;
9841                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
9842                                                                 VectorMA(c, scale, lm, c);
9843                                                         }
9844                                                 }
9845                                         }
9846                                         c[0] >>= 7;
9847                                         c[1] >>= 7;
9848                                         c[2] >>= 7;
9849                                         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);
9850                                         numvertices++;
9851                                 }
9852                         }
9853                         else
9854                         {
9855                                 for (j = 0;j < surfacenumvertices;j++)
9856                                 {
9857                                         Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
9858                                         numvertices++;
9859                                 }
9860                         }
9861                 }
9862         }
9863
9864         // if vertices are deformed (sprite flares and things in maps, possibly
9865         // water waves, bulges and other deformations), modify the copied vertices
9866         // in place
9867         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9868         {
9869                 float scale;
9870                 switch (deform->deform)
9871                 {
9872                 default:
9873                 case Q3DEFORM_PROJECTIONSHADOW:
9874                 case Q3DEFORM_TEXT0:
9875                 case Q3DEFORM_TEXT1:
9876                 case Q3DEFORM_TEXT2:
9877                 case Q3DEFORM_TEXT3:
9878                 case Q3DEFORM_TEXT4:
9879                 case Q3DEFORM_TEXT5:
9880                 case Q3DEFORM_TEXT6:
9881                 case Q3DEFORM_TEXT7:
9882                 case Q3DEFORM_NONE:
9883                         break;
9884                 case Q3DEFORM_AUTOSPRITE:
9885                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9886                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9887                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9888                         VectorNormalize(newforward);
9889                         VectorNormalize(newright);
9890                         VectorNormalize(newup);
9891 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9892 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9893 //                      rsurface.batchvertex3f_bufferoffset = 0;
9894 //                      rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9895 //                      rsurface.batchsvector3f_vertexbuffer = NULL;
9896 //                      rsurface.batchsvector3f_bufferoffset = 0;
9897 //                      rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9898 //                      rsurface.batchtvector3f_vertexbuffer = NULL;
9899 //                      rsurface.batchtvector3f_bufferoffset = 0;
9900 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9901 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
9902 //                      rsurface.batchnormal3f_bufferoffset = 0;
9903                         // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9904                         if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9905                                 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9906                         if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9907                                 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);
9908                         // a single autosprite surface can contain multiple sprites...
9909                         for (j = 0;j < batchnumvertices - 3;j += 4)
9910                         {
9911                                 VectorClear(center);
9912                                 for (i = 0;i < 4;i++)
9913                                         VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9914                                 VectorScale(center, 0.25f, center);
9915                                 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9916                                 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9917                                 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9918                                 for (i = 0;i < 4;i++)
9919                                 {
9920                                         VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9921                                         VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9922                                 }
9923                         }
9924                         // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9925                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9926                         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);
9927                         break;
9928                 case Q3DEFORM_AUTOSPRITE2:
9929                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9930                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9931                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9932                         VectorNormalize(newforward);
9933                         VectorNormalize(newright);
9934                         VectorNormalize(newup);
9935 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9936 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9937 //                      rsurface.batchvertex3f_bufferoffset = 0;
9938                         {
9939                                 const float *v1, *v2;
9940                                 vec3_t start, end;
9941                                 float f, l;
9942                                 struct
9943                                 {
9944                                         float length2;
9945                                         const float *v1;
9946                                         const float *v2;
9947                                 }
9948                                 shortest[2];
9949                                 memset(shortest, 0, sizeof(shortest));
9950                                 // a single autosprite surface can contain multiple sprites...
9951                                 for (j = 0;j < batchnumvertices - 3;j += 4)
9952                                 {
9953                                         VectorClear(center);
9954                                         for (i = 0;i < 4;i++)
9955                                                 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9956                                         VectorScale(center, 0.25f, center);
9957                                         // find the two shortest edges, then use them to define the
9958                                         // axis vectors for rotating around the central axis
9959                                         for (i = 0;i < 6;i++)
9960                                         {
9961                                                 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9962                                                 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9963                                                 l = VectorDistance2(v1, v2);
9964                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9965                                                 if (v1[2] != v2[2])
9966                                                         l += (1.0f / 1024.0f);
9967                                                 if (shortest[0].length2 > l || i == 0)
9968                                                 {
9969                                                         shortest[1] = shortest[0];
9970                                                         shortest[0].length2 = l;
9971                                                         shortest[0].v1 = v1;
9972                                                         shortest[0].v2 = v2;
9973                                                 }
9974                                                 else if (shortest[1].length2 > l || i == 1)
9975                                                 {
9976                                                         shortest[1].length2 = l;
9977                                                         shortest[1].v1 = v1;
9978                                                         shortest[1].v2 = v2;
9979                                                 }
9980                                         }
9981                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9982                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9983                                         // this calculates the right vector from the shortest edge
9984                                         // and the up vector from the edge midpoints
9985                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9986                                         VectorNormalize(right);
9987                                         VectorSubtract(end, start, up);
9988                                         VectorNormalize(up);
9989                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9990                                         VectorSubtract(rsurface.localvieworigin, center, forward);
9991                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9992                                         VectorNegate(forward, forward);
9993                                         VectorReflect(forward, 0, up, forward);
9994                                         VectorNormalize(forward);
9995                                         CrossProduct(up, forward, newright);
9996                                         VectorNormalize(newright);
9997                                         // rotate the quad around the up axis vector, this is made
9998                                         // especially easy by the fact we know the quad is flat,
9999                                         // so we only have to subtract the center position and
10000                                         // measure distance along the right vector, and then
10001                                         // multiply that by the newright vector and add back the
10002                                         // center position
10003                                         // we also need to subtract the old position to undo the
10004                                         // displacement from the center, which we do with a
10005                                         // DotProduct, the subtraction/addition of center is also
10006                                         // optimized into DotProducts here
10007                                         l = DotProduct(right, center);
10008                                         for (i = 0;i < 4;i++)
10009                                         {
10010                                                 v1 = rsurface.batchvertex3f + 3*(j+i);
10011                                                 f = DotProduct(right, v1) - l;
10012                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
10013                                         }
10014                                 }
10015                         }
10016                         if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
10017                         {
10018 //                              rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10019 //                              rsurface.batchnormal3f_vertexbuffer = NULL;
10020 //                              rsurface.batchnormal3f_bufferoffset = 0;
10021                                 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
10022                         }
10023                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
10024                         {
10025 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10026 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
10027 //                              rsurface.batchsvector3f_bufferoffset = 0;
10028 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10029 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
10030 //                              rsurface.batchtvector3f_bufferoffset = 0;
10031                                 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);
10032                         }
10033                         break;
10034                 case Q3DEFORM_NORMAL:
10035                         // deform the normals to make reflections wavey
10036                         rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
10037                         rsurface.batchnormal3f_vertexbuffer = NULL;
10038                         rsurface.batchnormal3f_bufferoffset = 0;
10039                         for (j = 0;j < batchnumvertices;j++)
10040                         {
10041                                 float vertex[3];
10042                                 float *normal = rsurface.batchnormal3f + 3*j;
10043                                 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
10044                                 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
10045                                 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
10046                                 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
10047                                 VectorNormalize(normal);
10048                         }
10049                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
10050                         {
10051 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10052 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
10053 //                              rsurface.batchsvector3f_bufferoffset = 0;
10054 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10055 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
10056 //                              rsurface.batchtvector3f_bufferoffset = 0;
10057                                 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);
10058                         }
10059                         break;
10060                 case Q3DEFORM_WAVE:
10061                         // deform vertex array to make wavey water and flags and such
10062                         waveparms[0] = deform->waveparms[0];
10063                         waveparms[1] = deform->waveparms[1];
10064                         waveparms[2] = deform->waveparms[2];
10065                         waveparms[3] = deform->waveparms[3];
10066                         if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
10067                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
10068                         // this is how a divisor of vertex influence on deformation
10069                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
10070                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10071 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
10072 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
10073 //                      rsurface.batchvertex3f_bufferoffset = 0;
10074 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
10075 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
10076 //                      rsurface.batchnormal3f_bufferoffset = 0;
10077                         for (j = 0;j < batchnumvertices;j++)
10078                         {
10079                                 // if the wavefunc depends on time, evaluate it per-vertex
10080                                 if (waveparms[3])
10081                                 {
10082                                         waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
10083                                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10084                                 }
10085                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
10086                         }
10087                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
10088                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
10089                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
10090                         {
10091 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10092 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
10093 //                              rsurface.batchsvector3f_bufferoffset = 0;
10094 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10095 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
10096 //                              rsurface.batchtvector3f_bufferoffset = 0;
10097                                 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);
10098                         }
10099                         break;
10100                 case Q3DEFORM_BULGE:
10101                         // deform vertex array to make the surface have moving bulges
10102 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
10103 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
10104 //                      rsurface.batchvertex3f_bufferoffset = 0;
10105 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
10106 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
10107 //                      rsurface.batchnormal3f_bufferoffset = 0;
10108                         for (j = 0;j < batchnumvertices;j++)
10109                         {
10110                                 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
10111                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
10112                         }
10113                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
10114                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
10115                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
10116                         {
10117 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10118 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
10119 //                              rsurface.batchsvector3f_bufferoffset = 0;
10120 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10121 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
10122 //                              rsurface.batchtvector3f_bufferoffset = 0;
10123                                 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);
10124                         }
10125                         break;
10126                 case Q3DEFORM_MOVE:
10127                         // deform vertex array
10128                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
10129                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
10130                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10131                         VectorScale(deform->parms, scale, waveparms);
10132 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
10133 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
10134 //                      rsurface.batchvertex3f_bufferoffset = 0;
10135                         for (j = 0;j < batchnumvertices;j++)
10136                                 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
10137                         break;
10138                 }
10139         }
10140
10141         if (rsurface.batchtexcoordtexture2f)
10142         {
10143         // generate texcoords based on the chosen texcoord source
10144                 switch(rsurface.texture->tcgen.tcgen)
10145                 {
10146                 default:
10147                 case Q3TCGEN_TEXTURE:
10148                         break;
10149                 case Q3TCGEN_LIGHTMAP:
10150         //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10151         //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10152         //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10153                         if (rsurface.batchtexcoordlightmap2f)
10154                                 memcpy(rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2]));
10155                         break;
10156                 case Q3TCGEN_VECTOR:
10157         //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10158         //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10159         //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10160                         for (j = 0;j < batchnumvertices;j++)
10161                         {
10162                                 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
10163                                 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
10164                         }
10165                         break;
10166                 case Q3TCGEN_ENVIRONMENT:
10167                         // make environment reflections using a spheremap
10168                         rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10169                         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10170                         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10171                         for (j = 0;j < batchnumvertices;j++)
10172                         {
10173                                 // identical to Q3A's method, but executed in worldspace so
10174                                 // carried models can be shiny too
10175
10176                                 float viewer[3], d, reflected[3], worldreflected[3];
10177
10178                                 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
10179                                 // VectorNormalize(viewer);
10180
10181                                 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
10182
10183                                 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
10184                                 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
10185                                 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
10186                                 // note: this is proportinal to viewer, so we can normalize later
10187
10188                                 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10189                                 VectorNormalize(worldreflected);
10190
10191                                 // note: this sphere map only uses world x and z!
