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Fix bad memory overrun bug in R_Shadow_PrepareLights_AddSceneLight - it was not multi...
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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27 #include "ft2.h"
28 #include "csprogs.h"
29 #include "cl_video.h"
30 #include "dpsoftrast.h"
31
32 #ifdef SUPPORTD3D
33 #include <d3d9.h>
34 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
35 #endif
36
37 #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->materialshaderpass && t->currentskinframe == NULL)
8212                         t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
8213         }
8214         else if (t->materialshaderpass && t->materialshaderpass->numframes >= 2)
8215                 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
8216         if (t->backgroundshaderpass && t->backgroundshaderpass->numframes >= 2)
8217                 t->backgroundcurrentskinframe = t->backgroundshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundshaderpass->framerate, t->backgroundshaderpass->numframes)];
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->backgroundshaderpass)
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         if (t->materialshaderpass)
8282                 for (i = 0, tcmod = t->materialshaderpass->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8283                         R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
8284
8285         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
8286         if (t->currentskinframe->qpixels)
8287                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
8288         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
8289         if (!t->basetexture)
8290                 t->basetexture = r_texture_notexture;
8291         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
8292         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
8293         t->nmaptexture = t->currentskinframe->nmap;
8294         if (!t->nmaptexture)
8295                 t->nmaptexture = r_texture_blanknormalmap;
8296         t->glosstexture = r_texture_black;
8297         t->glowtexture = t->currentskinframe->glow;
8298         t->fogtexture = t->currentskinframe->fog;
8299         t->reflectmasktexture = t->currentskinframe->reflect;
8300         if (t->backgroundshaderpass)
8301         {
8302                 for (i = 0, tcmod = t->backgroundshaderpass->tcmods; i < Q3MAXTCMODS && tcmod->tcmod; i++, tcmod++)
8303                         R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
8304                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
8305                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
8306                 t->backgroundglosstexture = r_texture_black;
8307                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
8308                 if (!t->backgroundnmaptexture)
8309                         t->backgroundnmaptexture = r_texture_blanknormalmap;
8310                 // make sure that if glow is going to be used, both textures are not NULL
8311                 if (!t->backgroundglowtexture && t->glowtexture)
8312                         t->backgroundglowtexture = r_texture_black;
8313                 if (!t->glowtexture && t->backgroundglowtexture)
8314                         t->glowtexture = r_texture_black;
8315         }
8316         else
8317         {
8318                 t->backgroundbasetexture = r_texture_white;
8319                 t->backgroundnmaptexture = r_texture_blanknormalmap;
8320                 t->backgroundglosstexture = r_texture_black;
8321                 t->backgroundglowtexture = NULL;
8322         }
8323         t->specularpower = r_shadow_glossexponent.value;
8324         // TODO: store reference values for these in the texture?
8325         t->specularscale = 0;
8326         if (r_shadow_gloss.integer > 0)
8327         {
8328                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
8329                 {
8330                         if (r_shadow_glossintensity.value > 0)
8331                         {
8332                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
8333                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
8334                                 t->specularscale = r_shadow_glossintensity.value;
8335                         }
8336                 }
8337                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
8338                 {
8339                         t->glosstexture = r_texture_white;
8340                         t->backgroundglosstexture = r_texture_white;
8341                         t->specularscale = r_shadow_gloss2intensity.value;
8342                         t->specularpower = r_shadow_gloss2exponent.value;
8343                 }
8344         }
8345         t->specularscale *= t->specularscalemod;
8346         t->specularpower *= t->specularpowermod;
8347         t->rtlightambient = 0;
8348
8349         // lightmaps mode looks bad with dlights using actual texturing, so turn
8350         // off the colormap and glossmap, but leave the normalmap on as it still
8351         // accurately represents the shading involved
8352         if (gl_lightmaps.integer)
8353         {
8354                 t->basetexture = r_texture_grey128;
8355                 t->pantstexture = r_texture_black;
8356                 t->shirttexture = r_texture_black;
8357                 if (gl_lightmaps.integer < 2)
8358                         t->nmaptexture = r_texture_blanknormalmap;
8359                 t->glosstexture = r_texture_black;
8360                 t->glowtexture = NULL;
8361                 t->fogtexture = NULL;
8362                 t->reflectmasktexture = NULL;
8363                 t->backgroundbasetexture = NULL;
8364                 if (gl_lightmaps.integer < 2)
8365                         t->backgroundnmaptexture = r_texture_blanknormalmap;
8366                 t->backgroundglosstexture = r_texture_black;
8367                 t->backgroundglowtexture = NULL;
8368                 t->specularscale = 0;
8369                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
8370         }
8371
8372         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
8373         VectorClear(t->dlightcolor);
8374         t->currentnumlayers = 0;
8375         if (t->currentmaterialflags & MATERIALFLAG_WALL)
8376         {
8377                 int blendfunc1, blendfunc2;
8378                 qboolean depthmask;
8379                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
8380                 {
8381                         blendfunc1 = GL_SRC_ALPHA;
8382                         blendfunc2 = GL_ONE;
8383                 }
8384                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
8385                 {
8386                         blendfunc1 = GL_SRC_ALPHA;
8387                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
8388                 }
8389                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8390                 {
8391                         blendfunc1 = t->customblendfunc[0];
8392                         blendfunc2 = t->customblendfunc[1];
8393                 }
8394                 else
8395                 {
8396                         blendfunc1 = GL_ONE;
8397                         blendfunc2 = GL_ZERO;
8398                 }
8399                 // don't colormod evilblend textures
8400                 if(!(R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD))
8401                         VectorSet(t->lightmapcolor, 1, 1, 1);
8402                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
8403                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
8404                 {
8405                         // fullbright is not affected by r_refdef.lightmapintensity
8406                         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]);
8407                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8408                                 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]);
8409                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8410                                 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]);
8411                 }
8412                 else
8413                 {
8414                         vec3_t ambientcolor;
8415                         float colorscale;
8416                         // set the color tint used for lights affecting this surface
8417                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8418                         colorscale = 2;
8419                         // q3bsp has no lightmap updates, so the lightstylevalue that
8420                         // would normally be baked into the lightmap must be
8421                         // applied to the color
8422                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8423                         if (model->type == mod_brushq3)
8424                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8425                         colorscale *= r_refdef.lightmapintensity;
8426                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8427                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8428                         // basic lit geometry
8429                         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]);
8430                         // add pants/shirt if needed
8431                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8432                                 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]);
8433                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8434                                 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]);
8435                         // now add ambient passes if needed
8436                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8437                         {
8438                                 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]);
8439                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8440                                         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]);
8441                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8442                                         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]);
8443                         }
8444                 }
8445                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8446                         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]);
8447                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8448                 {
8449                         // if this is opaque use alpha blend which will darken the earlier
8450                         // passes cheaply.
8451                         //
8452                         // if this is an alpha blended material, all the earlier passes
8453                         // were darkened by fog already, so we only need to add the fog
8454                         // color ontop through the fog mask texture
8455                         //
8456                         // if this is an additive blended material, all the earlier passes
8457                         // were darkened by fog already, and we should not add fog color
8458                         // (because the background was not darkened, there is no fog color
8459                         // that was lost behind it).
8460                         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]);
8461                 }
8462         }
8463
8464         return t;
8465 }
8466
8467 rsurfacestate_t rsurface;
8468
8469 void RSurf_ActiveWorldEntity(void)
8470 {
8471         dp_model_t *model = r_refdef.scene.worldmodel;
8472         //if (rsurface.entity == r_refdef.scene.worldentity)
8473         //      return;
8474         rsurface.entity = r_refdef.scene.worldentity;
8475         rsurface.skeleton = NULL;
8476         memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8477         rsurface.ent_skinnum = 0;
8478         rsurface.ent_qwskin = -1;
8479         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8480         rsurface.shadertime = r_refdef.scene.time;
8481         rsurface.matrix = identitymatrix;
8482         rsurface.inversematrix = identitymatrix;
8483         rsurface.matrixscale = 1;
8484         rsurface.inversematrixscale = 1;
8485         R_EntityMatrix(&identitymatrix);
8486         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8487         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8488         rsurface.fograngerecip = r_refdef.fograngerecip;
8489         rsurface.fogheightfade = r_refdef.fogheightfade;
8490         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8491         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8492         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8493         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8494         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8495         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8496         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8497         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8498         rsurface.colormod[3] = 1;
8499         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);
8500         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8501         rsurface.frameblend[0].lerp = 1;
8502         rsurface.ent_alttextures = false;
8503         rsurface.basepolygonfactor = r_refdef.polygonfactor;
8504         rsurface.basepolygonoffset = r_refdef.polygonoffset;
8505         rsurface.entityskeletaltransform3x4 = NULL;
8506         rsurface.entityskeletaltransform3x4buffer = NULL;
8507         rsurface.entityskeletaltransform3x4offset = 0;
8508         rsurface.entityskeletaltransform3x4size = 0;;
8509         rsurface.entityskeletalnumtransforms = 0;
8510         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
8511         rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8512         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8513         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8514         rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8515         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8516         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8517         rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8518         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8519         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
8520         rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8521         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8522         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
8523         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8524         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8525         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
8526         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8527         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8528         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
8529         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8530         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8531         rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
8532         rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8533         rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
8534         rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
8535         rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8536         rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
8537         rsurface.modelelement3i = model->surfmesh.data_element3i;
8538         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8539         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8540         rsurface.modelelement3s = model->surfmesh.data_element3s;
8541         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8542         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8543         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8544         rsurface.modelnumvertices = model->surfmesh.num_vertices;
8545         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8546         rsurface.modelsurfaces = model->data_surfaces;
8547         rsurface.modelvertexmesh = model->surfmesh.data_vertexmesh;
8548         rsurface.modelvertexmesh_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8549         rsurface.modelvertexmesh_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8550         rsurface.modelgeneratedvertex = false;
8551         rsurface.batchgeneratedvertex = false;
8552         rsurface.batchfirstvertex = 0;
8553         rsurface.batchnumvertices = 0;
8554         rsurface.batchfirsttriangle = 0;
8555         rsurface.batchnumtriangles = 0;
8556         rsurface.batchvertex3f  = NULL;
8557         rsurface.batchvertex3f_vertexbuffer = NULL;
8558         rsurface.batchvertex3f_bufferoffset = 0;
8559         rsurface.batchsvector3f = NULL;
8560         rsurface.batchsvector3f_vertexbuffer = NULL;
8561         rsurface.batchsvector3f_bufferoffset = 0;
8562         rsurface.batchtvector3f = NULL;
8563         rsurface.batchtvector3f_vertexbuffer = NULL;
8564         rsurface.batchtvector3f_bufferoffset = 0;
8565         rsurface.batchnormal3f  = NULL;
8566         rsurface.batchnormal3f_vertexbuffer = NULL;
8567         rsurface.batchnormal3f_bufferoffset = 0;
8568         rsurface.batchlightmapcolor4f = NULL;
8569         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8570         rsurface.batchlightmapcolor4f_bufferoffset = 0;
8571         rsurface.batchtexcoordtexture2f = NULL;
8572         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8573         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8574         rsurface.batchtexcoordlightmap2f = NULL;
8575         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8576         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8577         rsurface.batchskeletalindex4ub = NULL;
8578         rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8579         rsurface.batchskeletalindex4ub_bufferoffset = 0;
8580         rsurface.batchskeletalweight4ub = NULL;
8581         rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8582         rsurface.batchskeletalweight4ub_bufferoffset = 0;
8583         rsurface.batchvertexmesh = NULL;
8584         rsurface.batchvertexmesh_vertexbuffer = NULL;
8585         rsurface.batchvertexmesh_bufferoffset = 0;
8586         rsurface.batchelement3i = NULL;
8587         rsurface.batchelement3i_indexbuffer = NULL;
8588         rsurface.batchelement3i_bufferoffset = 0;
8589         rsurface.batchelement3s = NULL;
8590         rsurface.batchelement3s_indexbuffer = NULL;
8591         rsurface.batchelement3s_bufferoffset = 0;
8592         rsurface.passcolor4f = NULL;
8593         rsurface.passcolor4f_vertexbuffer = NULL;
8594         rsurface.passcolor4f_bufferoffset = 0;
8595         rsurface.forcecurrenttextureupdate = false;
8596 }
8597
8598 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8599 {
8600         dp_model_t *model = ent->model;
8601         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8602         //      return;
8603         rsurface.entity = (entity_render_t *)ent;
8604         rsurface.skeleton = ent->skeleton;
8605         memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8606         rsurface.ent_skinnum = ent->skinnum;
8607         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;