10192                                 // so positive and negative y will LOOK THE SAME.
10193                                 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
10194                                 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
10195                         }
10196                         break;
10197                 }
10198                 // the only tcmod that needs software vertex processing is turbulent, so
10199                 // check for it here and apply the changes if needed
10200                 // and we only support that as the first one
10201                 // (handling a mixture of turbulent and other tcmods would be problematic
10202                 //  without punting it entirely to a software path)
10203                 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10204                 {
10205                         amplitude = rsurface.texture->tcmods[0].parms[1];
10206                         animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
10207         //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10208         //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10209         //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10210                         for (j = 0;j < batchnumvertices;j++)
10211                         {
10212                                 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);
10213                                 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1]                                ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10214                         }
10215                 }
10216         }
10217
10218         if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
10219         {
10220                 // convert the modified arrays to vertex structs
10221 //              rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
10222 //              rsurface.batchvertexmesh_vertexbuffer = NULL;
10223 //              rsurface.batchvertexmesh_bufferoffset = 0;
10224                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
10225                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10226                                 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
10227                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
10228                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10229                                 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
10230                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
10231                 {
10232                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10233                         {
10234                                 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
10235                                 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
10236                         }
10237                 }
10238                 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
10239                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10240                                 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
10241                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
10242                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10243                                 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
10244                 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
10245                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10246                                 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
10247                 if ((batchneed & BATCHNEED_VERTEXMESH_SKELETAL) && rsurface.batchskeletalindex4ub)
10248                 {
10249                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10250                         {
10251                                 Vector4Copy(rsurface.batchskeletalindex4ub + 4*j, vertexmesh->skeletalindex4ub);
10252                                 Vector4Copy(rsurface.batchskeletalweight4ub + 4*j, vertexmesh->skeletalweight4ub);
10253                         }
10254                 }
10255         }
10256
10257         // upload buffer data for the dynamic batch
10258         if (((r_batch_dynamicbuffer.integer || gl_vbo_dynamicvertex.integer || gl_vbo_dynamicindex.integer) && vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo)
10259         {
10260                 if (rsurface.batchvertexmesh)
10261                         rsurface.batchvertexmesh_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(r_vertexmesh_t), rsurface.batchvertexmesh, R_BUFFERDATA_VERTEX, &rsurface.batchvertexmesh_bufferoffset);
10262                 else
10263                 {
10264                         if (rsurface.batchvertex3f)
10265                                 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
10266                         if (rsurface.batchsvector3f)
10267                                 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
10268                         if (rsurface.batchtvector3f)
10269                                 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
10270                         if (rsurface.batchnormal3f)
10271                                 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
10272                         if (rsurface.batchlightmapcolor4f)
10273                                 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
10274                         if (rsurface.batchtexcoordtexture2f)
10275                                 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
10276                         if (rsurface.batchtexcoordlightmap2f)
10277                                 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
10278                         if (rsurface.batchskeletalindex4ub)
10279                                 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
10280                         if (rsurface.batchskeletalweight4ub)
10281                                 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
10282                 }
10283                 if (rsurface.batchelement3s)
10284                         rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
10285                 else if (rsurface.batchelement3i)
10286                         rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
10287         }
10288 }
10289
10290 void RSurf_DrawBatch(void)
10291 {
10292         // sometimes a zero triangle surface (usually a degenerate patch) makes it
10293         // through the pipeline, killing it earlier in the pipeline would have
10294         // per-surface overhead rather than per-batch overhead, so it's best to
10295         // reject it here, before it hits glDraw.
10296         if (rsurface.batchnumtriangles == 0)
10297                 return;
10298 #if 0
10299         // batch debugging code
10300         if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
10301         {
10302                 int i;
10303                 int j;
10304                 int c;
10305                 const int *e;
10306                 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
10307                 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
10308                 {
10309                         c = e[i];
10310                         for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
10311                         {
10312                                 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
10313                                 {
10314                                         if (rsurface.modelsurfaces[j].texture != rsurface.texture)
10315                                                 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);
10316                                         break;
10317                                 }
10318                         }
10319                 }
10320         }
10321 #endif
10322         if (rsurface.batchmultidraw)
10323         {
10324                 // issue multiple draws rather than copying index data
10325                 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
10326                 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
10327                 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
10328                 for (i = 0;i < numsurfaces;)
10329                 {
10330                         // combine consecutive surfaces as one draw
10331                         for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
10332                                 if (surfacelist[j] != surfacelist[k] + 1)
10333                                         break;
10334                         firstvertex = surfacelist[i]->num_firstvertex;
10335                         endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
10336                         firsttriangle = surfacelist[i]->num_firsttriangle;
10337                         endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
10338                         R_Mesh_Draw(firstvertex, endvertex - firstvertex, firsttriangle, endtriangle - firsttriangle, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
10339                         i = j;
10340                 }
10341         }
10342         else
10343         {
10344                 // there is only one consecutive run of index data (may have been combined)
10345                 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);
10346         }
10347 }
10348
10349 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
10350 {
10351         // pick the closest matching water plane
10352         int planeindex, vertexindex, bestplaneindex = -1;
10353         float d, bestd;
10354         vec3_t vert;
10355         const float *v;
10356         r_waterstate_waterplane_t *p;
10357         qboolean prepared = false;
10358         bestd = 0;
10359         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
10360         {
10361                 if(p->camera_entity != rsurface.texture->camera_entity)
10362                         continue;
10363                 d = 0;
10364                 if(!prepared)
10365                 {
10366                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
10367                         prepared = true;
10368                         if(rsurface.batchnumvertices == 0)
10369                                 break;
10370                 }
10371                 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
10372                 {
10373                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
10374                         d += fabs(PlaneDiff(vert, &p->plane));
10375                 }
10376                 if (bestd > d || bestplaneindex < 0)
10377                 {
10378                         bestd = d;
10379                         bestplaneindex = planeindex;
10380                 }
10381         }
10382         return bestplaneindex;
10383         // NOTE: this MAY return a totally unrelated water plane; we can ignore
10384         // this situation though, as it might be better to render single larger
10385         // batches with useless stuff (backface culled for example) than to
10386         // render multiple smaller batches
10387 }
10388
10389 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
10390 {
10391         int i;
10392         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10393         rsurface.passcolor4f_vertexbuffer = 0;
10394         rsurface.passcolor4f_bufferoffset = 0;
10395         for (i = 0;i < rsurface.batchnumvertices;i++)
10396                 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
10397 }
10398
10399 static void RSurf_DrawBatch_GL11_ApplyFog(void)
10400 {
10401         int i;
10402         float f;
10403         const float *v;
10404         const float *c;
10405         float *c2;
10406         if (rsurface.passcolor4f)
10407         {
10408                 // generate color arrays
10409                 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10410                 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10411                 rsurface.passcolor4f_vertexbuffer = 0;
10412                 rsurface.passcolor4f_bufferoffset = 0;
10413                 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)
10414                 {
10415                         f = RSurf_FogVertex(v);
10416                         c2[0] = c[0] * f;
10417                         c2[1] = c[1] * f;
10418                         c2[2] = c[2] * f;
10419                         c2[3] = c[3];
10420                 }
10421         }
10422         else
10423         {
10424                 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10425                 rsurface.passcolor4f_vertexbuffer = 0;
10426                 rsurface.passcolor4f_bufferoffset = 0;
10427                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
10428                 {
10429                         f = RSurf_FogVertex(v);
10430                         c2[0] = f;
10431                         c2[1] = f;
10432                         c2[2] = f;
10433                         c2[3] = 1;
10434                 }
10435         }
10436 }
10437
10438 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
10439 {
10440         int i;
10441         float f;
10442         const float *v;
10443         const float *c;
10444         float *c2;
10445         if (!rsurface.passcolor4f)
10446                 return;
10447         c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10448         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10449         rsurface.passcolor4f_vertexbuffer = 0;
10450         rsurface.passcolor4f_bufferoffset = 0;
10451         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)
10452         {
10453                 f = RSurf_FogVertex(v);
10454                 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10455                 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10456                 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10457                 c2[3] = c[3];
10458         }
10459 }
10460
10461 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
10462 {
10463         int i;
10464         const float *c;
10465         float *c2;
10466         if (!rsurface.passcolor4f)
10467                 return;
10468         c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10469         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10470         rsurface.passcolor4f_vertexbuffer = 0;
10471         rsurface.passcolor4f_bufferoffset = 0;
10472         for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
10473         {
10474                 c2[0] = c[0] * r;
10475                 c2[1] = c[1] * g;
10476                 c2[2] = c[2] * b;
10477                 c2[3] = c[3] * a;
10478         }
10479 }
10480
10481 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
10482 {
10483         int i;
10484         const float *c;
10485         float *c2;
10486         if (!rsurface.passcolor4f)
10487                 return;
10488         c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10489         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10490         rsurface.passcolor4f_vertexbuffer = 0;
10491         rsurface.passcolor4f_bufferoffset = 0;
10492         for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
10493         {
10494                 c2[0] = c[0] + r_refdef.scene.ambient;
10495                 c2[1] = c[1] + r_refdef.scene.ambient;
10496                 c2[2] = c[2] + r_refdef.scene.ambient;
10497                 c2[3] = c[3];
10498         }
10499 }
10500
10501 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10502 {
10503         // TODO: optimize
10504         rsurface.passcolor4f = NULL;
10505         rsurface.passcolor4f_vertexbuffer = 0;
10506         rsurface.passcolor4f_bufferoffset = 0;
10507         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
10508         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10509         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10510         GL_Color(r, g, b, a);
10511         R_Mesh_TexBind(0, rsurface.lightmaptexture);
10512         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10513         R_Mesh_TexMatrix(0, NULL);
10514         RSurf_DrawBatch();
10515 }
10516
10517 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10518 {
10519         // TODO: optimize applyfog && applycolor case
10520         // just apply fog if necessary, and tint the fog color array if necessary
10521         rsurface.passcolor4f = NULL;
10522         rsurface.passcolor4f_vertexbuffer = 0;
10523         rsurface.passcolor4f_bufferoffset = 0;
10524         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
10525         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10526         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10527         GL_Color(r, g, b, a);
10528         RSurf_DrawBatch();
10529 }
10530
10531 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10532 {
10533         // TODO: optimize
10534         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10535         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10536         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10537         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
10538         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10539         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10540         GL_Color(r, g, b, a);
10541         RSurf_DrawBatch();
10542 }
10543
10544 static void RSurf_DrawBatch_GL11_ClampColor(void)
10545 {
10546         int i;
10547         const float *c1;
10548         float *c2;
10549         if (!rsurface.passcolor4f)
10550                 return;
10551         for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
10552         {
10553                 c2[0] = bound(0.0f, c1[0], 1.0f);
10554                 c2[1] = bound(0.0f, c1[1], 1.0f);
10555                 c2[2] = bound(0.0f, c1[2], 1.0f);
10556                 c2[3] = bound(0.0f, c1[3], 1.0f);
10557         }
10558 }
10559
10560 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
10561 {
10562         int i;
10563         float f;
10564         const float *v;
10565         const float *n;
10566         float *c;
10567         //vec3_t eyedir;
10568
10569         // fake shading
10570         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10571         rsurface.passcolor4f_vertexbuffer = 0;
10572         rsurface.passcolor4f_bufferoffset = 0;
10573         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)
10574         {
10575                 f = -DotProduct(r_refdef.view.forward, n);
10576                 f = max(0, f);
10577                 f = f * 0.85 + 0.15; // work around so stuff won't get black
10578                 f *= r_refdef.lightmapintensity;
10579                 Vector4Set(c, f, f, f, 1);
10580         }
10581 }
10582
10583 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10584 {
10585         RSurf_DrawBatch_GL11_ApplyFakeLight();
10586         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
10587         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10588         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10589         GL_Color(r, g, b, a);
10590         RSurf_DrawBatch();
10591 }
10592
10593 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
10594 {
10595         int i;
10596         float f;
10597         float alpha;
10598         const float *v;
10599         const float *n;
10600         float *c;
10601         vec3_t ambientcolor;
10602         vec3_t diffusecolor;
10603         vec3_t lightdir;
10604         // TODO: optimize
10605         // model lighting
10606         VectorCopy(rsurface.modellight_lightdir, lightdir);
10607         f = 0.5f * r_refdef.lightmapintensity;
10608         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10609         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10610         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10611         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10612         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10613         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10614         alpha = *a;
10615         if (VectorLength2(diffusecolor) > 0)
10616         {
10617                 // q3-style directional shading
10618                 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10619                 rsurface.passcolor4f_vertexbuffer = 0;
10620                 rsurface.passcolor4f_bufferoffset = 0;
10621                 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)
10622                 {
10623                         if ((f = DotProduct(n, lightdir)) > 0)
10624                                 VectorMA(ambientcolor, f, diffusecolor, c);
10625                         else
10626                                 VectorCopy(ambientcolor, c);
10627                         c[3] = alpha;
10628                 }
10629                 *r = 1;
10630                 *g = 1;
10631                 *b = 1;
10632                 *a = 1;
10633                 *applycolor = false;
10634         }
10635         else
10636         {
10637                 *r = ambientcolor[0];
10638                 *g = ambientcolor[1];
10639                 *b = ambientcolor[2];
10640                 rsurface.passcolor4f = NULL;
10641                 rsurface.passcolor4f_vertexbuffer = 0;
10642                 rsurface.passcolor4f_bufferoffset = 0;
10643         }
10644 }
10645
10646 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10647 {
10648         RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
10649         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
10650         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10651         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10652         GL_Color(r, g, b, a);
10653         RSurf_DrawBatch();
10654 }
10655
10656 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
10657 {
10658         int i;
10659         float f;
10660         const float *v;
10661         float *c;
10662
10663         // fake shading
10664         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10665         rsurface.passcolor4f_vertexbuffer = 0;
10666         rsurface.passcolor4f_bufferoffset = 0;
10667
10668         for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
10669         {
10670                 f = 1 - RSurf_FogVertex(v);
10671                 c[0] = r;
10672                 c[1] = g;
10673                 c[2] = b;
10674                 c[3] = f * a;
10675         }
10676 }
10677
10678 void RSurf_SetupDepthAndCulling(void)
10679 {
10680         // submodels are biased to avoid z-fighting with world surfaces that they
10681         // may be exactly overlapping (avoids z-fighting artifacts on certain
10682         // doors and things in Quake maps)
10683         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10684         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10685         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10686         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10687 }
10688
10689 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10690 {
10691         // transparent sky would be ridiculous
10692         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10693                 return;
10694         R_SetupShader_Generic_NoTexture(false, false);
10695         skyrenderlater = true;
10696         RSurf_SetupDepthAndCulling();
10697         GL_DepthMask(true);
10698         // LordHavoc: HalfLife maps have freaky skypolys so don't use
10699         // skymasking on them, and Quake3 never did sky masking (unlike
10700         // software Quake and software Quake2), so disable the sky masking
10701         // in Quake3 maps as it causes problems with q3map2 sky tricks,
10702         // and skymasking also looks very bad when noclipping outside the
10703         // level, so don't use it then either.
10704         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.skymasking && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
10705         {
10706                 R_Mesh_ResetTextureState();
10707                 if (skyrendermasked)
10708                 {
10709                         R_SetupShader_DepthOrShadow(false, false, false);
10710                         // depth-only (masking)
10711                         GL_ColorMask(0,0,0,0);
10712                         // just to make sure that braindead drivers don't draw
10713                         // anything despite that colormask...
10714                         GL_BlendFunc(GL_ZERO, GL_ONE);
10715                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
10716                         R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10717                 }
10718                 else
10719                 {
10720                         R_SetupShader_Generic_NoTexture(false, false);
10721                         // fog sky
10722                         GL_BlendFunc(GL_ONE, GL_ZERO);
10723                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10724                         GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10725                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
10726                 }
10727                 RSurf_DrawBatch();
10728                 if (skyrendermasked)
10729                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10730         }
10731         R_Mesh_ResetTextureState();
10732         GL_Color(1, 1, 1, 1);
10733 }
10734
10735 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10736 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10737 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10738 {
10739         if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
10740                 return;
10741         if (prepass)
10742         {
10743                 // render screenspace normalmap to texture
10744                 GL_DepthMask(true);
10745                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
10746                 RSurf_DrawBatch();
10747                 return;
10748         }
10749
10750         // bind lightmap texture
10751
10752         // water/refraction/reflection/camera surfaces have to be handled specially
10753         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
10754         {
10755                 int start, end, startplaneindex;
10756                 for (start = 0;start < texturenumsurfaces;start = end)
10757                 {
10758                         startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
10759                         if(startplaneindex < 0)
10760                         {
10761                                 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
10762                                 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
10763                                 end = start + 1;
10764                                 continue;
10765                         }
10766                         for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
10767                                 ;
10768                         // now that we have a batch using the same planeindex, render it
10769                         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
10770                         {
10771                                 // render water or distortion background
10772                                 GL_DepthMask(true);
10773                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
10774                                 RSurf_DrawBatch();
10775                                 // blend surface on top
10776                                 GL_DepthMask(false);
10777                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
10778                                 RSurf_DrawBatch();
10779                         }
10780                         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
10781                         {
10782                                 // render surface with reflection texture as input
10783                                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10784                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
10785                                 RSurf_DrawBatch();
10786                         }
10787                 }
10788                 return;
10789         }
10790
10791         // render surface batch normally
10792         GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10793         R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
10794         RSurf_DrawBatch();
10795 }
10796
10797 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10798 {
10799         // OpenGL 1.3 path - anything not completely ancient
10800         qboolean applycolor;
10801         qboolean applyfog;
10802         int layerindex;
10803         const texturelayer_t *layer;
10804         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);
10805         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10806
10807         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10808         {
10809                 vec4_t layercolor;
10810                 int layertexrgbscale;
10811                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10812                 {
10813                         if (layerindex == 0)
10814                                 GL_AlphaTest(true);
10815                         else
10816                         {
10817                                 GL_AlphaTest(false);
10818                                 GL_DepthFunc(GL_EQUAL);
10819                         }
10820                 }
10821                 GL_DepthMask(layer->depthmask && writedepth);
10822                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10823                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10824                 {
10825                         layertexrgbscale = 4;
10826                         VectorScale(layer->color, 0.25f, layercolor);
10827                 }
10828                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10829                 {
10830                         layertexrgbscale = 2;
10831                         VectorScale(layer->color, 0.5f, layercolor);
10832                 }
10833                 else
10834                 {
10835                         layertexrgbscale = 1;
10836                         VectorScale(layer->color, 1.0f, layercolor);
10837                 }
10838                 layercolor[3] = layer->color[3];
10839                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10840                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10841                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10842                 switch (layer->type)
10843                 {
10844                 case TEXTURELAYERTYPE_LITTEXTURE:
10845                         // single-pass lightmapped texture with 2x rgbscale
10846                         R_Mesh_TexBind(0, r_texture_white);
10847                         R_Mesh_TexMatrix(0, NULL);
10848                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10849                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10850                         R_Mesh_TexBind(1, layer->texture);
10851                         R_Mesh_TexMatrix(1, &layer->texmatrix);
10852                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10853                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10854                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10855                                 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10856                         else if (FAKELIGHT_ENABLED)
10857                                 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10858                         else if (rsurface.uselightmaptexture)
10859                                 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10860                         else
10861                                 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10862                         break;
10863                 case TEXTURELAYERTYPE_TEXTURE:
10864                         // singletexture unlit texture with transparency support
10865                         R_Mesh_TexBind(0, layer->texture);
10866                         R_Mesh_TexMatrix(0, &layer->texmatrix);
10867                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10868                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10869                         R_Mesh_TexBind(1, 0);
10870                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10871                         RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10872                         break;
10873                 case TEXTURELAYERTYPE_FOG:
10874                         // singletexture fogging
10875                         if (layer->texture)
10876                         {
10877                                 R_Mesh_TexBind(0, layer->texture);
10878                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10879                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10880                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10881                         }
10882                         else
10883                         {
10884                                 R_Mesh_TexBind(0, 0);
10885                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10886                         }
10887                         R_Mesh_TexBind(1, 0);
10888                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10889                         // generate a color array for the fog pass
10890                         RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
10891                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10892                         RSurf_DrawBatch();
10893                         break;
10894                 default:
10895                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10896                 }
10897         }
10898         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10899         {
10900                 GL_DepthFunc(GL_LEQUAL);
10901                 GL_AlphaTest(false);
10902         }
10903 }
10904
10905 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10906 {
10907         // OpenGL 1.1 - crusty old voodoo path
10908         qboolean applyfog;
10909         int layerindex;
10910         const texturelayer_t *layer;
10911         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);
10912         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10913
10914         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10915         {
10916                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10917                 {
10918                         if (layerindex == 0)
10919                                 GL_AlphaTest(true);
10920                         else
10921                         {
10922                                 GL_AlphaTest(false);
10923                                 GL_DepthFunc(GL_EQUAL);
10924                         }
10925                 }
10926                 GL_DepthMask(layer->depthmask && writedepth);
10927                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10928                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10929                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10930                 switch (layer->type)
10931                 {
10932                 case TEXTURELAYERTYPE_LITTEXTURE:
10933                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))
10934                         {
10935                                 // two-pass lit texture with 2x rgbscale
10936                                 // first the lightmap pass
10937                                 R_Mesh_TexBind(0, r_texture_white);
10938                                 R_Mesh_TexMatrix(0, NULL);
10939                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10940                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10941                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10942                                         RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
10943                                 else if (FAKELIGHT_ENABLED)
10944                                         RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
10945                                 else if (rsurface.uselightmaptexture)
10946                                         RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
10947                                 else
10948                                         RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
10949                                 // then apply the texture to it
10950                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10951                                 R_Mesh_TexBind(0, layer->texture);
10952                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10953                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10954                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10955                                 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);
10956                         }
10957                         else
10958                         {
10959                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10960                                 R_Mesh_TexBind(0, layer->texture);
10961                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10962                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10963                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10964                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10965                                         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);
10966                                 else if (FAKELIGHT_ENABLED)
10967                                         RSurf_DrawBatch_GL11_FakeLight(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10968                                 else
10969                                         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);