8608         rsurface.ent_flags = ent->flags;
8609         rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8610         rsurface.matrix = ent->matrix;
8611         rsurface.inversematrix = ent->inversematrix;
8612         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8613         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8614         R_EntityMatrix(&rsurface.matrix);
8615         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8616         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8617         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8618         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8619         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8620         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8621         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8622         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8623         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8624         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8625         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8626         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8627         rsurface.colormod[3] = ent->alpha;
8628         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8629         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8630         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8631         rsurface.basepolygonfactor = r_refdef.polygonfactor;
8632         rsurface.basepolygonoffset = r_refdef.polygonoffset;
8633         if (ent->model->brush.submodel && !prepass)
8634         {
8635                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8636                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8637         }
8638         // if the animcache code decided it should use the shader path, skip the deform step
8639         rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
8640         rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
8641         rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
8642         rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
8643         rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
8644         if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
8645         {
8646                 if (ent->animcache_vertex3f)
8647                 {
8648                         r_refdef.stats[r_stat_batch_entitycache_count]++;
8649                         r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
8650                         r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
8651                         r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
8652                         rsurface.modelvertex3f = ent->animcache_vertex3f;
8653                         rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
8654                         rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
8655                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8656                         rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
8657                         rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
8658                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8659                         rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
8660                         rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
8661                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8662                         rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
8663                         rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
8664                         rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8665                         rsurface.modelvertexmesh_vertexbuffer = ent->animcache_vertexmesh_vertexbuffer;
8666                         rsurface.modelvertexmesh_bufferoffset = ent->animcache_vertexmesh_bufferoffset;
8667                 }
8668                 else if (wanttangents)
8669                 {
8670                         r_refdef.stats[r_stat_batch_entityanimate_count]++;
8671                         r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8672                         r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8673                         r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8674                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8675                         rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8676                         rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8677                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8678                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8679                         rsurface.modelvertexmesh = NULL;
8680                         rsurface.modelvertexmesh_vertexbuffer = NULL;
8681                         rsurface.modelvertexmesh_bufferoffset = 0;
8682                         rsurface.modelvertex3f_vertexbuffer = NULL;
8683                         rsurface.modelvertex3f_bufferoffset = 0;
8684                         rsurface.modelvertex3f_vertexbuffer = 0;
8685                         rsurface.modelvertex3f_bufferoffset = 0;
8686                         rsurface.modelsvector3f_vertexbuffer = 0;
8687                         rsurface.modelsvector3f_bufferoffset = 0;
8688                         rsurface.modeltvector3f_vertexbuffer = 0;
8689                         rsurface.modeltvector3f_bufferoffset = 0;
8690                         rsurface.modelnormal3f_vertexbuffer = 0;
8691                         rsurface.modelnormal3f_bufferoffset = 0;
8692                 }
8693                 else if (wantnormals)
8694                 {
8695                         r_refdef.stats[r_stat_batch_entityanimate_count]++;
8696                         r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8697                         r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8698                         r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8699                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8700                         rsurface.modelsvector3f = NULL;
8701                         rsurface.modeltvector3f = NULL;
8702                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8703                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8704                         rsurface.modelvertexmesh = NULL;
8705                         rsurface.modelvertexmesh_vertexbuffer = NULL;
8706                         rsurface.modelvertexmesh_bufferoffset = 0;
8707                         rsurface.modelvertex3f_vertexbuffer = NULL;
8708                         rsurface.modelvertex3f_bufferoffset = 0;
8709                         rsurface.modelvertex3f_vertexbuffer = 0;
8710                         rsurface.modelvertex3f_bufferoffset = 0;
8711                         rsurface.modelsvector3f_vertexbuffer = 0;
8712                         rsurface.modelsvector3f_bufferoffset = 0;
8713                         rsurface.modeltvector3f_vertexbuffer = 0;
8714                         rsurface.modeltvector3f_bufferoffset = 0;
8715                         rsurface.modelnormal3f_vertexbuffer = 0;
8716                         rsurface.modelnormal3f_bufferoffset = 0;
8717                 }
8718                 else
8719                 {
8720                         r_refdef.stats[r_stat_batch_entityanimate_count]++;
8721                         r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8722                         r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8723                         r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8724                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8725                         rsurface.modelsvector3f = NULL;
8726                         rsurface.modeltvector3f = NULL;
8727                         rsurface.modelnormal3f = NULL;
8728                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8729                         rsurface.modelvertexmesh = NULL;
8730                         rsurface.modelvertexmesh_vertexbuffer = NULL;
8731                         rsurface.modelvertexmesh_bufferoffset = 0;
8732                         rsurface.modelvertex3f_vertexbuffer = NULL;
8733                         rsurface.modelvertex3f_bufferoffset = 0;
8734                         rsurface.modelvertex3f_vertexbuffer = 0;
8735                         rsurface.modelvertex3f_bufferoffset = 0;
8736                         rsurface.modelsvector3f_vertexbuffer = 0;
8737                         rsurface.modelsvector3f_bufferoffset = 0;
8738                         rsurface.modeltvector3f_vertexbuffer = 0;
8739                         rsurface.modeltvector3f_bufferoffset = 0;
8740                         rsurface.modelnormal3f_vertexbuffer = 0;
8741                         rsurface.modelnormal3f_bufferoffset = 0;
8742                 }
8743                 rsurface.modelgeneratedvertex = true;
8744         }
8745         else
8746         {
8747                 if (rsurface.entityskeletaltransform3x4)
8748                 {
8749                         r_refdef.stats[r_stat_batch_entityskeletal_count]++;
8750                         r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
8751                         r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
8752                         r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
8753                 }
8754                 else
8755                 {
8756                         r_refdef.stats[r_stat_batch_entitystatic_count]++;
8757                         r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
8758                         r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
8759                         r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
8760                 }
8761                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
8762                 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8763                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8764                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8765                 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8766                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8767                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8768                 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8769                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8770                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
8771                 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8772                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8773                 rsurface.modelvertexmesh = model->surfmesh.data_vertexmesh;
8774                 rsurface.modelvertexmesh_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8775                 rsurface.modelvertexmesh_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8776                 rsurface.modelgeneratedvertex = false;
8777         }
8778         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
8779         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8780         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8781         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
8782         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8783         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8784         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
8785         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8786         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8787         rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
8788         rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8789         rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
8790         rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
8791         rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8792         rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
8793         rsurface.modelelement3i = model->surfmesh.data_element3i;
8794         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8795         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8796         rsurface.modelelement3s = model->surfmesh.data_element3s;
8797         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8798         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8799         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8800         rsurface.modelnumvertices = model->surfmesh.num_vertices;
8801         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8802         rsurface.modelsurfaces = model->data_surfaces;
8803         rsurface.batchgeneratedvertex = false;
8804         rsurface.batchfirstvertex = 0;
8805         rsurface.batchnumvertices = 0;
8806         rsurface.batchfirsttriangle = 0;
8807         rsurface.batchnumtriangles = 0;
8808         rsurface.batchvertex3f  = NULL;
8809         rsurface.batchvertex3f_vertexbuffer = NULL;
8810         rsurface.batchvertex3f_bufferoffset = 0;
8811         rsurface.batchsvector3f = NULL;
8812         rsurface.batchsvector3f_vertexbuffer = NULL;
8813         rsurface.batchsvector3f_bufferoffset = 0;
8814         rsurface.batchtvector3f = NULL;
8815         rsurface.batchtvector3f_vertexbuffer = NULL;
8816         rsurface.batchtvector3f_bufferoffset = 0;
8817         rsurface.batchnormal3f  = NULL;
8818         rsurface.batchnormal3f_vertexbuffer = NULL;
8819         rsurface.batchnormal3f_bufferoffset = 0;
8820         rsurface.batchlightmapcolor4f = NULL;
8821         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8822         rsurface.batchlightmapcolor4f_bufferoffset = 0;
8823         rsurface.batchtexcoordtexture2f = NULL;
8824         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8825         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8826         rsurface.batchtexcoordlightmap2f = NULL;
8827         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8828         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8829         rsurface.batchskeletalindex4ub = NULL;
8830         rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8831         rsurface.batchskeletalindex4ub_bufferoffset = 0;
8832         rsurface.batchskeletalweight4ub = NULL;
8833         rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8834         rsurface.batchskeletalweight4ub_bufferoffset = 0;
8835         rsurface.batchvertexmesh = NULL;
8836         rsurface.batchvertexmesh_vertexbuffer = NULL;
8837         rsurface.batchvertexmesh_bufferoffset = 0;
8838         rsurface.batchelement3i = NULL;
8839         rsurface.batchelement3i_indexbuffer = NULL;
8840         rsurface.batchelement3i_bufferoffset = 0;
8841         rsurface.batchelement3s = NULL;
8842         rsurface.batchelement3s_indexbuffer = NULL;
8843         rsurface.batchelement3s_bufferoffset = 0;
8844         rsurface.passcolor4f = NULL;
8845         rsurface.passcolor4f_vertexbuffer = NULL;
8846         rsurface.passcolor4f_bufferoffset = 0;
8847         rsurface.forcecurrenttextureupdate = false;
8848 }
8849
8850 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)
8851 {
8852         rsurface.entity = r_refdef.scene.worldentity;
8853         rsurface.skeleton = NULL;
8854         rsurface.ent_skinnum = 0;
8855         rsurface.ent_qwskin = -1;
8856         rsurface.ent_flags = entflags;
8857         rsurface.shadertime = r_refdef.scene.time - shadertime;
8858         rsurface.modelnumvertices = numvertices;
8859         rsurface.modelnumtriangles = numtriangles;
8860         rsurface.matrix = *matrix;
8861         rsurface.inversematrix = *inversematrix;
8862         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8863         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8864         R_EntityMatrix(&rsurface.matrix);
8865         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8866         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8867         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8868         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8869         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8870         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8871         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8872         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8873         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8874         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8875         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8876         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8877         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);
8878         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8879         rsurface.frameblend[0].lerp = 1;
8880         rsurface.ent_alttextures = false;
8881         rsurface.basepolygonfactor = r_refdef.polygonfactor;
8882         rsurface.basepolygonoffset = r_refdef.polygonoffset;
8883         rsurface.entityskeletaltransform3x4 = NULL;
8884         rsurface.entityskeletaltransform3x4buffer = NULL;
8885         rsurface.entityskeletaltransform3x4offset = 0;
8886         rsurface.entityskeletaltransform3x4size = 0;
8887         rsurface.entityskeletalnumtransforms = 0;
8888         r_refdef.stats[r_stat_batch_entitycustom_count]++;
8889         r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
8890         r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
8891         r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
8892         if (wanttangents)
8893         {
8894                 rsurface.modelvertex3f = (float *)vertex3f;
8895                 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8896                 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8897                 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8898         }
8899         else if (wantnormals)
8900         {
8901                 rsurface.modelvertex3f = (float *)vertex3f;
8902                 rsurface.modelsvector3f = NULL;
8903                 rsurface.modeltvector3f = NULL;
8904                 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8905         }
8906         else
8907         {
8908                 rsurface.modelvertex3f = (float *)vertex3f;
8909                 rsurface.modelsvector3f = NULL;
8910                 rsurface.modeltvector3f = NULL;
8911                 rsurface.modelnormal3f = NULL;
8912         }
8913         rsurface.modelvertexmesh = NULL;
8914         rsurface.modelvertexmesh_vertexbuffer = NULL;
8915         rsurface.modelvertexmesh_bufferoffset = 0;
8916         rsurface.modelvertex3f_vertexbuffer = 0;
8917         rsurface.modelvertex3f_bufferoffset = 0;
8918         rsurface.modelsvector3f_vertexbuffer = 0;
8919         rsurface.modelsvector3f_bufferoffset = 0;
8920         rsurface.modeltvector3f_vertexbuffer = 0;
8921         rsurface.modeltvector3f_bufferoffset = 0;
8922         rsurface.modelnormal3f_vertexbuffer = 0;
8923         rsurface.modelnormal3f_bufferoffset = 0;
8924         rsurface.modelgeneratedvertex = true;
8925         rsurface.modellightmapcolor4f  = (float *)color4f;
8926         rsurface.modellightmapcolor4f_vertexbuffer = 0;
8927         rsurface.modellightmapcolor4f_bufferoffset = 0;
8928         rsurface.modeltexcoordtexture2f  = (float *)texcoord2f;
8929         rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8930         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8931         rsurface.modeltexcoordlightmap2f  = NULL;