10970                         }
10971                         break;
10972                 case TEXTURELAYERTYPE_TEXTURE:
10973                         // singletexture unlit texture with transparency support
10974                         R_Mesh_TexBind(0, layer->texture);
10975                         R_Mesh_TexMatrix(0, &layer->texmatrix);
10976                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10977                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10978                         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);
10979                         break;
10980                 case TEXTURELAYERTYPE_FOG:
10981                         // singletexture fogging
10982                         if (layer->texture)
10983                         {
10984                                 R_Mesh_TexBind(0, layer->texture);
10985                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10986                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10987                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10988                         }
10989                         else
10990                         {
10991                                 R_Mesh_TexBind(0, 0);
10992                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10993                         }
10994                         // generate a color array for the fog pass
10995                         RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10996                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10997                         RSurf_DrawBatch();
10998                         break;
10999                 default:
11000                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11001                 }
11002         }
11003         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11004         {
11005                 GL_DepthFunc(GL_LEQUAL);
11006                 GL_AlphaTest(false);
11007         }
11008 }
11009
11010 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11011 {
11012         int vi;
11013         int j;
11014         r_vertexgeneric_t *batchvertex;
11015         float c[4];
11016
11017 //      R_Mesh_ResetTextureState();
11018         R_SetupShader_Generic_NoTexture(false, false);
11019
11020         if(rsurface.texture && rsurface.texture->currentskinframe)
11021         {
11022                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11023                 c[3] *= rsurface.texture->currentalpha;
11024         }
11025         else
11026         {
11027                 c[0] = 1;
11028                 c[1] = 0;
11029                 c[2] = 1;
11030                 c[3] = 1;
11031         }
11032
11033         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11034         {
11035                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11036                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11037                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11038         }
11039
11040         // brighten it up (as texture value 127 means "unlit")
11041         c[0] *= 2 * r_refdef.view.colorscale;
11042         c[1] *= 2 * r_refdef.view.colorscale;
11043         c[2] *= 2 * r_refdef.view.colorscale;
11044
11045         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11046                 c[3] *= r_wateralpha.value;
11047
11048         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11049         {
11050                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11051                 GL_DepthMask(false);
11052         }
11053         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11054         {
11055                 GL_BlendFunc(GL_ONE, GL_ONE);
11056                 GL_DepthMask(false);
11057         }
11058         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11059         {
11060                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11061                 GL_DepthMask(false);
11062         }
11063         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11064         {
11065                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11066                 GL_DepthMask(false);
11067         }
11068         else
11069         {
11070                 GL_BlendFunc(GL_ONE, GL_ZERO);
11071                 GL_DepthMask(writedepth);
11072         }
11073
11074         if (r_showsurfaces.integer == 3)
11075         {
11076                 rsurface.passcolor4f = NULL;
11077
11078                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11079                 {
11080                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11081
11082                         rsurface.passcolor4f = NULL;
11083                         rsurface.passcolor4f_vertexbuffer = 0;
11084                         rsurface.passcolor4f_bufferoffset = 0;
11085                 }
11086                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11087                 {
11088                         qboolean applycolor = true;
11089                         float one = 1.0;
11090
11091                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11092
11093                         r_refdef.lightmapintensity = 1;
11094                         RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
11095                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11096                 }
11097                 else if (FAKELIGHT_ENABLED)
11098                 {
11099                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11100
11101                         r_refdef.lightmapintensity = r_fakelight_intensity.value;
11102                         RSurf_DrawBatch_GL11_ApplyFakeLight();
11103                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11104                 }
11105                 else
11106                 {
11107                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11108
11109                         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
11110                         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
11111                         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
11112                 }
11113
11114                 if(!rsurface.passcolor4f)
11115                         RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
11116
11117                 RSurf_DrawBatch_GL11_ApplyAmbient();
11118                 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
11119                 if(r_refdef.fogenabled)
11120                         RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
11121                 RSurf_DrawBatch_GL11_ClampColor();
11122
11123                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
11124                 R_SetupShader_Generic_NoTexture(false, false);
11125                 RSurf_DrawBatch();
11126         }
11127         else if (!r_refdef.view.showdebug)
11128         {
11129                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11130                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11131                 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
11132                 {
11133                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11134                         Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
11135                 }
11136                 R_Mesh_PrepareVertices_Generic_Unlock();
11137                 RSurf_DrawBatch();
11138         }
11139         else if (r_showsurfaces.integer == 4)
11140         {
11141                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11142                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11143                 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
11144                 {
11145                         unsigned char d = (vi << 3) * (1.0f / 256.0f);
11146                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11147                         Vector4Set(batchvertex[vi].color4f, d, d, d, 1);
11148                 }
11149                 R_Mesh_PrepareVertices_Generic_Unlock();
11150                 RSurf_DrawBatch();
11151         }
11152         else if (r_showsurfaces.integer == 2)
11153         {
11154                 const int *e;
11155                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11156                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
11157                 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
11158                 {
11159                         unsigned char d = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
11160                         VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
11161                         VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
11162                         VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
11163                         Vector4Set(batchvertex[j*3+0].color4f, d, d, d, 1);
11164                         Vector4Set(batchvertex[j*3+1].color4f, d, d, d, 1);
11165                         Vector4Set(batchvertex[j*3+2].color4f, d, d, d, 1);
11166                 }
11167                 R_Mesh_PrepareVertices_Generic_Unlock();
11168                 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
11169         }
11170         else
11171         {
11172                 int texturesurfaceindex;
11173                 int k;
11174                 const msurface_t *surface;
11175                 float surfacecolor4f[4];
11176                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11177                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
11178                 vi = 0;
11179                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11180                 {
11181                         surface = texturesurfacelist[texturesurfaceindex];
11182                         k = (int)(((size_t)surface) / sizeof(msurface_t));
11183                         Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
11184                         for (j = 0;j < surface->num_vertices;j++)
11185                         {
11186                                 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11187                                 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
11188                                 vi++;
11189                         }
11190                 }
11191                 R_Mesh_PrepareVertices_Generic_Unlock();
11192                 RSurf_DrawBatch();
11193         }
11194 }
11195
11196 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11197 {
11198         CHECKGLERROR
11199         RSurf_SetupDepthAndCulling();
11200         if (r_showsurfaces.integer)
11201         {
11202                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11203                 return;
11204         }
11205         switch (vid.renderpath)
11206         {
11207         case RENDERPATH_GL20:
11208         case RENDERPATH_D3D9:
11209         case RENDERPATH_D3D10:
11210         case RENDERPATH_D3D11:
11211         case RENDERPATH_SOFT:
11212         case RENDERPATH_GLES2:
11213                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11214                 break;
11215         case RENDERPATH_GL13:
11216         case RENDERPATH_GLES1:
11217                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11218                 break;
11219         case RENDERPATH_GL11:
11220                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11221                 break;
11222         }
11223         CHECKGLERROR
11224 }
11225
11226 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11227 {
11228         CHECKGLERROR
11229         RSurf_SetupDepthAndCulling();
11230         if (r_showsurfaces.integer)
11231         {
11232                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11233                 return;
11234         }
11235         switch (vid.renderpath)
11236         {
11237         case RENDERPATH_GL20:
11238         case RENDERPATH_D3D9:
11239         case RENDERPATH_D3D10:
11240         case RENDERPATH_D3D11:
11241         case RENDERPATH_SOFT:
11242         case RENDERPATH_GLES2:
11243                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11244                 break;
11245         case RENDERPATH_GL13:
11246         case RENDERPATH_GLES1:
11247                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11248                 break;
11249         case RENDERPATH_GL11:
11250                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11251                 break;
11252         }
11253         CHECKGLERROR
11254 }
11255
11256 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11257 {
11258         int i, j;
11259         int texturenumsurfaces, endsurface;
11260         texture_t *texture;
11261         const msurface_t *surface;
11262         const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
11263
11264         // if the model is static it doesn't matter what value we give for
11265         // wantnormals and wanttangents, so this logic uses only rules applicable
11266         // to a model, knowing that they are meaningless otherwise
11267         if (ent == r_refdef.scene.worldentity)
11268                 RSurf_ActiveWorldEntity();
11269         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11270                 RSurf_ActiveModelEntity(ent, false, false, false);
11271         else
11272         {
11273                 switch (vid.renderpath)
11274                 {
11275                 case RENDERPATH_GL20:
11276                 case RENDERPATH_D3D9:
11277                 case RENDERPATH_D3D10:
11278                 case RENDERPATH_D3D11:
11279                 case RENDERPATH_SOFT:
11280                 case RENDERPATH_GLES2:
11281                         RSurf_ActiveModelEntity(ent, true, true, false);
11282                         break;
11283                 case RENDERPATH_GL11:
11284                 case RENDERPATH_GL13:
11285                 case RENDERPATH_GLES1:
11286                         RSurf_ActiveModelEntity(ent, true, false, false);
11287                         break;
11288                 }
11289         }
11290
11291         if (r_transparentdepthmasking.integer)
11292         {
11293                 qboolean setup = false;
11294                 for (i = 0;i < numsurfaces;i = j)
11295                 {
11296                         j = i + 1;
11297                         surface = rsurface.modelsurfaces + surfacelist[i];
11298                         texture = surface->texture;
11299                         rsurface.texture = R_GetCurrentTexture(texture);
11300                         rsurface.lightmaptexture = NULL;
11301                         rsurface.deluxemaptexture = NULL;
11302                         rsurface.uselightmaptexture = false;
11303                         // scan ahead until we find a different texture
11304                         endsurface = min(i + 1024, numsurfaces);
11305                         texturenumsurfaces = 0;
11306                         texturesurfacelist[texturenumsurfaces++] = surface;
11307                         for (;j < endsurface;j++)
11308                         {
11309                                 surface = rsurface.modelsurfaces + surfacelist[j];
11310                                 if (texture != surface->texture)
11311                                         break;
11312                                 texturesurfacelist[texturenumsurfaces++] = surface;
11313                         }
11314                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11315                                 continue;
11316                         // render the range of surfaces as depth
11317                         if (!setup)
11318                         {
11319                                 setup = true;
11320                                 GL_ColorMask(0,0,0,0);
11321                                 GL_Color(1,1,1,1);
11322                                 GL_DepthTest(true);
11323                                 GL_BlendFunc(GL_ONE, GL_ZERO);
11324                                 GL_DepthMask(true);
11325 //                              R_Mesh_ResetTextureState();
11326                         }
11327                         RSurf_SetupDepthAndCulling();
11328                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
11329                         R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
11330                         R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11331                         RSurf_DrawBatch();
11332                 }
11333                 if (setup)
11334                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11335         }
11336
11337         for (i = 0;i < numsurfaces;i = j)
11338         {
11339                 j = i + 1;
11340                 surface = rsurface.modelsurfaces + surfacelist[i];
11341                 texture = surface->texture;
11342                 rsurface.texture = R_GetCurrentTexture(texture);
11343                 // scan ahead until we find a different texture
11344                 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
11345                 texturenumsurfaces = 0;
11346                 texturesurfacelist[texturenumsurfaces++] = surface;
11347                 if(FAKELIGHT_ENABLED)
11348                 {
11349                         rsurface.lightmaptexture = NULL;
11350                         rsurface.deluxemaptexture = NULL;
11351                         rsurface.uselightmaptexture = false;
11352                         for (;j < endsurface;j++)
11353                         {
11354                                 surface = rsurface.modelsurfaces + surfacelist[j];
11355                                 if (texture != surface->texture)
11356                                         break;
11357                                 texturesurfacelist[texturenumsurfaces++] = surface;
11358                         }
11359                 }
11360                 else
11361                 {
11362                         rsurface.lightmaptexture = surface->lightmaptexture;
11363                         rsurface.deluxemaptexture = surface->deluxemaptexture;
11364                         rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11365                         for (;j < endsurface;j++)
11366                         {
11367                                 surface = rsurface.modelsurfaces + surfacelist[j];
11368                                 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
11369                                         break;
11370                                 texturesurfacelist[texturenumsurfaces++] = surface;
11371                         }
11372                 }
11373                 // render the range of surfaces
11374                 if (ent == r_refdef.scene.worldentity)
11375                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11376                 else
11377                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11378         }
11379         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11380 }
11381
11382 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11383 {
11384         // transparent surfaces get pushed off into the transparent queue
11385         int surfacelistindex;
11386         const msurface_t *surface;
11387         vec3_t tempcenter, center;
11388         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11389         {
11390                 surface = texturesurfacelist[surfacelistindex];
11391                 if (r_transparent_sortsurfacesbynearest.integer)
11392                 {
11393                         tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
11394                         tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
11395                         tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
11396                 }
11397                 else
11398                 {
11399                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11400                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11401                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11402                 }
11403                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11404                 if (rsurface.entity->transparent_offset) // transparent offset
11405                 {
11406                         center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
11407                         center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
11408                         center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
11409                 }
11410                 R_MeshQueue_AddTransparent((rsurface.entity->flags & RENDER_WORLDOBJECT) ? TRANSPARENTSORT_SKY : (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? TRANSPARENTSORT_HUD : rsurface.texture->transparentsort, center, R_DrawSurface_TransparentCallback, rsurface.entity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11411         }
11412 }
11413
11414 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11415 {
11416         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11417                 return;
11418         if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11419                 return;
11420         RSurf_SetupDepthAndCulling();
11421         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
11422         R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11423         R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
11424         RSurf_DrawBatch();
11425 }
11426
11427 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11428 {
11429         CHECKGLERROR
11430         if (depthonly)
11431                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11432         else if (prepass)
11433         {
11434                 if (!rsurface.texture->currentnumlayers)
11435                         return;
11436                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11437                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11438                 else
11439                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11440         }
11441         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
11442                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11443         else if (!rsurface.texture->currentnumlayers)
11444                 return;
11445         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
11446         {
11447                 // in the deferred case, transparent surfaces were queued during prepass
11448                 if (!r_shadow_usingdeferredprepass)
11449                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11450         }
11451         else
11452         {
11453                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11454                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11455         }
11456         CHECKGLERROR
11457 }
11458
11459 static void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11460 {
11461         int i, j;
11462         texture_t *texture;
11463         R_FrameData_SetMark();
11464         // break the surface list down into batches by texture and use of lightmapping
11465         for (i = 0;i < numsurfaces;i = j)
11466         {
11467                 j = i + 1;
11468                 // texture is the base texture pointer, rsurface.texture is the
11469                 // current frame/skin the texture is directing us to use (for example
11470                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11471                 // use skin 1 instead)
11472                 texture = surfacelist[i]->texture;
11473                 rsurface.texture = R_GetCurrentTexture(texture);
11474                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11475                 {
11476                         // if this texture is not the kind we want, skip ahead to the next one
11477                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11478                                 ;
11479                         continue;
11480                 }
11481                 if(FAKELIGHT_ENABLED || depthonly || prepass)
11482                 {
11483                         rsurface.lightmaptexture = NULL;
11484                         rsurface.deluxemaptexture = NULL;
11485                         rsurface.uselightmaptexture = false;
11486                         // simply scan ahead until we find a different texture or lightmap state
11487                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11488                                 ;
11489                 }
11490                 else
11491                 {
11492                         rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11493                         rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11494                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
11495                         // simply scan ahead until we find a different texture or lightmap state
11496                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11497                                 ;
11498                 }
11499                 // render the range of surfaces
11500                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11501         }
11502         R_FrameData_ReturnToMark();
11503 }
11504
11505 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11506 {
11507         CHECKGLERROR
11508         if (depthonly)
11509                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11510         else if (prepass)
11511         {
11512                 if (!rsurface.texture->currentnumlayers)
11513                         return;
11514                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11515                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11516                 else
11517                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11518         }
11519         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
11520                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11521         else if (!rsurface.texture->currentnumlayers)
11522                 return;
11523         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
11524         {
11525                 // in the deferred case, transparent surfaces were queued during prepass
11526                 if (!r_shadow_usingdeferredprepass)
11527                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11528         }
11529         else
11530         {
11531                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11532                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11533         }
11534         CHECKGLERROR
11535 }
11536
11537 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11538 {
11539         int i, j;
11540         texture_t *texture;
11541         R_FrameData_SetMark();
11542         // break the surface list down into batches by texture and use of lightmapping
11543         for (i = 0;i < numsurfaces;i = j)
11544         {
11545                 j = i + 1;
11546                 // texture is the base texture pointer, rsurface.texture is the
11547                 // current frame/skin the texture is directing us to use (for example
11548                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11549                 // use skin 1 instead)
11550                 texture = surfacelist[i]->texture;
11551                 rsurface.texture = R_GetCurrentTexture(texture);
11552                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11553                 {
11554                         // if this texture is not the kind we want, skip ahead to the next one
11555                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11556                                 ;
11557                         continue;
11558                 }
11559                 if(FAKELIGHT_ENABLED || depthonly || prepass)
11560                 {
11561                         rsurface.lightmaptexture = NULL;
11562                         rsurface.deluxemaptexture = NULL;
11563                         rsurface.uselightmaptexture = false;
11564                         // simply scan ahead until we find a different texture or lightmap state
11565                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11566                                 ;
11567                 }
11568                 else
11569                 {
11570                         rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11571                         rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11572                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
11573                         // simply scan ahead until we find a different texture or lightmap state
11574                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11575                                 ;
11576                 }
11577                 // render the range of surfaces
11578                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11579         }
11580         R_FrameData_ReturnToMark();
11581 }
11582
11583 float locboxvertex3f[6*4*3] =
11584 {
11585         1,0,1, 1,0,0, 1,1,0, 1,1,1,
11586         0,1,1, 0,1,0, 0,0,0, 0,0,1,
11587         1,1,1, 1,1,0, 0,1,0, 0,1,1,
11588         0,0,1, 0,0,0, 1,0,0, 1,0,1,
11589         0,0,1, 1,0,1, 1,1,1, 0,1,1,
11590         1,0,0, 0,0,0, 0,1,0, 1,1,0
11591 };
11592
11593 unsigned short locboxelements[6*2*3] =
11594 {
11595          0, 1, 2, 0, 2, 3,
11596          4, 5, 6, 4, 6, 7,
11597          8, 9,10, 8,10,11,
11598         12,13,14, 12,14,15,
11599         16,17,18, 16,18,19,
11600         20,21,22, 20,22,23
11601 };
11602
11603 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11604 {
11605         int i, j;
11606         cl_locnode_t *loc = (cl_locnode_t *)ent;
11607         vec3_t mins, size;
11608         float vertex3f[6*4*3];
11609         CHECKGLERROR
11610         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11611         GL_DepthMask(false);
11612         GL_DepthRange(0, 1);
11613         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11614         GL_DepthTest(true);
11615         GL_CullFace(GL_NONE);
11616         R_EntityMatrix(&identitymatrix);
11617
11618 //      R_Mesh_ResetTextureState();
11619
11620         i = surfacelist[0];
11621         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11622                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11623                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11624                         surfacelist[0] < 0 ? 0.5f : 0.125f);
11625
11626         if (VectorCompare(loc->mins, loc->maxs))
11627         {
11628                 VectorSet(size, 2, 2, 2);
11629                 VectorMA(loc->mins, -0.5f, size, mins);
11630         }
11631         else
11632         {
11633                 VectorCopy(loc->mins, mins);
11634                 VectorSubtract(loc->maxs, loc->mins, size);
11635         }
11636
11637         for (i = 0;i < 6*4*3;)
11638                 for (j = 0;j < 3;j++, i++)
11639                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11640
11641         R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
11642         R_SetupShader_Generic_NoTexture(false, false);
11643         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
11644 }
11645
11646 void R_DrawLocs(void)
11647 {
11648         int index;
11649         cl_locnode_t *loc, *nearestloc;
11650         vec3_t center;
11651         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11652         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11653         {
11654                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11655                 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11656         }
11657 }
11658
11659 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11660 {
11661         if (decalsystem->decals)
11662                 Mem_Free(decalsystem->decals);
11663         memset(decalsystem, 0, sizeof(*decalsystem));
11664 }
11665
11666 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, unsigned int decalsequence)
11667 {
11668         tridecal_t *decal;
11669         tridecal_t *decals;
11670         int i;
11671
11672         // expand or initialize the system
11673         if (decalsystem->maxdecals <= decalsystem->numdecals)
11674         {
11675                 decalsystem_t old = *decalsystem;
11676                 qboolean useshortelements;
11677                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11678                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11679                 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)));
11680                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11681                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11682                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11683                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11684                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11685                 if (decalsystem->numdecals)
11686                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11687                 if (old.decals)
11688                         Mem_Free(old.decals);
11689                 for (i = 0;i < decalsystem->maxdecals*3;i++)
11690                         decalsystem->element3i[i] = i;
11691                 if (useshortelements)
11692                         for (i = 0;i < decalsystem->maxdecals*3;i++)
11693                                 decalsystem->element3s[i] = i;
11694         }
11695
11696         // grab a decal and search for another free slot for the next one
11697         decals = decalsystem->decals;
11698         decal = decalsystem->decals + (i = decalsystem->freedecal++);
11699         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
11700                 ;
11701         decalsystem->freedecal = i;
11702         if (decalsystem->numdecals <= i)
11703                 decalsystem->numdecals = i + 1;
11704
11705         // initialize the decal
11706         decal->lived = 0;
11707         decal->triangleindex = triangleindex;
11708         decal->surfaceindex = surfaceindex;
11709         decal->decalsequence = decalsequence;
11710         decal->color4f[0][0] = c0[0];
11711         decal->color4f[0][1] = c0[1];
11712         decal->color4f[0][2] = c0[2];
11713         decal->color4f[0][3] = 1;
11714         decal->color4f[1][0] = c1[0];
11715         decal->color4f[1][1] = c1[1];
11716         decal->color4f[1][2] = c1[2];
11717         decal->color4f[1][3] = 1;
11718         decal->color4f[2][0] = c2[0];
11719         decal->color4f[2][1] = c2[1];
11720         decal->color4f[2][2] = c2[2];
11721         decal->color4f[2][3] = 1;
11722         decal->vertex3f[0][0] = v0[0];
11723         decal->vertex3f[0][1] = v0[1];
11724         decal->vertex3f[0][2] = v0[2];
11725         decal->vertex3f[1][0] = v1[0];
11726         decal->vertex3f[1][1] = v1[1];
11727         decal->vertex3f[1][2] = v1[2];
11728         decal->vertex3f[2][0] = v2[0];
11729         decal->vertex3f[2][1] = v2[1];
11730         decal->vertex3f[2][2] = v2[2];
11731         decal->texcoord2f[0][0] = t0[0];
11732         decal->texcoord2f[0][1] = t0[1];
11733         decal->texcoord2f[1][0] = t1[0];
11734         decal->texcoord2f[1][1] = t1[1];
11735         decal->texcoord2f[2][0] = t2[0];
11736         decal->texcoord2f[2][1] = t2[1];
11737         TriangleNormal(v0, v1, v2, decal->plane);
11738         VectorNormalize(decal->plane);
11739         decal->plane[3] = DotProduct(v0, decal->plane);
11740 }
11741
11742 extern cvar_t cl_decals_bias;
11743 extern cvar_t cl_decals_models;
11744 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11745 // baseparms, parms, temps
11746 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, unsigned int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
11747 {
11748         int cornerindex;
11749         int index;
11750         float v[9][3];
11751         const float *vertex3f;
11752         const float *normal3f;
11753         int numpoints;
11754         float points[2][9][3];
11755         float temp[3];
11756         float tc[9][2];
11757         float f;
11758         float c[9][4];
11759         const int *e;
11760
11761         e = rsurface.modelelement3i + 3*triangleindex;
11762
11763         vertex3f = rsurface.modelvertex3f;
11764         normal3f = rsurface.modelnormal3f;
11765
11766         if (normal3f)
11767         {
11768                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11769                 {
11770                         index = 3*e[cornerindex];
11771                         VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
11772                 }
11773         }
11774         else
11775         {
11776                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11777                 {
11778                         index = 3*e[cornerindex];
11779                         VectorCopy(vertex3f + index, v[cornerindex]);
11780                 }
11781         }
11782
11783         // cull backfaces
11784         //TriangleNormal(v[0], v[1], v[2], normal);
11785         //if (DotProduct(normal, localnormal) < 0.0f)
11786         //      continue;
11787         // clip by each of the box planes formed from the projection matrix
11788         // if anything survives, we emit the decal
11789         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]);
11790         if (numpoints < 3)
11791                 return;
11792         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]);
11793         if (numpoints < 3)
11794                 return;
11795         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]);
11796         if (numpoints < 3)
11797                 return;
11798         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]);
11799         if (numpoints < 3)
11800                 return;
11801         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]);
11802         if (numpoints < 3)
11803                 return;
11804         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]);
11805         if (numpoints < 3)
11806                 return;
11807         // some part of the triangle survived, so we have to accept it...