8932         rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8933         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8934         rsurface.modelskeletalindex4ub = NULL;
8935         rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
8936         rsurface.modelskeletalindex4ub_bufferoffset = 0;
8937         rsurface.modelskeletalweight4ub = NULL;
8938         rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
8939         rsurface.modelskeletalweight4ub_bufferoffset = 0;
8940         rsurface.modelelement3i = (int *)element3i;
8941         rsurface.modelelement3i_indexbuffer = NULL;
8942         rsurface.modelelement3i_bufferoffset = 0;
8943         rsurface.modelelement3s = (unsigned short *)element3s;
8944         rsurface.modelelement3s_indexbuffer = NULL;
8945         rsurface.modelelement3s_bufferoffset = 0;
8946         rsurface.modellightmapoffsets = NULL;
8947         rsurface.modelsurfaces = NULL;
8948         rsurface.batchgeneratedvertex = false;
8949         rsurface.batchfirstvertex = 0;
8950         rsurface.batchnumvertices = 0;
8951         rsurface.batchfirsttriangle = 0;
8952         rsurface.batchnumtriangles = 0;
8953         rsurface.batchvertex3f  = NULL;
8954         rsurface.batchvertex3f_vertexbuffer = NULL;
8955         rsurface.batchvertex3f_bufferoffset = 0;
8956         rsurface.batchsvector3f = NULL;
8957         rsurface.batchsvector3f_vertexbuffer = NULL;
8958         rsurface.batchsvector3f_bufferoffset = 0;
8959         rsurface.batchtvector3f = NULL;
8960         rsurface.batchtvector3f_vertexbuffer = NULL;
8961         rsurface.batchtvector3f_bufferoffset = 0;
8962         rsurface.batchnormal3f  = NULL;
8963         rsurface.batchnormal3f_vertexbuffer = NULL;
8964         rsurface.batchnormal3f_bufferoffset = 0;
8965         rsurface.batchlightmapcolor4f = NULL;
8966         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8967         rsurface.batchlightmapcolor4f_bufferoffset = 0;
8968         rsurface.batchtexcoordtexture2f = NULL;
8969         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8970         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8971         rsurface.batchtexcoordlightmap2f = NULL;
8972         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8973         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8974         rsurface.batchskeletalindex4ub = NULL;
8975         rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8976         rsurface.batchskeletalindex4ub_bufferoffset = 0;
8977         rsurface.batchskeletalweight4ub = NULL;
8978         rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8979         rsurface.batchskeletalweight4ub_bufferoffset = 0;
8980         rsurface.batchvertexmesh = NULL;
8981         rsurface.batchvertexmesh_vertexbuffer = NULL;
8982         rsurface.batchvertexmesh_bufferoffset = 0;
8983         rsurface.batchelement3i = NULL;
8984         rsurface.batchelement3i_indexbuffer = NULL;
8985         rsurface.batchelement3i_bufferoffset = 0;
8986         rsurface.batchelement3s = NULL;
8987         rsurface.batchelement3s_indexbuffer = NULL;
8988         rsurface.batchelement3s_bufferoffset = 0;
8989         rsurface.passcolor4f = NULL;
8990         rsurface.passcolor4f_vertexbuffer = NULL;
8991         rsurface.passcolor4f_bufferoffset = 0;
8992         rsurface.forcecurrenttextureupdate = true;
8993
8994         if (rsurface.modelnumvertices && rsurface.modelelement3i)
8995         {
8996                 if ((wantnormals || wanttangents) && !normal3f)
8997                 {
8998                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8999                         Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9000                 }
9001                 if (wanttangents && !svector3f)
9002                 {
9003                         rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
9004                         rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
9005                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
9006                 }
9007         }
9008 }
9009
9010 float RSurf_FogPoint(const float *v)
9011 {
9012         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9013         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9014         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9015         float FogHeightFade = r_refdef.fogheightfade;
9016         float fogfrac;
9017         unsigned int fogmasktableindex;
9018         if (r_refdef.fogplaneviewabove)
9019                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9020         else
9021                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9022         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9023         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9024 }
9025
9026 float RSurf_FogVertex(const float *v)
9027 {
9028         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9029         float FogPlaneViewDist = rsurface.fogplaneviewdist;
9030         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9031         float FogHeightFade = rsurface.fogheightfade;
9032         float fogfrac;
9033         unsigned int fogmasktableindex;
9034         if (r_refdef.fogplaneviewabove)
9035                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9036         else
9037                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9038         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9039         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9040 }
9041
9042 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
9043 {
9044         int i;
9045         for (i = 0;i < numelements;i++)
9046                 outelement3i[i] = inelement3i[i] + adjust;
9047 }
9048
9049 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9050 extern cvar_t gl_vbo;
9051 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9052 {
9053         int deformindex;
9054         int firsttriangle;
9055         int numtriangles;
9056         int firstvertex;
9057         int endvertex;
9058         int numvertices;
9059         int surfacefirsttriangle;
9060         int surfacenumtriangles;
9061         int surfacefirstvertex;
9062         int surfaceendvertex;
9063         int surfacenumvertices;
9064         int batchnumsurfaces = texturenumsurfaces;
9065         int batchnumvertices;
9066         int batchnumtriangles;
9067         int needsupdate;
9068         int i, j;
9069         qboolean gaps;
9070         qboolean dynamicvertex;
9071         float amplitude;
9072         float animpos;
9073         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9074         float waveparms[4];
9075         unsigned char *ub;
9076         q3shaderinfo_deform_t *deform;
9077         const msurface_t *surface, *firstsurface;
9078         r_vertexmesh_t *vertexmesh;
9079         if (!texturenumsurfaces)
9080                 return;
9081         // find vertex range of this surface batch
9082         gaps = false;
9083         firstsurface = texturesurfacelist[0];
9084         firsttriangle = firstsurface->num_firsttriangle;
9085         batchnumvertices = 0;
9086         batchnumtriangles = 0;
9087         firstvertex = endvertex = firstsurface->num_firstvertex;
9088         for (i = 0;i < texturenumsurfaces;i++)
9089         {
9090                 surface = texturesurfacelist[i];
9091                 if (surface != firstsurface + i)
9092                         gaps = true;
9093                 surfacefirstvertex = surface->num_firstvertex;
9094                 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
9095                 surfacenumvertices = surface->num_vertices;
9096                 surfacenumtriangles = surface->num_triangles;
9097                 if (firstvertex > surfacefirstvertex)
9098                         firstvertex = surfacefirstvertex;
9099                 if (endvertex < surfaceendvertex)
9100                         endvertex = surfaceendvertex;
9101                 batchnumvertices += surfacenumvertices;
9102                 batchnumtriangles += surfacenumtriangles;
9103         }
9104
9105         r_refdef.stats[r_stat_batch_batches]++;
9106         if (gaps)
9107                 r_refdef.stats[r_stat_batch_withgaps]++;
9108         r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
9109         r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
9110         r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
9111
9112         // we now know the vertex range used, and if there are any gaps in it
9113         rsurface.batchfirstvertex = firstvertex;
9114         rsurface.batchnumvertices = endvertex - firstvertex;
9115         rsurface.batchfirsttriangle = firsttriangle;
9116         rsurface.batchnumtriangles = batchnumtriangles;
9117
9118         // this variable holds flags for which properties have been updated that
9119         // may require regenerating vertexmesh array...
9120         needsupdate = 0;
9121
9122         // check if any dynamic vertex processing must occur
9123         dynamicvertex = false;
9124
9125         // a cvar to force the dynamic vertex path to be taken, for debugging
9126         if (r_batch_debugdynamicvertexpath.integer)
9127         {
9128                 if (!dynamicvertex)
9129                 {
9130                         r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
9131                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
9132                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
9133                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
9134                 }
9135                 dynamicvertex = true;
9136         }
9137
9138         // if there is a chance of animated vertex colors, it's a dynamic batch
9139         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
9140         {
9141                 if (!dynamicvertex)
9142                 {
9143                         r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
9144                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
9145                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
9146                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
9147                 }
9148                 dynamicvertex = true;
9149                 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
9150         }
9151
9152         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9153         {
9154                 switch (deform->deform)
9155                 {
9156                 default:
9157                 case Q3DEFORM_PROJECTIONSHADOW:
9158                 case Q3DEFORM_TEXT0:
9159                 case Q3DEFORM_TEXT1:
9160                 case Q3DEFORM_TEXT2:
9161                 case Q3DEFORM_TEXT3:
9162                 case Q3DEFORM_TEXT4:
9163                 case Q3DEFORM_TEXT5:
9164                 case Q3DEFORM_TEXT6:
9165                 case Q3DEFORM_TEXT7:
9166                 case Q3DEFORM_NONE:
9167                         break;
9168                 case Q3DEFORM_AUTOSPRITE:
9169                         if (!dynamicvertex)
9170                         {
9171                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
9172                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
9173                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
9174                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
9175                         }
9176                         dynamicvertex = true;
9177                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
9178                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9179                         break;
9180                 case Q3DEFORM_AUTOSPRITE2:
9181                         if (!dynamicvertex)
9182                         {
9183                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
9184                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
9185                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
9186                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
9187                         }
9188                         dynamicvertex = true;
9189                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
9190                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9191                         break;
9192                 case Q3DEFORM_NORMAL:
9193                         if (!dynamicvertex)
9194                         {
9195                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
9196                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
9197                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
9198                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
9199                         }
9200                         dynamicvertex = true;
9201                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9202                         needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9203                         break;
9204                 case Q3DEFORM_WAVE:
9205                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9206                                 break; // if wavefunc is a nop, ignore this transform
9207                         if (!dynamicvertex)
9208                         {
9209                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
9210                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
9211                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
9212                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
9213                         }
9214                         dynamicvertex = true;
9215                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9216                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9217                         break;
9218                 case Q3DEFORM_BULGE:
9219                         if (!dynamicvertex)
9220                         {
9221                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
9222                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
9223                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
9224                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
9225                         }
9226                         dynamicvertex = true;
9227                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9228                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9229                         break;
9230                 case Q3DEFORM_MOVE:
9231                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9232                                 break; // if wavefunc is a nop, ignore this transform
9233                         if (!dynamicvertex)
9234                         {
9235                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
9236                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
9237                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
9238                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
9239                         }
9240                         dynamicvertex = true;
9241                         batchneed |= BATCHNEED_ARRAY_VERTEX;
9242                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
9243                         break;
9244                 }
9245         }
9246         if (rsurface.texture->materialshaderpass)
9247         {
9248                 switch (rsurface.texture->materialshaderpass->tcgen.tcgen)
9249                 {
9250                 default:
9251                 case Q3TCGEN_TEXTURE:
9252                         break;
9253                 case Q3TCGEN_LIGHTMAP:
9254                         if (!dynamicvertex)
9255                         {
9256                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
9257                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
9258                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
9259                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
9260                         }
9261                         dynamicvertex = true;
9262                         batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
9263                         needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
9264                         break;
9265                 case Q3TCGEN_VECTOR:
9266                         if (!dynamicvertex)
9267                         {
9268                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
9269                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
9270                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
9271                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
9272                         }
9273                         dynamicvertex = true;
9274                         batchneed |= BATCHNEED_ARRAY_VERTEX;
9275                         needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9276                         break;
9277                 case Q3TCGEN_ENVIRONMENT:
9278                         if (!dynamicvertex)
9279                         {
9280                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
9281                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
9282                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
9283                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
9284                         }
9285                         dynamicvertex = true;
9286                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
9287                         needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9288                         break;
9289                 }
9290                 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9291                 {
9292                         if (!dynamicvertex)
9293                         {
9294                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
9295                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
9296                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
9297                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
9298                         }
9299                         dynamicvertex = true;
9300                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
9301                         needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9302                 }
9303         }
9304
9305         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
9306         {
9307                 if (!dynamicvertex)
9308                 {
9309                         r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
9310                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
9311                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
9312                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
9313                 }
9314                 dynamicvertex = true;
9315                 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
9316         }
9317
9318         // when the model data has no vertex buffer (dynamic mesh), we need to
9319         // eliminate gaps
9320         if (vid.useinterleavedarrays && !rsurface.modelvertexmesh_vertexbuffer)
9321                 batchneed |= BATCHNEED_NOGAPS;
9322
9323         // the caller can specify BATCHNEED_NOGAPS to force a batch with
9324         // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
9325         // we ensure this by treating the vertex batch as dynamic...
9326         if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0))
9327         {
9328                 if (!dynamicvertex)
9329                 {
9330                         r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
9331                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
9332                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
9333                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
9334                 }
9335                 dynamicvertex = true;
9336         }
9337
9338         if (dynamicvertex)
9339         {
9340                 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
9341                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)      batchneed |= BATCHNEED_ARRAY_VERTEX;
9342                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)      batchneed |= BATCHNEED_ARRAY_NORMAL;
9343                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)      batchneed |= BATCHNEED_ARRAY_VECTOR;
9344                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
9345                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)    batchneed |= BATCHNEED_ARRAY_TEXCOORD;
9346                 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP)    batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
9347                 if (batchneed & BATCHNEED_VERTEXMESH_SKELETAL)    batchneed |= BATCHNEED_ARRAY_SKELETAL;
9348         }
9349
9350         // if needsupdate, we have to do a dynamic vertex batch for sure
9351         if (needsupdate & batchneed)
9352         {
9353                 if (!dynamicvertex)
9354                 {
9355                         r_refdef.stats[r_stat_batch_dynamic_batches_because_derived] += 1;
9356                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_derived] += batchnumsurfaces;
9357                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_derived] += batchnumvertices;
9358                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_derived] += batchnumtriangles;
9359                 }
9360                 dynamicvertex = true;
9361         }
9362
9363         // see if we need to build vertexmesh from arrays
9364         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
9365         {
9366                 if (!dynamicvertex)
9367                 {
9368                         r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
9369                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
9370                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
9371                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
9372                 }
9373                 dynamicvertex = true;
9374         }
9375
9376         // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
9377         if (dynamicvertex && rsurface.entityskeletaltransform3x4)
9378                 batchneed |= BATCHNEED_ARRAY_SKELETAL;
9379
9380         rsurface.batchvertex3f = rsurface.modelvertex3f;
9381         rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
9382         rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9383         rsurface.batchsvector3f = rsurface.modelsvector3f;
9384         rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
9385         rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9386         rsurface.batchtvector3f = rsurface.modeltvector3f;
9387         rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
9388         rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9389         rsurface.batchnormal3f = rsurface.modelnormal3f;
9390         rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
9391         rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9392         rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
9393         rsurface.batchlightmapcolor4f_vertexbuffer  = rsurface.modellightmapcolor4f_vertexbuffer;
9394         rsurface.batchlightmapcolor4f_bufferoffset  = rsurface.modellightmapcolor4f_bufferoffset;
9395         rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
9396         rsurface.batchtexcoordtexture2f_vertexbuffer  = rsurface.modeltexcoordtexture2f_vertexbuffer;
9397         rsurface.batchtexcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
9398         rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
9399         rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
9400         rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
9401         rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
9402         rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
9403         rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
9404         rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
9405         rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
9406         rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
9407         rsurface.batchvertexmesh = rsurface.modelvertexmesh;
9408         rsurface.batchvertexmesh_vertexbuffer = rsurface.modelvertexmesh_vertexbuffer;
9409         rsurface.batchvertexmesh_bufferoffset = rsurface.modelvertexmesh_bufferoffset;
9410         rsurface.batchelement3i = rsurface.modelelement3i;
9411         rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
9412         rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
9413         rsurface.batchelement3s = rsurface.modelelement3s;
9414         rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
9415         rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
9416         rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
9417         rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
9418         rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
9419         rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
9420         rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
9421
9422         // if any dynamic vertex processing has to occur in software, we copy the
9423         // entire surface list together before processing to rebase the vertices
9424         // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
9425         //
9426         // if any gaps exist and we do not have a static vertex buffer, we have to
9427         // copy the surface list together to avoid wasting upload bandwidth on the
9428         // vertices in the gaps.
9429         //
9430         // if gaps exist and we have a static vertex buffer, we can choose whether
9431         // to combine the index buffer ranges into one dynamic index buffer or
9432         // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
9433         //
9434         // in many cases the batch is reduced to one draw call.
9435
9436         rsurface.batchmultidraw = false;
9437         rsurface.batchmultidrawnumsurfaces = 0;
9438         rsurface.batchmultidrawsurfacelist = NULL;
9439
9440         if (!dynamicvertex)
9441         {
9442                 // static vertex data, just set pointers...
9443                 rsurface.batchgeneratedvertex = false;
9444                 // if there are gaps, we want to build a combined index buffer,
9445                 // otherwise use the original static buffer with an appropriate offset
9446                 if (gaps)
9447                 {
9448                         r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
9449                         r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
9450                         r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
9451                         r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
9452                         if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
9453                         {
9454                                 rsurface.batchmultidraw = true;
9455                                 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
9456                                 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
9457                                 return;
9458                         }
9459                         // build a new triangle elements array for this batch
9460                         rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
9461                         rsurface.batchfirsttriangle = 0;
9462                         numtriangles = 0;
9463                         for (i = 0;i < texturenumsurfaces;i++)
9464                         {
9465                                 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
9466                                 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
9467                                 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
9468                                 numtriangles += surfacenumtriangles;
9469                         }
9470                         rsurface.batchelement3i_indexbuffer = NULL;
9471                         rsurface.batchelement3i_bufferoffset = 0;
9472                         rsurface.batchelement3s = NULL;
9473                         rsurface.batchelement3s_indexbuffer = NULL;
9474                         rsurface.batchelement3s_bufferoffset = 0;
9475                         if (endvertex <= 65536)
9476                         {
9477                                 // make a 16bit (unsigned short) index array if possible
9478                                 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
9479                                 for (i = 0;i < numtriangles*3;i++)
9480                                         rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
9481                         }
9482                         // upload buffer data for the copytriangles batch
9483                         if (((r_batch_dynamicbuffer.integer || gl_vbo_dynamicindex.integer) && vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo)
9484                         {
9485                                 if (rsurface.batchelement3s)
9486                                         rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
9487                                 else if (rsurface.batchelement3i)
9488                                         rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
9489                         }
9490                 }
9491                 else
9492                 {
9493                         r_refdef.stats[r_stat_batch_fast_batches] += 1;
9494                         r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
9495                         r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
9496                         r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
9497                 }
9498                 return;
9499         }
9500
9501         // something needs software processing, do it for real...
9502         // we only directly handle separate array data in this case and then
9503         // generate interleaved data if needed...
9504         rsurface.batchgeneratedvertex = true;
9505         r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
9506         r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
9507         r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
9508         r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
9509
9510         // now copy the vertex data into a combined array and make an index array
9511         // (this is what Quake3 does all the time)
9512         // we also apply any skeletal animation here that would have been done in
9513         // the vertex shader, because most of the dynamic vertex animation cases
9514         // need actual vertex positions and normals
9515         //if (dynamicvertex)
9516         {
9517                 rsurface.batchvertexmesh = NULL;
9518                 rsurface.batchvertexmesh_vertexbuffer = NULL;
9519                 rsurface.batchvertexmesh_bufferoffset = 0;
9520                 rsurface.batchvertex3f = NULL;
9521                 rsurface.batchvertex3f_vertexbuffer = NULL;
9522                 rsurface.batchvertex3f_bufferoffset = 0;
9523                 rsurface.batchsvector3f = NULL;
9524                 rsurface.batchsvector3f_vertexbuffer = NULL;
9525                 rsurface.batchsvector3f_bufferoffset = 0;
9526                 rsurface.batchtvector3f = NULL;
9527                 rsurface.batchtvector3f_vertexbuffer = NULL;
9528                 rsurface.batchtvector3f_bufferoffset = 0;
9529                 rsurface.batchnormal3f = NULL;
9530                 rsurface.batchnormal3f_vertexbuffer = NULL;
9531                 rsurface.batchnormal3f_bufferoffset = 0;
9532                 rsurface.batchlightmapcolor4f = NULL;
9533                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9534                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9535                 rsurface.batchtexcoordtexture2f = NULL;
9536                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9537                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9538                 rsurface.batchtexcoordlightmap2f = NULL;
9539                 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9540                 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9541                 rsurface.batchskeletalindex4ub = NULL;
9542                 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
9543                 rsurface.batchskeletalindex4ub_bufferoffset = 0;
9544                 rsurface.batchskeletalweight4ub = NULL;
9545                 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
9546                 rsurface.batchskeletalweight4ub_bufferoffset = 0;
9547                 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
9548                 rsurface.batchelement3i_indexbuffer = NULL;
9549                 rsurface.batchelement3i_bufferoffset = 0;
9550                 rsurface.batchelement3s = NULL;
9551                 rsurface.batchelement3s_indexbuffer = NULL;
9552                 rsurface.batchelement3s_bufferoffset = 0;
9553                 rsurface.batchskeletaltransform3x4buffer = NULL;
9554                 rsurface.batchskeletaltransform3x4offset = 0;
9555                 rsurface.batchskeletaltransform3x4size = 0;
9556                 // we'll only be setting up certain arrays as needed
9557                 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9558                         rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9559                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
9560                         rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9561                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
9562                         rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9563                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
9564                 {
9565                         rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9566                         rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9567                 }
9568                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
9569                         rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
9570                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
9571                         rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9572                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
9573                         rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9574                 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
9575                 {
9576                         rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
9577                         rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
9578                 }
9579                 numvertices = 0;
9580                 numtriangles = 0;
9581                 for (i = 0;i < texturenumsurfaces;i++)
9582                 {
9583                         surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
9584                         surfacenumvertices = texturesurfacelist[i]->num_vertices;
9585                         surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
9586                         surfacenumtriangles = texturesurfacelist[i]->num_triangles;
9587                         // copy only the data requested
9588                         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
9589                                 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
9590                         if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
9591                         {
9592                                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
9593                                 {
9594                                         if (rsurface.batchvertex3f)
9595                                                 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9596                                         else
9597                                                 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9598                                 }
9599                                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
9600                                 {
9601                                         if (rsurface.modelnormal3f)
9602                                                 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9603                                         else
9604                                                 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9605                                 }
9606                                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
9607                                 {
9608                                         if (rsurface.modelsvector3f)
9609                                         {
9610                                                 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9611                                                 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9612                                         }
9613                                         else
9614                                         {
9615                                                 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9616                                                 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9617                                         }
9618                                 }
9619                                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
9620                                 {
9621                                         if (rsurface.modellightmapcolor4f)
9622                                                 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
9623                                         else
9624                                                 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
9625                                 }
9626                                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
9627                                 {
9628                                         if (rsurface.modeltexcoordtexture2f)
9629                                                 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
9630                                         else
9631                                                 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
9632                                 }
9633                                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
9634                                 {
9635                                         if (rsurface.modeltexcoordlightmap2f)