11808         if (dynamic)
11809         {
11810                 // dynamic always uses the original triangle
11811                 numpoints = 3;
11812                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11813                 {
11814                         index = 3*e[cornerindex];
11815                         VectorCopy(vertex3f + index, v[cornerindex]);
11816                 }
11817         }
11818         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11819         {
11820                 // convert vertex positions to texcoords
11821                 Matrix4x4_Transform(projection, v[cornerindex], temp);
11822                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11823                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11824                 // calculate distance fade from the projection origin
11825                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11826                 f = bound(0.0f, f, 1.0f);
11827                 c[cornerindex][0] = r * f;
11828                 c[cornerindex][1] = g * f;
11829                 c[cornerindex][2] = b * f;
11830                 c[cornerindex][3] = 1.0f;
11831                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11832         }
11833         if (dynamic)
11834                 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);
11835         else
11836                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11837                         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);
11838 }
11839 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, unsigned int decalsequence)
11840 {
11841         matrix4x4_t projection;
11842         decalsystem_t *decalsystem;
11843         qboolean dynamic;
11844         dp_model_t *model;
11845         const msurface_t *surface;
11846         const msurface_t *surfaces;
11847         const int *surfacelist;
11848         const texture_t *texture;
11849         int numtriangles;
11850         int numsurfacelist;
11851         int surfacelistindex;
11852         int surfaceindex;
11853         int triangleindex;
11854         float localorigin[3];
11855         float localnormal[3];
11856         float localmins[3];
11857         float localmaxs[3];
11858         float localsize;
11859         //float normal[3];
11860         float planes[6][4];
11861         float angles[3];
11862         bih_t *bih;
11863         int bih_triangles_count;
11864         int bih_triangles[256];
11865         int bih_surfaces[256];
11866
11867         decalsystem = &ent->decalsystem;
11868         model = ent->model;
11869         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11870         {
11871                 R_DecalSystem_Reset(&ent->decalsystem);
11872                 return;
11873         }
11874
11875         if (!model->brush.data_leafs && !cl_decals_models.integer)
11876         {
11877                 if (decalsystem->model)
11878                         R_DecalSystem_Reset(decalsystem);
11879                 return;
11880         }
11881
11882         if (decalsystem->model != model)
11883                 R_DecalSystem_Reset(decalsystem);
11884         decalsystem->model = model;
11885
11886         RSurf_ActiveModelEntity(ent, true, false, false);
11887
11888         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11889         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11890         VectorNormalize(localnormal);
11891         localsize = worldsize*rsurface.inversematrixscale;
11892         localmins[0] = localorigin[0] - localsize;
11893         localmins[1] = localorigin[1] - localsize;
11894         localmins[2] = localorigin[2] - localsize;
11895         localmaxs[0] = localorigin[0] + localsize;
11896         localmaxs[1] = localorigin[1] + localsize;
11897         localmaxs[2] = localorigin[2] + localsize;
11898
11899         //VectorCopy(localnormal, planes[4]);
11900         //VectorVectors(planes[4], planes[2], planes[0]);
11901         AnglesFromVectors(angles, localnormal, NULL, false);
11902         AngleVectors(angles, planes[0], planes[2], planes[4]);
11903         VectorNegate(planes[0], planes[1]);
11904         VectorNegate(planes[2], planes[3]);
11905         VectorNegate(planes[4], planes[5]);
11906         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11907         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11908         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11909         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11910         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11911         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11912
11913 #if 1
11914 // works
11915 {
11916         matrix4x4_t forwardprojection;
11917         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11918         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11919 }
11920 #else
11921 // broken
11922 {
11923         float projectionvector[4][3];
11924         VectorScale(planes[0], ilocalsize, projectionvector[0]);
11925         VectorScale(planes[2], ilocalsize, projectionvector[1]);
11926         VectorScale(planes[4], ilocalsize, projectionvector[2]);
11927         projectionvector[0][0] = planes[0][0] * ilocalsize;
11928         projectionvector[0][1] = planes[1][0] * ilocalsize;
11929         projectionvector[0][2] = planes[2][0] * ilocalsize;
11930         projectionvector[1][0] = planes[0][1] * ilocalsize;
11931         projectionvector[1][1] = planes[1][1] * ilocalsize;
11932         projectionvector[1][2] = planes[2][1] * ilocalsize;
11933         projectionvector[2][0] = planes[0][2] * ilocalsize;
11934         projectionvector[2][1] = planes[1][2] * ilocalsize;
11935         projectionvector[2][2] = planes[2][2] * ilocalsize;
11936         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11937         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11938         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11939         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11940 }
11941 #endif
11942
11943         dynamic = model->surfmesh.isanimated;
11944         numsurfacelist = model->nummodelsurfaces;
11945         surfacelist = model->sortedmodelsurfaces;
11946         surfaces = model->data_surfaces;
11947
11948         bih = NULL;
11949         bih_triangles_count = -1;
11950         if(!dynamic)
11951         {
11952                 if(model->render_bih.numleafs)
11953                         bih = &model->render_bih;
11954                 else if(model->collision_bih.numleafs)
11955                         bih = &model->collision_bih;
11956         }
11957         if(bih)
11958                 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
11959         if(bih_triangles_count == 0)
11960                 return;
11961         if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11962                 return;
11963         if(bih_triangles_count > 0)
11964         {
11965                 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11966                 {
11967                         surfaceindex = bih_surfaces[triangleindex];
11968                         surface = surfaces + surfaceindex;
11969                         texture = surface->texture;
11970                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11971                                 continue;
11972                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11973                                 continue;
11974                         R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11975                 }
11976         }
11977         else
11978         {
11979                 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11980                 {
11981                         surfaceindex = surfacelist[surfacelistindex];
11982                         surface = surfaces + surfaceindex;
11983                         // check cull box first because it rejects more than any other check
11984                         if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11985                                 continue;
11986                         // skip transparent surfaces
11987                         texture = surface->texture;
11988                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11989                                 continue;
11990                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11991                                 continue;
11992                         numtriangles = surface->num_triangles;
11993                         for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11994                                 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11995                 }
11996         }
11997 }
11998
11999 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
12000 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, unsigned int decalsequence)
12001 {
12002         int renderentityindex;
12003         float worldmins[3];
12004         float worldmaxs[3];
12005         entity_render_t *ent;
12006
12007         if (!cl_decals_newsystem.integer)
12008                 return;
12009
12010         worldmins[0] = worldorigin[0] - worldsize;
12011         worldmins[1] = worldorigin[1] - worldsize;
12012         worldmins[2] = worldorigin[2] - worldsize;
12013         worldmaxs[0] = worldorigin[0] + worldsize;
12014         worldmaxs[1] = worldorigin[1] + worldsize;
12015         worldmaxs[2] = worldorigin[2] + worldsize;
12016
12017         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12018
12019         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
12020         {
12021                 ent = r_refdef.scene.entities[renderentityindex];
12022                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
12023                         continue;
12024
12025                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12026         }
12027 }
12028
12029 typedef struct r_decalsystem_splatqueue_s
12030 {
12031         vec3_t worldorigin;
12032         vec3_t worldnormal;
12033         float color[4];
12034         float tcrange[4];
12035         float worldsize;
12036         unsigned int decalsequence;
12037 }
12038 r_decalsystem_splatqueue_t;
12039
12040 int r_decalsystem_numqueued = 0;
12041 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
12042
12043 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)
12044 {
12045         r_decalsystem_splatqueue_t *queue;
12046
12047         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
12048                 return;
12049
12050         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
12051         VectorCopy(worldorigin, queue->worldorigin);
12052         VectorCopy(worldnormal, queue->worldnormal);
12053         Vector4Set(queue->color, r, g, b, a);
12054         Vector4Set(queue->tcrange, s1, t1, s2, t2);
12055         queue->worldsize = worldsize;
12056         queue->decalsequence = cl.decalsequence++;
12057 }
12058
12059 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
12060 {
12061         int i;
12062         r_decalsystem_splatqueue_t *queue;
12063
12064         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
12065                 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);
12066         r_decalsystem_numqueued = 0;
12067 }
12068
12069 extern cvar_t cl_decals_max;
12070 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
12071 {
12072         int i;
12073         decalsystem_t *decalsystem = &ent->decalsystem;
12074         int numdecals;
12075         unsigned int killsequence;
12076         tridecal_t *decal;
12077         float frametime;
12078         float lifetime;
12079
12080         if (!decalsystem->numdecals)
12081                 return;
12082
12083         if (r_showsurfaces.integer)
12084                 return;
12085
12086         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12087         {
12088                 R_DecalSystem_Reset(decalsystem);
12089                 return;
12090         }
12091
12092         killsequence = cl.decalsequence - bound(1, (unsigned int) cl_decals_max.integer, cl.decalsequence);
12093         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
12094
12095         if (decalsystem->lastupdatetime)
12096                 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
12097         else
12098                 frametime = 0;
12099         decalsystem->lastupdatetime = r_refdef.scene.time;
12100         numdecals = decalsystem->numdecals;
12101
12102         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12103         {
12104                 if (decal->color4f[0][3])
12105                 {
12106                         decal->lived += frametime;
12107                         if (killsequence > decal->decalsequence || decal->lived >= lifetime)
12108                         {
12109                                 memset(decal, 0, sizeof(*decal));
12110                                 if (decalsystem->freedecal > i)
12111                                         decalsystem->freedecal = i;
12112                         }
12113                 }
12114         }
12115         decal = decalsystem->decals;
12116         while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
12117                 numdecals--;
12118
12119         // collapse the array by shuffling the tail decals into the gaps
12120         for (;;)
12121         {
12122                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
12123                         decalsystem->freedecal++;
12124                 if (decalsystem->freedecal == numdecals)
12125                         break;
12126                 decal[decalsystem->freedecal] = decal[--numdecals];
12127         }
12128
12129         decalsystem->numdecals = numdecals;
12130
12131         if (numdecals <= 0)
12132         {
12133                 // if there are no decals left, reset decalsystem
12134                 R_DecalSystem_Reset(decalsystem);
12135         }
12136 }
12137
12138 extern skinframe_t *decalskinframe;
12139 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12140 {
12141         int i;
12142         decalsystem_t *decalsystem = &ent->decalsystem;
12143         int numdecals;
12144         tridecal_t *decal;
12145         float faderate;
12146         float alpha;
12147         float *v3f;
12148         float *c4f;
12149         float *t2f;
12150         const int *e;
12151         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12152         int numtris = 0;
12153
12154         numdecals = decalsystem->numdecals;
12155         if (!numdecals)
12156                 return;
12157
12158         if (r_showsurfaces.integer)
12159                 return;
12160
12161         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12162         {
12163                 R_DecalSystem_Reset(decalsystem);
12164                 return;
12165         }
12166
12167         // if the model is static it doesn't matter what value we give for
12168         // wantnormals and wanttangents, so this logic uses only rules applicable
12169         // to a model, knowing that they are meaningless otherwise