9636                                                 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
9637                                         else
9638                                                 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
9639                                 }
9640                                 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
9641                                 {
9642                                         if (rsurface.modelskeletalindex4ub)
9643                                         {
9644                                                 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
9645                                                 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
9646                                         }
9647                                         else
9648                                         {
9649                                                 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
9650                                                 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
9651                                                 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
9652                                                 for (j = 0;j < surfacenumvertices;j++)
9653                                                         ub[j*4] = 255;
9654                                         }
9655                                 }
9656                         }
9657                         RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
9658                         numvertices += surfacenumvertices;
9659                         numtriangles += surfacenumtriangles;
9660                 }
9661
9662                 // generate a 16bit index array as well if possible
9663                 // (in general, dynamic batches fit)
9664                 if (numvertices <= 65536)
9665                 {
9666                         rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
9667                         for (i = 0;i < numtriangles*3;i++)
9668                                 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
9669                 }
9670
9671                 // since we've copied everything, the batch now starts at 0
9672                 rsurface.batchfirstvertex = 0;
9673                 rsurface.batchnumvertices = batchnumvertices;
9674                 rsurface.batchfirsttriangle = 0;
9675                 rsurface.batchnumtriangles = batchnumtriangles;
9676         }
9677
9678         // apply skeletal animation that would have been done in the vertex shader
9679         if (rsurface.batchskeletaltransform3x4)
9680         {
9681                 const unsigned char *si;
9682                 const unsigned char *sw;
9683                 const float *t[4];
9684                 const float *b = rsurface.batchskeletaltransform3x4;
9685                 float *vp, *vs, *vt, *vn;
9686                 float w[4];
9687                 float m[3][4], n[3][4];
9688                 float tp[3], ts[3], tt[3], tn[3];
9689                 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
9690                 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
9691                 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
9692                 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
9693                 si = rsurface.batchskeletalindex4ub;
9694                 sw = rsurface.batchskeletalweight4ub;
9695                 vp = rsurface.batchvertex3f;
9696                 vs = rsurface.batchsvector3f;
9697                 vt = rsurface.batchtvector3f;
9698                 vn = rsurface.batchnormal3f;
9699                 memset(m[0], 0, sizeof(m));
9700                 memset(n[0], 0, sizeof(n));
9701                 for (i = 0;i < batchnumvertices;i++)
9702                 {
9703                         t[0] = b + si[0]*12;
9704                         if (sw[0] == 255)
9705                         {
9706                                 // common case - only one matrix
9707                                 m[0][0] = t[0][ 0];
9708                                 m[0][1] = t[0][ 1];
9709                                 m[0][2] = t[0][ 2];
9710                                 m[0][3] = t[0][ 3];
9711                                 m[1][0] = t[0][ 4];
9712                                 m[1][1] = t[0][ 5];
9713                                 m[1][2] = t[0][ 6];
9714                                 m[1][3] = t[0][ 7];
9715                                 m[2][0] = t[0][ 8];
9716                                 m[2][1] = t[0][ 9];
9717                                 m[2][2] = t[0][10];
9718                                 m[2][3] = t[0][11];
9719                         }
9720                         else if (sw[2] + sw[3])
9721                         {
9722                                 // blend 4 matrices
9723                                 t[1] = b + si[1]*12;
9724                                 t[2] = b + si[2]*12;
9725                                 t[3] = b + si[3]*12;
9726                                 w[0] = sw[0] * (1.0f / 255.0f);
9727                                 w[1] = sw[1] * (1.0f / 255.0f);
9728                                 w[2] = sw[2] * (1.0f / 255.0f);
9729                                 w[3] = sw[3] * (1.0f / 255.0f);
9730                                 // blend the matrices
9731                                 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
9732                                 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
9733                                 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
9734                                 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
9735                                 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
9736                                 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
9737                                 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
9738                                 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
9739                                 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
9740                                 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
9741                                 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
9742                                 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
9743                         }
9744                         else
9745                         {
9746                                 // blend 2 matrices
9747                                 t[1] = b + si[1]*12;
9748                                 w[0] = sw[0] * (1.0f / 255.0f);
9749                                 w[1] = sw[1] * (1.0f / 255.0f);
9750                                 // blend the matrices
9751                                 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
9752                                 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
9753                                 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
9754                                 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
9755                                 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
9756                                 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
9757                                 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
9758                                 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
9759                                 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
9760                                 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
9761                                 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
9762                                 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
9763                         }
9764                         si += 4;
9765                         sw += 4;
9766                         // modify the vertex
9767                         VectorCopy(vp, tp);
9768                         vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
9769                         vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
9770                         vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
9771                         vp += 3;
9772                         if (vn)
9773                         {
9774                                 // the normal transformation matrix is a set of cross products...
9775                                 CrossProduct(m[1], m[2], n[0]);
9776                                 CrossProduct(m[2], m[0], n[1]);
9777                                 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
9778                                 VectorCopy(vn, tn);
9779                                 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
9780                                 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
9781                                 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
9782                                 VectorNormalize(vn);
9783                                 vn += 3;
9784                                 if (vs)
9785                                 {
9786                                         VectorCopy(vs, ts);
9787                                         vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
9788                                         vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
9789                                         vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
9790                                         VectorNormalize(vs);
9791                                         vs += 3;
9792                                         VectorCopy(vt, tt);
9793                                         vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
9794                                         vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
9795                                         vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
9796                                         VectorNormalize(vt);
9797                                         vt += 3;
9798                                 }
9799                         }
9800                 }
9801                 rsurface.batchskeletaltransform3x4 = NULL;
9802                 rsurface.batchskeletalnumtransforms = 0;
9803         }
9804
9805         // q1bsp surfaces rendered in vertex color mode have to have colors
9806         // calculated based on lightstyles
9807         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
9808         {
9809                 // generate color arrays for the surfaces in this list
9810                 int c[4];
9811                 int scale;
9812                 int size3;
9813                 const int *offsets;
9814                 const unsigned char *lm;
9815                 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
9816                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9817                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9818                 numvertices = 0;
9819                 for (i = 0;i < texturenumsurfaces;i++)
9820                 {
9821                         surface = texturesurfacelist[i];
9822                         offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
9823                         surfacenumvertices = surface->num_vertices;
9824                         if (surface->lightmapinfo->samples)
9825                         {
9826                                 for (j = 0;j < surfacenumvertices;j++)
9827                                 {
9828                                         lm = surface->lightmapinfo->samples + offsets[j];
9829                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
9830                                         VectorScale(lm, scale, c);
9831                                         if (surface->lightmapinfo->styles[1] != 255)
9832                                         {
9833                                                 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
9834                                                 lm += size3;
9835                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
9836                                                 VectorMA(c, scale, lm, c);
9837                                                 if (surface->lightmapinfo->styles[2] != 255)
9838                                                 {
9839                                                         lm += size3;
9840                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
9841                                                         VectorMA(c, scale, lm, c);
9842                                                         if (surface->lightmapinfo->styles[3] != 255)
9843                                                         {
9844                                                                 lm += size3;
9845                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
9846                                                                 VectorMA(c, scale, lm, c);
9847                                                         }
9848                                                 }
9849                                         }
9850                                         c[0] >>= 7;
9851                                         c[1] >>= 7;
9852                                         c[2] >>= 7;
9853                                         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);
9854                                         numvertices++;
9855                                 }
9856                         }
9857                         else
9858                         {
9859                                 for (j = 0;j < surfacenumvertices;j++)
9860                                 {
9861                                         Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
9862                                         numvertices++;
9863                                 }
9864                         }
9865                 }
9866         }
9867
9868         // if vertices are deformed (sprite flares and things in maps, possibly
9869         // water waves, bulges and other deformations), modify the copied vertices
9870         // in place
9871         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9872         {
9873                 float scale;
9874                 switch (deform->deform)
9875                 {
9876                 default:
9877                 case Q3DEFORM_PROJECTIONSHADOW:
9878                 case Q3DEFORM_TEXT0:
9879                 case Q3DEFORM_TEXT1:
9880                 case Q3DEFORM_TEXT2:
9881                 case Q3DEFORM_TEXT3:
9882                 case Q3DEFORM_TEXT4:
9883                 case Q3DEFORM_TEXT5:
9884                 case Q3DEFORM_TEXT6:
9885                 case Q3DEFORM_TEXT7:
9886                 case Q3DEFORM_NONE:
9887                         break;
9888                 case Q3DEFORM_AUTOSPRITE:
9889                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9890                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9891                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9892                         VectorNormalize(newforward);
9893                         VectorNormalize(newright);
9894                         VectorNormalize(newup);
9895 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9896 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9897 //                      rsurface.batchvertex3f_bufferoffset = 0;
9898 //                      rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9899 //                      rsurface.batchsvector3f_vertexbuffer = NULL;
9900 //                      rsurface.batchsvector3f_bufferoffset = 0;
9901 //                      rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9902 //                      rsurface.batchtvector3f_vertexbuffer = NULL;
9903 //                      rsurface.batchtvector3f_bufferoffset = 0;
9904 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9905 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
9906 //                      rsurface.batchnormal3f_bufferoffset = 0;
9907                         // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9908                         if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9909                                 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9910                         if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9911                                 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);
9912                         // a single autosprite surface can contain multiple sprites...
9913                         for (j = 0;j < batchnumvertices - 3;j += 4)
9914                         {
9915                                 VectorClear(center);
9916                                 for (i = 0;i < 4;i++)
9917                                         VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9918                                 VectorScale(center, 0.25f, center);
9919                                 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9920                                 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9921                                 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9922                                 for (i = 0;i < 4;i++)
9923                                 {
9924                                         VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9925                                         VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9926                                 }
9927                         }
9928                         // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9929                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9930                         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);
9931                         break;
9932                 case Q3DEFORM_AUTOSPRITE2:
9933                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9934                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9935                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9936                         VectorNormalize(newforward);
9937                         VectorNormalize(newright);
9938                         VectorNormalize(newup);
9939 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9940 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9941 //                      rsurface.batchvertex3f_bufferoffset = 0;
9942                         {
9943                                 const float *v1, *v2;
9944                                 vec3_t start, end;
9945                                 float f, l;
9946                                 struct
9947                                 {
9948                                         float length2;
9949                                         const float *v1;
9950                                         const float *v2;
9951                                 }
9952                                 shortest[2];
9953                                 memset(shortest, 0, sizeof(shortest));
9954                                 // a single autosprite surface can contain multiple sprites...
9955                                 for (j = 0;j < batchnumvertices - 3;j += 4)
9956                                 {
9957                                         VectorClear(center);
9958                                         for (i = 0;i < 4;i++)
9959                                                 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9960                                         VectorScale(center, 0.25f, center);
9961                                         // find the two shortest edges, then use them to define the
9962                                         // axis vectors for rotating around the central axis
9963                                         for (i = 0;i < 6;i++)
9964                                         {
9965                                                 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9966                                                 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9967                                                 l = VectorDistance2(v1, v2);
9968                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9969                                                 if (v1[2] != v2[2])
9970                                                         l += (1.0f / 1024.0f);
9971                                                 if (shortest[0].length2 > l || i == 0)
9972                                                 {
9973                                                         shortest[1] = shortest[0];
9974                                                         shortest[0].length2 = l;
9975                                                         shortest[0].v1 = v1;
9976                                                         shortest[0].v2 = v2;
9977                                                 }
9978                                                 else if (shortest[1].length2 > l || i == 1)
9979                                                 {
9980                                                         shortest[1].length2 = l;
9981                                                         shortest[1].v1 = v1;
9982                                                         shortest[1].v2 = v2;
9983                                                 }
9984                                         }
9985                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9986                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9987                                         // this calculates the right vector from the shortest edge
9988                                         // and the up vector from the edge midpoints
9989                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9990                                         VectorNormalize(right);
9991                                         VectorSubtract(end, start, up);
9992                                         VectorNormalize(up);
9993                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9994                                         VectorSubtract(rsurface.localvieworigin, center, forward);
9995                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9996                                         VectorNegate(forward, forward);
9997                                         VectorReflect(forward, 0, up, forward);
9998                                         VectorNormalize(forward);
9999                                         CrossProduct(up, forward, newright);
10000                                         VectorNormalize(newright);
10001                                         // rotate the quad around the up axis vector, this is made
10002                                         // especially easy by the fact we know the quad is flat,
10003                                         // so we only have to subtract the center position and
10004                                         // measure distance along the right vector, and then
10005                                         // multiply that by the newright vector and add back the
10006                                         // center position
10007                                         // we also need to subtract the old position to undo the
10008                                         // displacement from the center, which we do with a
10009                                         // DotProduct, the subtraction/addition of center is also
10010                                         // optimized into DotProducts here
10011                                         l = DotProduct(right, center);
10012                                         for (i = 0;i < 4;i++)
10013                                         {
10014                                                 v1 = rsurface.batchvertex3f + 3*(j+i);
10015                                                 f = DotProduct(right, v1) - l;
10016                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
10017                                         }
10018                                 }
10019                         }
10020                         if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
10021                         {
10022 //                              rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10023 //                              rsurface.batchnormal3f_vertexbuffer = NULL;
10024 //                              rsurface.batchnormal3f_bufferoffset = 0;
10025                                 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
10026                         }
10027                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
10028                         {
10029 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10030 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
10031 //                              rsurface.batchsvector3f_bufferoffset = 0;
10032 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10033 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
10034 //                              rsurface.batchtvector3f_bufferoffset = 0;
10035                                 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);
10036                         }
10037                         break;
10038                 case Q3DEFORM_NORMAL:
10039                         // deform the normals to make reflections wavey
10040                         rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
10041                         rsurface.batchnormal3f_vertexbuffer = NULL;
10042                         rsurface.batchnormal3f_bufferoffset = 0;
10043                         for (j = 0;j < batchnumvertices;j++)
10044                         {
10045                                 float vertex[3];
10046                                 float *normal = rsurface.batchnormal3f + 3*j;
10047                                 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
10048                                 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
10049                                 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
10050                                 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
10051                                 VectorNormalize(normal);
10052                         }
10053                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
10054                         {
10055 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10056 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
10057 //                              rsurface.batchsvector3f_bufferoffset = 0;
10058 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10059 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
10060 //                              rsurface.batchtvector3f_bufferoffset = 0;
10061                                 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);
10062                         }
10063                         break;
10064                 case Q3DEFORM_WAVE:
10065                         // deform vertex array to make wavey water and flags and such
10066                         waveparms[0] = deform->waveparms[0];
10067                         waveparms[1] = deform->waveparms[1];
10068                         waveparms[2] = deform->waveparms[2];
10069                         waveparms[3] = deform->waveparms[3];
10070                         if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
10071                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
10072                         // this is how a divisor of vertex influence on deformation
10073                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
10074                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10075 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
10076 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
10077 //                      rsurface.batchvertex3f_bufferoffset = 0;
10078 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
10079 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
10080 //                      rsurface.batchnormal3f_bufferoffset = 0;
10081                         for (j = 0;j < batchnumvertices;j++)
10082                         {
10083                                 // if the wavefunc depends on time, evaluate it per-vertex
10084                                 if (waveparms[3])
10085                                 {
10086                                         waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
10087                                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10088                                 }
10089                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
10090                         }
10091                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
10092                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
10093                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
10094                         {
10095 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10096 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
10097 //                              rsurface.batchsvector3f_bufferoffset = 0;
10098 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10099 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
10100 //                              rsurface.batchtvector3f_bufferoffset = 0;
10101                                 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);
10102                         }
10103                         break;
10104                 case Q3DEFORM_BULGE:
10105                         // deform vertex array to make the surface have moving bulges
10106 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
10107 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
10108 //                      rsurface.batchvertex3f_bufferoffset = 0;
10109 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
10110 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
10111 //                      rsurface.batchnormal3f_bufferoffset = 0;
10112                         for (j = 0;j < batchnumvertices;j++)
10113                         {
10114                                 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
10115                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
10116                         }
10117                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
10118                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
10119                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
10120                         {
10121 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10122 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
10123 //                              rsurface.batchsvector3f_bufferoffset = 0;
10124 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10125 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
10126 //                              rsurface.batchtvector3f_bufferoffset = 0;
10127                                 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);
10128                         }
10129                         break;
10130                 case Q3DEFORM_MOVE:
10131                         // deform vertex array
10132                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
10133                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
10134                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10135                         VectorScale(deform->parms, scale, waveparms);
10136 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
10137 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
10138 //                      rsurface.batchvertex3f_bufferoffset = 0;
10139                         for (j = 0;j < batchnumvertices;j++)
10140                                 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
10141                         break;
10142                 }
10143         }
10144
10145         if (rsurface.batchtexcoordtexture2f && rsurface.texture->materialshaderpass)
10146         {
10147         // generate texcoords based on the chosen texcoord source
10148                 switch(rsurface.texture->materialshaderpass->tcgen.tcgen)
10149                 {
10150                 default:
10151                 case Q3TCGEN_TEXTURE:
10152                         break;
10153                 case Q3TCGEN_LIGHTMAP:
10154         //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10155         //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10156         //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10157                         if (rsurface.batchtexcoordlightmap2f)
10158                                 memcpy(rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2]));
10159                         break;
10160                 case Q3TCGEN_VECTOR:
10161         //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10162         //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10163         //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10164                         for (j = 0;j < batchnumvertices;j++)
10165                         {
10166                                 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms);
10167                                 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms + 3);
10168                         }
10169                         break;
10170                 case Q3TCGEN_ENVIRONMENT:
10171                         // make environment reflections using a spheremap
10172                         rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10173                         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10174                         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10175                         for (j = 0;j < batchnumvertices;j++)
10176                         {
10177                                 // identical to Q3A's method, but executed in worldspace so
10178                                 // carried models can be shiny too
10179
10180                                 float viewer[3], d, reflected[3], worldreflected[3];
10181
10182                                 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
10183                                 // VectorNormalize(viewer);
10184
10185                                 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
10186
10187                                 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
10188                                 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
10189                                 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
10190                                 // note: this is proportinal to viewer, so we can normalize later
10191
10192                                 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10193                                 VectorNormalize(worldreflected);
10194
10195                                 // note: this sphere map only uses world x and z!
10196                                 // so positive and negative y will LOOK THE SAME.
10197                                 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
10198                                 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
10199                         }
10200                         break;
10201                 }
10202                 // the only tcmod that needs software vertex processing is turbulent, so
10203                 // check for it here and apply the changes if needed
10204                 // and we only support that as the first one
10205                 // (handling a mixture of turbulent and other tcmods would be problematic
10206                 //  without punting it entirely to a software path)
10207                 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10208                 {
10209                         amplitude = rsurface.texture->materialshaderpass->tcmods[0].parms[1];
10210                         animpos = rsurface.texture->materialshaderpass->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->materialshaderpass->tcmods[0].parms[3];
10211         //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10212         //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10213         //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10214                         for (j = 0;j < batchnumvertices;j++)
10215                         {
10216                                 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);
10217                                 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1]                                ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10218                         }
10219                 }
10220         }
10221
10222         if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
10223         {
10224                 // convert the modified arrays to vertex structs
10225 //              rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
10226 //              rsurface.batchvertexmesh_vertexbuffer = NULL;
10227 //              rsurface.batchvertexmesh_bufferoffset = 0;
10228                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
10229                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10230                                 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
10231                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
10232                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10233                                 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
10234                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
10235                 {
10236                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10237                         {
10238                                 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
10239                                 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
10240                         }
10241                 }
10242                 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
10243                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10244                                 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
10245                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
10246                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10247                                 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
10248                 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
10249                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10250                                 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
10251                 if ((batchneed & BATCHNEED_VERTEXMESH_SKELETAL) && rsurface.batchskeletalindex4ub)
10252                 {
10253                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10254                         {
10255                                 Vector4Copy(rsurface.batchskeletalindex4ub + 4*j, vertexmesh->skeletalindex4ub);
10256                                 Vector4Copy(rsurface.batchskeletalweight4ub + 4*j, vertexmesh->skeletalweight4ub);
10257                         }
10258                 }
10259         }
10260
10261         // upload buffer data for the dynamic batch
10262         if (((r_batch_dynamicbuffer.integer || gl_vbo_dynamicvertex.integer || gl_vbo_dynamicindex.integer) && vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo)
10263         {
10264                 if (rsurface.batchvertexmesh)
10265                         rsurface.batchvertexmesh_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(r_vertexmesh_t), rsurface.batchvertexmesh, R_BUFFERDATA_VERTEX, &rsurface.batchvertexmesh_bufferoffset);
10266                 else
10267                 {
10268                         if (rsurface.batchvertex3f)
10269                                 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
10270                         if (rsurface.batchsvector3f)
10271                                 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
10272                         if (rsurface.batchtvector3f)
10273                                 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
10274                         if (rsurface.batchnormal3f)
10275                                 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
10276                         if (rsurface.batchlightmapcolor4f)
10277                                 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
10278                         if (rsurface.batchtexcoordtexture2f)
10279                                 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
10280                         if (rsurface.batchtexcoordlightmap2f)
10281                                 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
10282                         if (rsurface.batchskeletalindex4ub)
10283                                 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
10284                         if (rsurface.batchskeletalweight4ub)
10285                                 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
10286                 }
10287                 if (rsurface.batchelement3s)
10288                         rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
10289                 else if (rsurface.batchelement3i)
10290                         rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
10291         }
10292 }
10293
10294 void RSurf_DrawBatch(void)
10295 {
10296         // sometimes a zero triangle surface (usually a degenerate patch) makes it
10297         // through the pipeline, killing it earlier in the pipeline would have
10298         // per-surface overhead rather than per-batch overhead, so it's best to
10299         // reject it here, before it hits glDraw.