12170         if (ent == r_refdef.scene.worldentity)
12171                 RSurf_ActiveWorldEntity();
12172         else
12173                 RSurf_ActiveModelEntity(ent, false, false, false);
12174
12175         decalsystem->lastupdatetime = r_refdef.scene.time;
12176
12177         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12178
12179         // update vertex positions for animated models
12180         v3f = decalsystem->vertex3f;
12181         c4f = decalsystem->color4f;
12182         t2f = decalsystem->texcoord2f;
12183         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12184         {
12185                 if (!decal->color4f[0][3])
12186                         continue;
12187
12188                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12189                         continue;
12190
12191                 // skip backfaces
12192                 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
12193                         continue;
12194
12195                 // update color values for fading decals
12196                 if (decal->lived >= cl_decals_time.value)
12197                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12198                 else
12199                         alpha = 1.0f;
12200
12201                 c4f[ 0] = decal->color4f[0][0] * alpha;
12202                 c4f[ 1] = decal->color4f[0][1] * alpha;
12203                 c4f[ 2] = decal->color4f[0][2] * alpha;
12204                 c4f[ 3] = 1;
12205                 c4f[ 4] = decal->color4f[1][0] * alpha;
12206                 c4f[ 5] = decal->color4f[1][1] * alpha;
12207                 c4f[ 6] = decal->color4f[1][2] * alpha;
12208                 c4f[ 7] = 1;
12209                 c4f[ 8] = decal->color4f[2][0] * alpha;
12210                 c4f[ 9] = decal->color4f[2][1] * alpha;
12211                 c4f[10] = decal->color4f[2][2] * alpha;
12212                 c4f[11] = 1;
12213
12214                 t2f[0] = decal->texcoord2f[0][0];
12215                 t2f[1] = decal->texcoord2f[0][1];
12216                 t2f[2] = decal->texcoord2f[1][0];
12217                 t2f[3] = decal->texcoord2f[1][1];
12218                 t2f[4] = decal->texcoord2f[2][0];
12219                 t2f[5] = decal->texcoord2f[2][1];
12220
12221                 // update vertex positions for animated models
12222                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
12223                 {
12224                         e = rsurface.modelelement3i + 3*decal->triangleindex;
12225                         VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
12226                         VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
12227                         VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
12228                 }
12229                 else
12230                 {
12231                         VectorCopy(decal->vertex3f[0], v3f);
12232                         VectorCopy(decal->vertex3f[1], v3f + 3);
12233                         VectorCopy(decal->vertex3f[2], v3f + 6);
12234                 }
12235
12236                 if (r_refdef.fogenabled)
12237                 {
12238                         alpha = RSurf_FogVertex(v3f);
12239                         VectorScale(c4f, alpha, c4f);
12240                         alpha = RSurf_FogVertex(v3f + 3);
12241                         VectorScale(c4f + 4, alpha, c4f + 4);
12242                         alpha = RSurf_FogVertex(v3f + 6);
12243                         VectorScale(c4f + 8, alpha, c4f + 8);
12244                 }
12245
12246                 v3f += 9;
12247                 c4f += 12;
12248                 t2f += 6;
12249                 numtris++;
12250         }
12251
12252         if (numtris > 0)
12253         {
12254                 r_refdef.stats[r_stat_drawndecals] += numtris;
12255
12256                 // now render the decals all at once
12257                 // (this assumes they all use one particle font texture!)
12258                 RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, ent->shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false);
12259 //              R_Mesh_ResetTextureState();
12260                 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
12261                 GL_DepthMask(false);
12262                 GL_DepthRange(0, 1);
12263                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12264                 GL_DepthTest(true);
12265                 GL_CullFace(GL_NONE);
12266                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12267                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
12268                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
12269         }
12270 }
12271
12272 static void R_DrawModelDecals(void)
12273 {
12274         int i, numdecals;
12275
12276         // fade faster when there are too many decals
12277         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12278         for (i = 0;i < r_refdef.scene.numentities;i++)
12279                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12280
12281         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12282         for (i = 0;i < r_refdef.scene.numentities;i++)
12283                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12284                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12285
12286         R_DecalSystem_ApplySplatEntitiesQueue();
12287
12288         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12289         for (i = 0;i < r_refdef.scene.numentities;i++)
12290                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12291
12292         r_refdef.stats[r_stat_totaldecals] += numdecals;
12293
12294         if (r_showsurfaces.integer)
12295                 return;
12296
12297         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12298
12299         for (i = 0;i < r_refdef.scene.numentities;i++)
12300         {
12301                 if (!r_refdef.viewcache.entityvisible[i])
12302                         continue;
12303                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12304                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12305         }
12306 }
12307
12308 extern cvar_t mod_collision_bih;
12309 static void R_DrawDebugModel(void)
12310 {
12311         entity_render_t *ent = rsurface.entity;
12312         int i, j, flagsmask;
12313         const msurface_t *surface;
12314         dp_model_t *model = ent->model;
12315
12316         if (!sv.active  && !cls.demoplayback && ent != r_refdef.scene.worldentity)
12317                 return;
12318
12319         if (r_showoverdraw.value > 0)
12320         {
12321                 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
12322                 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12323                 R_SetupShader_Generic_NoTexture(false, false);
12324                 GL_DepthTest(false);
12325                 GL_DepthMask(false);
12326                 GL_DepthRange(0, 1);
12327                 GL_BlendFunc(GL_ONE, GL_ONE);
12328                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12329                 {
12330                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12331                                 continue;
12332                         rsurface.texture = R_GetCurrentTexture(surface->texture);
12333                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12334                         {
12335                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
12336                                 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
12337                                 if (!rsurface.texture->currentlayers->depthmask)
12338                                         GL_Color(c, 0, 0, 1.0f);
12339                                 else if (ent == r_refdef.scene.worldentity)
12340                                         GL_Color(c, c, c, 1.0f);
12341                                 else
12342                                         GL_Color(0, c, 0, 1.0f);
12343                                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12344                                 RSurf_DrawBatch();
12345                         }
12346                 }
12347                 rsurface.texture = NULL;
12348         }
12349
12350         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12351
12352 //      R_Mesh_ResetTextureState();
12353         R_SetupShader_Generic_NoTexture(false, false);
12354         GL_DepthRange(0, 1);
12355         GL_DepthTest(!r_showdisabledepthtest.integer);
12356         GL_DepthMask(false);
12357         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12358
12359         if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12360         {
12361                 int triangleindex;
12362                 int bihleafindex;
12363                 qboolean cullbox = false;
12364                 const q3mbrush_t *brush;
12365                 const bih_t *bih = &model->collision_bih;
12366                 const bih_leaf_t *bihleaf;
12367                 float vertex3f[3][3];
12368                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12369                 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12370                 {
12371                         if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12372                                 continue;
12373                         switch (bihleaf->type)
12374                         {
12375                         case BIH_BRUSH:
12376                                 brush = model->brush.data_brushes + bihleaf->itemindex;
12377                                 if (brush->colbrushf && brush->colbrushf->numtriangles)
12378                                 {
12379                                         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);
12380                                         R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
12381                                         R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
12382                                 }
12383                                 break;
12384                         case BIH_COLLISIONTRIANGLE:
12385                                 triangleindex = bihleaf->itemindex;
12386                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12387                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12388                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12389                                 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);
12390                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12391                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12392                                 break;
12393                         case BIH_RENDERTRIANGLE:
12394                                 triangleindex = bihleaf->itemindex;
12395                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12396                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12397                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12398                                 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);
12399                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12400                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12401                                 break;
12402                         }
12403                 }
12404         }
12405
12406         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12407
12408 #ifndef USE_GLES2
12409         if (r_showtris.integer && qglPolygonMode)
12410         {
12411                 if (r_showdisabledepthtest.integer)
12412                 {
12413                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12414                         GL_DepthMask(false);
12415                 }
12416                 else
12417                 {
12418                         GL_BlendFunc(GL_ONE, GL_ZERO);
12419                         GL_DepthMask(true);
12420                 }
12421                 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
12422                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12423                 {
12424                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12425                                 continue;
12426                         rsurface.texture = R_GetCurrentTexture(surface->texture);
12427                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12428                         {
12429                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12430                                 if (!rsurface.texture->currentlayers->depthmask)
12431                                         GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12432                                 else if (ent == r_refdef.scene.worldentity)
12433                                         GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12434                                 else
12435                                         GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12436                                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12437                                 RSurf_DrawBatch();
12438                         }
12439                 }
12440                 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
12441                 rsurface.texture = NULL;
12442         }
12443
12444         if (r_shownormals.value != 0 && qglBegin)
12445         {
12446                 int l, k;
12447                 vec3_t v;
12448                 if (r_showdisabledepthtest.integer)
12449                 {
12450                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12451                         GL_DepthMask(false);
12452                 }
12453                 else
12454                 {
12455                         GL_BlendFunc(GL_ONE, GL_ZERO);
12456                         GL_DepthMask(true);
12457                 }
12458                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12459                 {
12460                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12461                                 continue;
12462                         rsurface.texture = R_GetCurrentTexture(surface->texture);
12463                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12464                         {
12465                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12466                                 qglBegin(GL_LINES);
12467                                 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
12468                                 {
12469                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12470                                         {
12471                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12472                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12473                                                 qglVertex3f(v[0], v[1], v[2]);