10300         if (rsurface.batchnumtriangles == 0)
10301                 return;
10302 #if 0
10303         // batch debugging code
10304         if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
10305         {
10306                 int i;
10307                 int j;
10308                 int c;
10309                 const int *e;
10310                 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
10311                 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
10312                 {
10313                         c = e[i];
10314                         for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
10315                         {
10316                                 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
10317                                 {
10318                                         if (rsurface.modelsurfaces[j].texture != rsurface.texture)
10319                                                 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);
10320                                         break;
10321                                 }
10322                         }
10323                 }
10324         }
10325 #endif
10326         if (rsurface.batchmultidraw)
10327         {
10328                 // issue multiple draws rather than copying index data
10329                 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
10330                 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
10331                 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
10332                 for (i = 0;i < numsurfaces;)
10333                 {
10334                         // combine consecutive surfaces as one draw
10335                         for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
10336                                 if (surfacelist[j] != surfacelist[k] + 1)
10337                                         break;
10338                         firstvertex = surfacelist[i]->num_firstvertex;
10339                         endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
10340                         firsttriangle = surfacelist[i]->num_firsttriangle;
10341                         endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
10342                         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);
10343                         i = j;
10344                 }
10345         }
10346         else
10347         {
10348                 // there is only one consecutive run of index data (may have been combined)
10349                 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);
10350         }
10351 }
10352
10353 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
10354 {
10355         // pick the closest matching water plane
10356         int planeindex, vertexindex, bestplaneindex = -1;
10357         float d, bestd;
10358         vec3_t vert;
10359         const float *v;
10360         r_waterstate_waterplane_t *p;
10361         qboolean prepared = false;
10362         bestd = 0;
10363         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
10364         {
10365                 if(p->camera_entity != rsurface.texture->camera_entity)
10366                         continue;
10367                 d = 0;
10368                 if(!prepared)
10369                 {
10370                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
10371                         prepared = true;
10372                         if(rsurface.batchnumvertices == 0)
10373                                 break;
10374                 }
10375                 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
10376                 {
10377                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
10378                         d += fabs(PlaneDiff(vert, &p->plane));
10379                 }
10380                 if (bestd > d || bestplaneindex < 0)
10381                 {
10382                         bestd = d;
10383                         bestplaneindex = planeindex;
10384                 }
10385         }
10386         return bestplaneindex;
10387         // NOTE: this MAY return a totally unrelated water plane; we can ignore
10388         // this situation though, as it might be better to render single larger
10389         // batches with useless stuff (backface culled for example) than to
10390         // render multiple smaller batches
10391 }
10392
10393 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
10394 {
10395         int i;
10396         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10397         rsurface.passcolor4f_vertexbuffer = 0;
10398         rsurface.passcolor4f_bufferoffset = 0;
10399         for (i = 0;i < rsurface.batchnumvertices;i++)
10400                 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
10401 }
10402
10403 static void RSurf_DrawBatch_GL11_ApplyFog(void)
10404 {
10405         int i;
10406         float f;
10407         const float *v;
10408         const float *c;
10409         float *c2;
10410         if (rsurface.passcolor4f)
10411         {
10412                 // generate color arrays
10413                 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10414                 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10415                 rsurface.passcolor4f_vertexbuffer = 0;
10416                 rsurface.passcolor4f_bufferoffset = 0;
10417                 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)
10418                 {
10419                         f = RSurf_FogVertex(v);
10420                         c2[0] = c[0] * f;
10421                         c2[1] = c[1] * f;
10422                         c2[2] = c[2] * f;
10423                         c2[3] = c[3];
10424                 }
10425         }
10426         else
10427         {
10428                 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10429                 rsurface.passcolor4f_vertexbuffer = 0;
10430                 rsurface.passcolor4f_bufferoffset = 0;
10431                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
10432                 {
10433                         f = RSurf_FogVertex(v);
10434                         c2[0] = f;
10435                         c2[1] = f;
10436                         c2[2] = f;
10437                         c2[3] = 1;
10438                 }
10439         }
10440 }
10441
10442 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
10443 {
10444         int i;
10445         float f;
10446         const float *v;
10447         const float *c;
10448         float *c2;
10449         if (!rsurface.passcolor4f)
10450                 return;
10451         c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10452         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10453         rsurface.passcolor4f_vertexbuffer = 0;
10454         rsurface.passcolor4f_bufferoffset = 0;
10455         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)
10456         {
10457                 f = RSurf_FogVertex(v);
10458                 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10459                 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10460                 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10461                 c2[3] = c[3];
10462         }
10463 }
10464
10465 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
10466 {
10467         int i;
10468         const float *c;
10469         float *c2;
10470         if (!rsurface.passcolor4f)
10471                 return;
10472         c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10473         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10474         rsurface.passcolor4f_vertexbuffer = 0;
10475         rsurface.passcolor4f_bufferoffset = 0;
10476         for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
10477         {
10478                 c2[0] = c[0] * r;
10479                 c2[1] = c[1] * g;
10480                 c2[2] = c[2] * b;
10481                 c2[3] = c[3] * a;
10482         }
10483 }
10484
10485 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
10486 {
10487         int i;
10488         const float *c;
10489         float *c2;
10490         if (!rsurface.passcolor4f)
10491                 return;
10492         c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10493         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10494         rsurface.passcolor4f_vertexbuffer = 0;
10495         rsurface.passcolor4f_bufferoffset = 0;
10496         for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
10497         {
10498                 c2[0] = c[0] + r_refdef.scene.ambient;
10499                 c2[1] = c[1] + r_refdef.scene.ambient;
10500                 c2[2] = c[2] + r_refdef.scene.ambient;
10501                 c2[3] = c[3];
10502         }
10503 }
10504
10505 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10506 {
10507         // TODO: optimize
10508         rsurface.passcolor4f = NULL;
10509         rsurface.passcolor4f_vertexbuffer = 0;
10510         rsurface.passcolor4f_bufferoffset = 0;
10511         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
10512         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10513         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10514         GL_Color(r, g, b, a);
10515         R_Mesh_TexBind(0, rsurface.lightmaptexture);
10516         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10517         R_Mesh_TexMatrix(0, NULL);
10518         RSurf_DrawBatch();
10519 }
10520
10521 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10522 {
10523         // TODO: optimize applyfog && applycolor case
10524         // just apply fog if necessary, and tint the fog color array if necessary
10525         rsurface.passcolor4f = NULL;
10526         rsurface.passcolor4f_vertexbuffer = 0;
10527         rsurface.passcolor4f_bufferoffset = 0;
10528         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
10529         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10530         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10531         GL_Color(r, g, b, a);
10532         RSurf_DrawBatch();
10533 }
10534
10535 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10536 {
10537         // TODO: optimize
10538         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10539         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10540         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10541         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
10542         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10543         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10544         GL_Color(r, g, b, a);
10545         RSurf_DrawBatch();
10546 }
10547
10548 static void RSurf_DrawBatch_GL11_ClampColor(void)
10549 {
10550         int i;
10551         const float *c1;
10552         float *c2;
10553         if (!rsurface.passcolor4f)
10554                 return;
10555         for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
10556         {
10557                 c2[0] = bound(0.0f, c1[0], 1.0f);
10558                 c2[1] = bound(0.0f, c1[1], 1.0f);
10559                 c2[2] = bound(0.0f, c1[2], 1.0f);
10560                 c2[3] = bound(0.0f, c1[3], 1.0f);
10561         }
10562 }
10563
10564 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
10565 {
10566         int i;
10567         float f;
10568         const float *v;
10569         const float *n;
10570         float *c;
10571         //vec3_t eyedir;
10572
10573         // fake shading
10574         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10575         rsurface.passcolor4f_vertexbuffer = 0;
10576         rsurface.passcolor4f_bufferoffset = 0;
10577         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)
10578         {
10579                 f = -DotProduct(r_refdef.view.forward, n);
10580                 f = max(0, f);
10581                 f = f * 0.85 + 0.15; // work around so stuff won't get black
10582                 f *= r_refdef.lightmapintensity;
10583                 Vector4Set(c, f, f, f, 1);
10584         }
10585 }
10586
10587 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10588 {
10589         RSurf_DrawBatch_GL11_ApplyFakeLight();
10590         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
10591         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10592         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10593         GL_Color(r, g, b, a);
10594         RSurf_DrawBatch();
10595 }
10596
10597 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
10598 {
10599         int i;
10600         float f;
10601         float alpha;
10602         const float *v;
10603         const float *n;
10604         float *c;
10605         vec3_t ambientcolor;
10606         vec3_t diffusecolor;
10607         vec3_t lightdir;
10608         // TODO: optimize
10609         // model lighting
10610         VectorCopy(rsurface.modellight_lightdir, lightdir);
10611         f = 0.5f * r_refdef.lightmapintensity;
10612         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10613         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10614         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10615         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10616         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10617         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10618         alpha = *a;
10619         if (VectorLength2(diffusecolor) > 0)
10620         {
10621                 // q3-style directional shading
10622                 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10623                 rsurface.passcolor4f_vertexbuffer = 0;
10624                 rsurface.passcolor4f_bufferoffset = 0;
10625                 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)
10626                 {
10627                         if ((f = DotProduct(n, lightdir)) > 0)
10628                                 VectorMA(ambientcolor, f, diffusecolor, c);
10629                         else
10630                                 VectorCopy(ambientcolor, c);
10631                         c[3] = alpha;
10632                 }
10633                 *r = 1;
10634                 *g = 1;
10635                 *b = 1;
10636                 *a = 1;
10637                 *applycolor = false;
10638         }
10639         else
10640         {
10641                 *r = ambientcolor[0];
10642                 *g = ambientcolor[1];
10643                 *b = ambientcolor[2];
10644                 rsurface.passcolor4f = NULL;
10645                 rsurface.passcolor4f_vertexbuffer = 0;
10646                 rsurface.passcolor4f_bufferoffset = 0;
10647         }
10648 }
10649
10650 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10651 {
10652         RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
10653         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
10654         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10655         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10656         GL_Color(r, g, b, a);
10657         RSurf_DrawBatch();
10658 }
10659
10660 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
10661 {
10662         int i;
10663         float f;
10664         const float *v;
10665         float *c;
10666
10667         // fake shading
10668         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10669         rsurface.passcolor4f_vertexbuffer = 0;
10670         rsurface.passcolor4f_bufferoffset = 0;
10671
10672         for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
10673         {
10674                 f = 1 - RSurf_FogVertex(v);
10675                 c[0] = r;
10676                 c[1] = g;
10677                 c[2] = b;
10678                 c[3] = f * a;
10679         }
10680 }
10681
10682 void RSurf_SetupDepthAndCulling(void)
10683 {
10684         // submodels are biased to avoid z-fighting with world surfaces that they
10685         // may be exactly overlapping (avoids z-fighting artifacts on certain
10686         // doors and things in Quake maps)
10687         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10688         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10689         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10690         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10691 }
10692
10693 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10694 {
10695         // transparent sky would be ridiculous
10696         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10697                 return;
10698         R_SetupShader_Generic_NoTexture(false, false);
10699         skyrenderlater = true;
10700         RSurf_SetupDepthAndCulling();
10701         GL_DepthMask(true);
10702         // LordHavoc: HalfLife maps have freaky skypolys so don't use
10703         // skymasking on them, and Quake3 never did sky masking (unlike
10704         // software Quake and software Quake2), so disable the sky masking
10705         // in Quake3 maps as it causes problems with q3map2 sky tricks,
10706         // and skymasking also looks very bad when noclipping outside the
10707         // level, so don't use it then either.
10708         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.skymasking && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
10709         {
10710                 R_Mesh_ResetTextureState();
10711                 if (skyrendermasked)
10712                 {
10713                         R_SetupShader_DepthOrShadow(false, false, false);
10714                         // depth-only (masking)
10715                         GL_ColorMask(0,0,0,0);
10716                         // just to make sure that braindead drivers don't draw
10717                         // anything despite that colormask...