12474                                                 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12475                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12476                                                 qglVertex3f(v[0], v[1], v[2]);
12477                                         }
12478                                 }
12479                                 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
12480                                 {
12481                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12482                                         {
12483                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12484                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12485                                                 qglVertex3f(v[0], v[1], v[2]);
12486                                                 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
12487                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12488                                                 qglVertex3f(v[0], v[1], v[2]);
12489                                         }
12490                                 }
12491                                 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
12492                                 {
12493                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12494                                         {
12495                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12496                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12497                                                 qglVertex3f(v[0], v[1], v[2]);
12498                                                 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
12499                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12500                                                 qglVertex3f(v[0], v[1], v[2]);
12501                                         }
12502                                 }
12503                                 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
12504                                 {
12505                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12506                                         {
12507                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12508                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12509                                                 qglVertex3f(v[0], v[1], v[2]);
12510                                                 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12511                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12512                                                 qglVertex3f(v[0], v[1], v[2]);
12513                                         }
12514                                 }
12515                                 qglEnd();
12516                                 CHECKGLERROR
12517                         }
12518                 }
12519                 rsurface.texture = NULL;
12520         }
12521 #endif
12522 }
12523
12524 int r_maxsurfacelist = 0;
12525 const msurface_t **r_surfacelist = NULL;
12526 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12527 {
12528         int i, j, endj, flagsmask;
12529         dp_model_t *model = r_refdef.scene.worldmodel;
12530         msurface_t *surfaces;
12531         unsigned char *update;
12532         int numsurfacelist = 0;
12533         if (model == NULL)
12534                 return;
12535
12536         if (r_maxsurfacelist < model->num_surfaces)
12537         {
12538                 r_maxsurfacelist = model->num_surfaces;
12539                 if (r_surfacelist)
12540                         Mem_Free((msurface_t**)r_surfacelist);
12541                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12542         }
12543
12544         RSurf_ActiveWorldEntity();
12545
12546         surfaces = model->data_surfaces;
12547         update = model->brushq1.lightmapupdateflags;
12548
12549         // update light styles on this submodel
12550         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12551         {
12552                 model_brush_lightstyleinfo_t *style;
12553                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12554                 {
12555                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12556                         {
12557                                 int *list = style->surfacelist;
12558                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12559                                 for (j = 0;j < style->numsurfaces;j++)
12560                                         update[list[j]] = true;
12561                         }
12562                 }
12563         }
12564
12565         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12566
12567         if (debug)
12568         {
12569                 R_DrawDebugModel();
12570                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12571                 return;
12572         }
12573
12574         rsurface.lightmaptexture = NULL;
12575         rsurface.deluxemaptexture = NULL;
12576         rsurface.uselightmaptexture = false;
12577         rsurface.texture = NULL;
12578         rsurface.rtlight = NULL;
12579         numsurfacelist = 0;
12580         // add visible surfaces to draw list
12581         for (i = 0;i < model->nummodelsurfaces;i++)
12582         {
12583                 j = model->sortedmodelsurfaces[i];
12584                 if (r_refdef.viewcache.world_surfacevisible[j])
12585                         r_surfacelist[numsurfacelist++] = surfaces + j;
12586         }
12587         // update lightmaps if needed
12588         if (model->brushq1.firstrender)
12589         {
12590                 model->brushq1.firstrender = false;
12591                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12592                         if (update[j])
12593                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12594         }
12595         else if (update)
12596         {
12597                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12598                         if (r_refdef.viewcache.world_surfacevisible[j])
12599                                 if (update[j])
12600                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12601         }
12602         // don't do anything if there were no surfaces
12603         if (!numsurfacelist)
12604         {
12605                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12606                 return;
12607         }
12608         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12609
12610         // add to stats if desired
12611         if (r_speeds.integer && !skysurfaces && !depthonly)
12612         {
12613                 r_refdef.stats[r_stat_world_surfaces] += numsurfacelist;
12614                 for (j = 0;j < numsurfacelist;j++)
12615                         r_refdef.stats[r_stat_world_triangles] += r_surfacelist[j]->num_triangles;
12616         }
12617
12618         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12619 }
12620
12621 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12622 {
12623         int i, j, endj, flagsmask;
12624         dp_model_t *model = ent->model;
12625         msurface_t *surfaces;
12626         unsigned char *update;
12627         int numsurfacelist = 0;
12628         if (model == NULL)
12629                 return;
12630
12631         if (r_maxsurfacelist < model->num_surfaces)
12632         {
12633                 r_maxsurfacelist = model->num_surfaces;
12634                 if (r_surfacelist)
12635                         Mem_Free((msurface_t **)r_surfacelist);
12636                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12637         }
12638
12639         // if the model is static it doesn't matter what value we give for
12640         // wantnormals and wanttangents, so this logic uses only rules applicable
12641         // to a model, knowing that they are meaningless otherwise
12642         if (ent == r_refdef.scene.worldentity)
12643                 RSurf_ActiveWorldEntity();
12644         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12645                 RSurf_ActiveModelEntity(ent, false, false, false);
12646         else if (prepass)
12647                 RSurf_ActiveModelEntity(ent, true, true, true);
12648         else if (depthonly)
12649         {
12650                 switch (vid.renderpath)
12651                 {
12652                 case RENDERPATH_GL20:
12653                 case RENDERPATH_D3D9:
12654                 case RENDERPATH_D3D10:
12655                 case RENDERPATH_D3D11:
12656                 case RENDERPATH_SOFT:
12657                 case RENDERPATH_GLES2:
12658                         RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12659                         break;
12660                 case RENDERPATH_GL11:
12661                 case RENDERPATH_GL13:
12662                 case RENDERPATH_GLES1:
12663                         RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12664                         break;
12665                 }
12666         }
12667         else
12668         {
12669                 switch (vid.renderpath)
12670                 {
12671                 case RENDERPATH_GL20:
12672                 case RENDERPATH_D3D9:
12673                 case RENDERPATH_D3D10:
12674                 case RENDERPATH_D3D11:
12675                 case RENDERPATH_SOFT:
12676                 case RENDERPATH_GLES2:
12677                         RSurf_ActiveModelEntity(ent, true, true, false);
12678                         break;
12679                 case RENDERPATH_GL11:
12680                 case RENDERPATH_GL13:
12681                 case RENDERPATH_GLES1:
12682                         RSurf_ActiveModelEntity(ent, true, false, false);
12683                         break;
12684                 }
12685         }
12686
12687         surfaces = model->data_surfaces;
12688         update = model->brushq1.lightmapupdateflags;
12689
12690         // update light styles
12691         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12692         {
12693                 model_brush_lightstyleinfo_t *style;
12694                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12695                 {
12696                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12697                         {
12698                                 int *list = style->surfacelist;
12699                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12700                                 for (j = 0;j < style->numsurfaces;j++)
12701                                         update[list[j]] = true;
12702                         }
12703                 }
12704         }
12705
12706         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12707
12708         if (debug)
12709         {
12710                 R_DrawDebugModel();
12711                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12712                 return;
12713         }
12714
12715         rsurface.lightmaptexture = NULL;
12716         rsurface.deluxemaptexture = NULL;
12717         rsurface.uselightmaptexture = false;
12718         rsurface.texture = NULL;
12719         rsurface.rtlight = NULL;
12720         numsurfacelist = 0;
12721         // add visible surfaces to draw list
12722         for (i = 0;i < model->nummodelsurfaces;i++)
12723                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12724         // don't do anything if there were no surfaces
12725         if (!numsurfacelist)
12726         {
12727                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12728                 return;
12729         }
12730         // update lightmaps if needed
12731         if (update)
12732         {
12733                 int updated = 0;
12734                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12735                 {
12736                         if (update[j])
12737                         {
12738                                 updated++;
12739                                 R_BuildLightMap(ent, surfaces + j);
12740                         }
12741                 }
12742         }
12743
12744         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12745
12746         // add to stats if desired
12747         if (r_speeds.integer && !skysurfaces && !depthonly)
12748         {
12749                 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
12750                 for (j = 0;j < numsurfacelist;j++)
12751                         r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
12752         }
12753
12754         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12755 }
12756
12757 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12758 {
12759         static texture_t texture;
12760         static msurface_t surface;
12761         const msurface_t *surfacelist = &surface;
12762
12763         // fake enough texture and surface state to render this geometry
12764
12765         texture.update_lastrenderframe = -1; // regenerate this texture
12766         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12767         texture.basealpha = 1.0f;
12768         texture.currentskinframe = skinframe;
12769         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12770         texture.offsetmapping = OFFSETMAPPING_OFF;
12771         texture.offsetscale = 1;
12772         texture.specularscalemod = 1;
12773         texture.specularpowermod = 1;
12774         texture.transparentsort = TRANSPARENTSORT_DISTANCE;
12775         // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
12776         // JUST GREP FOR "specularscalemod = 1".
12777
12778         surface.texture = &texture;
12779         surface.num_triangles = numtriangles;
12780         surface.num_firsttriangle = firsttriangle;
12781         surface.num_vertices = numvertices;
12782         surface.num_firstvertex = firstvertex;
12783
12784         // now render it
12785         rsurface.texture = R_GetCurrentTexture(surface.texture);
12786         rsurface.lightmaptexture = NULL;
12787         rsurface.deluxemaptexture = NULL;
12788         rsurface.uselightmaptexture = false;
12789         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12790 }
12791
12792 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)
12793 {
12794         static msurface_t surface;
12795         const msurface_t *surfacelist = &surface;
12796
12797         // fake enough texture and surface state to render this geometry
12798         surface.texture = texture;
12799         surface.num_triangles = numtriangles;
12800         surface.num_firsttriangle = firsttriangle;
12801         surface.num_vertices = numvertices;
12802         surface.num_firstvertex = firstvertex;
12803
12804         // now render it
12805         rsurface.texture = R_GetCurrentTexture(surface.texture);
12806         rsurface.lightmaptexture = NULL;
12807         rsurface.deluxemaptexture = NULL;
12808         rsurface.uselightmaptexture = false;
12809         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12810 }