10718                         GL_BlendFunc(GL_ZERO, GL_ONE);
10719                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
10720                         R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10721                 }
10722                 else
10723                 {
10724                         R_SetupShader_Generic_NoTexture(false, false);
10725                         // fog sky
10726                         GL_BlendFunc(GL_ONE, GL_ZERO);
10727                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10728                         GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10729                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
10730                 }
10731                 RSurf_DrawBatch();
10732                 if (skyrendermasked)
10733                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10734         }
10735         R_Mesh_ResetTextureState();
10736         GL_Color(1, 1, 1, 1);
10737 }
10738
10739 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10740 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10741 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10742 {
10743         if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
10744                 return;
10745         if (prepass)
10746         {
10747                 // render screenspace normalmap to texture
10748                 GL_DepthMask(true);
10749                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
10750                 RSurf_DrawBatch();
10751                 return;
10752         }
10753
10754         // bind lightmap texture
10755
10756         // water/refraction/reflection/camera surfaces have to be handled specially
10757         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
10758         {
10759                 int start, end, startplaneindex;
10760                 for (start = 0;start < texturenumsurfaces;start = end)
10761                 {
10762                         startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
10763                         if(startplaneindex < 0)
10764                         {
10765                                 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
10766                                 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
10767                                 end = start + 1;
10768                                 continue;
10769                         }
10770                         for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
10771                                 ;
10772                         // now that we have a batch using the same planeindex, render it
10773                         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
10774                         {
10775                                 // render water or distortion background
10776                                 GL_DepthMask(true);
10777                                 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);
10778                                 RSurf_DrawBatch();
10779                                 // blend surface on top
10780                                 GL_DepthMask(false);
10781                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
10782                                 RSurf_DrawBatch();
10783                         }
10784                         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
10785                         {
10786                                 // render surface with reflection texture as input
10787                                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10788                                 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);
10789                                 RSurf_DrawBatch();
10790                         }
10791                 }
10792                 return;
10793         }
10794
10795         // render surface batch normally
10796         GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10797         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);
10798         RSurf_DrawBatch();
10799 }
10800
10801 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10802 {
10803         // OpenGL 1.3 path - anything not completely ancient
10804         qboolean applycolor;
10805         qboolean applyfog;
10806         int layerindex;
10807         const texturelayer_t *layer;
10808         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);
10809         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10810
10811         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10812         {
10813                 vec4_t layercolor;
10814                 int layertexrgbscale;
10815                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10816                 {
10817                         if (layerindex == 0)
10818                                 GL_AlphaTest(true);
10819                         else
10820                         {
10821                                 GL_AlphaTest(false);
10822                                 GL_DepthFunc(GL_EQUAL);
10823                         }
10824                 }
10825                 GL_DepthMask(layer->depthmask && writedepth);
10826                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10827                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10828                 {
10829                         layertexrgbscale = 4;
10830                         VectorScale(layer->color, 0.25f, layercolor);
10831                 }
10832                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10833                 {
10834                         layertexrgbscale = 2;
10835                         VectorScale(layer->color, 0.5f, layercolor);
10836                 }
10837                 else
10838                 {
10839                         layertexrgbscale = 1;
10840                         VectorScale(layer->color, 1.0f, layercolor);
10841                 }
10842                 layercolor[3] = layer->color[3];
10843                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10844                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10845                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10846                 switch (layer->type)
10847                 {
10848                 case TEXTURELAYERTYPE_LITTEXTURE:
10849                         // single-pass lightmapped texture with 2x rgbscale
10850                         R_Mesh_TexBind(0, r_texture_white);
10851                         R_Mesh_TexMatrix(0, NULL);
10852                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10853                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10854                         R_Mesh_TexBind(1, layer->texture);
10855                         R_Mesh_TexMatrix(1, &layer->texmatrix);
10856                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10857                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10858                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10859                                 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10860                         else if (FAKELIGHT_ENABLED)
10861                                 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10862                         else if (rsurface.uselightmaptexture)
10863                                 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10864                         else
10865                                 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10866                         break;
10867                 case TEXTURELAYERTYPE_TEXTURE:
10868                         // singletexture unlit texture with transparency support
10869                         R_Mesh_TexBind(0, layer->texture);
10870                         R_Mesh_TexMatrix(0, &layer->texmatrix);
10871                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10872                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10873                         R_Mesh_TexBind(1, 0);
10874                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10875                         RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10876                         break;
10877                 case TEXTURELAYERTYPE_FOG:
10878                         // singletexture fogging
10879                         if (layer->texture)
10880                         {
10881                                 R_Mesh_TexBind(0, layer->texture);
10882                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10883                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10884                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10885                         }
10886                         else
10887                         {
10888                                 R_Mesh_TexBind(0, 0);
10889                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10890                         }
10891                         R_Mesh_TexBind(1, 0);
10892                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10893                         // generate a color array for the fog pass
10894                         RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
10895                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10896                         RSurf_DrawBatch();
10897                         break;
10898                 default:
10899                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10900                 }
10901         }
10902         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10903         {
10904                 GL_DepthFunc(GL_LEQUAL);
10905                 GL_AlphaTest(false);
10906         }
10907 }
10908
10909 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10910 {
10911         // OpenGL 1.1 - crusty old voodoo path
10912         qboolean applyfog;
10913         int layerindex;
10914         const texturelayer_t *layer;
10915         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);
10916         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10917
10918         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10919         {
10920                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10921                 {
10922                         if (layerindex == 0)
10923                                 GL_AlphaTest(true);
10924                         else
10925                         {
10926                                 GL_AlphaTest(false);
10927                                 GL_DepthFunc(GL_EQUAL);
10928                         }
10929                 }
10930                 GL_DepthMask(layer->depthmask && writedepth);
10931                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10932                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10933                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10934                 switch (layer->type)
10935                 {
10936                 case TEXTURELAYERTYPE_LITTEXTURE:
10937                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))
10938                         {
10939                                 // two-pass lit texture with 2x rgbscale
10940                                 // first the lightmap pass
10941                                 R_Mesh_TexBind(0, r_texture_white);
10942                                 R_Mesh_TexMatrix(0, NULL);
10943                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10944                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10945                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10946                                         RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
10947                                 else if (FAKELIGHT_ENABLED)
10948                                         RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
10949                                 else if (rsurface.uselightmaptexture)
10950                                         RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
10951                                 else
10952                                         RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
10953                                 // then apply the texture to it
10954                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10955                                 R_Mesh_TexBind(0, layer->texture);
10956                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10957                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10958                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10959                                 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);
10960                         }
10961                         else
10962                         {
10963                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10964                                 R_Mesh_TexBind(0, layer->texture);
10965                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10966                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10967                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10968                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10969                                         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);
10970                                 else if (FAKELIGHT_ENABLED)
10971                                         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);
10972                                 else
10973                                         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);
10974                         }
10975                         break;
10976                 case TEXTURELAYERTYPE_TEXTURE:
10977                         // singletexture unlit texture with transparency support
10978                         R_Mesh_TexBind(0, layer->texture);
10979                         R_Mesh_TexMatrix(0, &layer->texmatrix);
10980                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10981                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10982                         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);
10983                         break;
10984                 case TEXTURELAYERTYPE_FOG:
10985                         // singletexture fogging
10986                         if (layer->texture)
10987                         {
10988                                 R_Mesh_TexBind(0, layer->texture);
10989                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10990                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10991                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10992                         }
10993                         else
10994                         {
10995                                 R_Mesh_TexBind(0, 0);
10996                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10997                         }
10998                         // generate a color array for the fog pass
10999                         RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
11000                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
11001                         RSurf_DrawBatch();
11002                         break;
11003                 default:
11004                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11005                 }
11006         }
11007         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11008         {
11009                 GL_DepthFunc(GL_LEQUAL);
11010                 GL_AlphaTest(false);
11011         }
11012 }
11013
11014 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11015 {
11016         int vi;
11017         int j;
11018         r_vertexgeneric_t *batchvertex;
11019         float c[4];
11020
11021 //      R_Mesh_ResetTextureState();
11022         R_SetupShader_Generic_NoTexture(false, false);
11023
11024         if(rsurface.texture && rsurface.texture->currentskinframe)
11025         {
11026                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11027                 c[3] *= rsurface.texture->currentalpha;
11028         }
11029         else
11030         {
11031                 c[0] = 1;
11032                 c[1] = 0;
11033                 c[2] = 1;
11034                 c[3] = 1;
11035         }
11036
11037         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11038         {
11039                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11040                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11041                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11042         }
11043
11044         // brighten it up (as texture value 127 means "unlit")
11045         c[0] *= 2 * r_refdef.view.colorscale;
11046         c[1] *= 2 * r_refdef.view.colorscale;
11047         c[2] *= 2 * r_refdef.view.colorscale;
11048
11049         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11050                 c[3] *= r_wateralpha.value;
11051
11052         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11053         {
11054                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11055                 GL_DepthMask(false);
11056         }
11057         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11058         {
11059                 GL_BlendFunc(GL_ONE, GL_ONE);
11060                 GL_DepthMask(false);
11061         }
11062         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11063         {
11064                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11065                 GL_DepthMask(false);
11066         }
11067         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11068         {
11069                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11070                 GL_DepthMask(false);
11071         }
11072         else
11073         {
11074                 GL_BlendFunc(GL_ONE, GL_ZERO);
11075                 GL_DepthMask(writedepth);
11076         }
11077
11078         if (r_showsurfaces.integer == 3)
11079         {
11080                 rsurface.passcolor4f = NULL;
11081
11082                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11083                 {
11084                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11085
11086                         rsurface.passcolor4f = NULL;
11087                         rsurface.passcolor4f_vertexbuffer = 0;
11088                         rsurface.passcolor4f_bufferoffset = 0;
11089                 }
11090                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11091                 {
11092                         qboolean applycolor = true;
11093                         float one = 1.0;
11094
11095                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11096
11097                         r_refdef.lightmapintensity = 1;
11098                         RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
11099                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11100                 }
11101                 else if (FAKELIGHT_ENABLED)
11102                 {
11103                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11104
11105                         r_refdef.lightmapintensity = r_fakelight_intensity.value;
11106                         RSurf_DrawBatch_GL11_ApplyFakeLight();
11107                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11108                 }
11109                 else
11110                 {
11111                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11112
11113                         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
11114                         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
11115                         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
11116                 }
11117
11118                 if(!rsurface.passcolor4f)
11119                         RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
11120
11121                 RSurf_DrawBatch_GL11_ApplyAmbient();
11122                 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
11123                 if(r_refdef.fogenabled)
11124                         RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
11125                 RSurf_DrawBatch_GL11_ClampColor();
11126
11127                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
11128                 R_SetupShader_Generic_NoTexture(false, false);
11129                 RSurf_DrawBatch();
11130         }
11131         else if (!r_refdef.view.showdebug)
11132         {
11133                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11134                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11135                 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
11136                 {
11137                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11138                         Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
11139                 }
11140                 R_Mesh_PrepareVertices_Generic_Unlock();
11141                 RSurf_DrawBatch();
11142         }
11143         else if (r_showsurfaces.integer == 4)
11144         {
11145                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11146                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11147                 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
11148                 {
11149                         unsigned char d = (vi << 3) * (1.0f / 256.0f);
11150                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11151                         Vector4Set(batchvertex[vi].color4f, d, d, d, 1);
11152                 }
11153                 R_Mesh_PrepareVertices_Generic_Unlock();
11154                 RSurf_DrawBatch();
11155         }
11156         else if (r_showsurfaces.integer == 2)
11157         {
11158                 const int *e;
11159                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11160                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
11161                 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
11162                 {
11163                         unsigned char d = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
11164                         VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
11165                         VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
11166                         VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
11167                         Vector4Set(batchvertex[j*3+0].color4f, d, d, d, 1);
11168                         Vector4Set(batchvertex[j*3+1].color4f, d, d, d, 1);
11169                         Vector4Set(batchvertex[j*3+2].color4f, d, d, d, 1);
11170                 }
11171                 R_Mesh_PrepareVertices_Generic_Unlock();
11172                 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
11173         }
11174         else
11175         {
11176                 int texturesurfaceindex;
11177                 int k;
11178                 const msurface_t *surface;
11179                 float surfacecolor4f[4];
11180                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11181                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
11182                 vi = 0;
11183                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11184                 {
11185                         surface = texturesurfacelist[texturesurfaceindex];
11186                         k = (int)(((size_t)surface) / sizeof(msurface_t));
11187                         Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
11188                         for (j = 0;j < surface->num_vertices;j++)
11189                         {
11190                                 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11191                                 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
11192                                 vi++;
11193                         }
11194                 }
11195                 R_Mesh_PrepareVertices_Generic_Unlock();
11196                 RSurf_DrawBatch();
11197         }
11198 }
11199
11200 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11201 {
11202         CHECKGLERROR
11203         RSurf_SetupDepthAndCulling();
11204         if (r_showsurfaces.integer)
11205         {
11206                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11207                 return;
11208         }
11209         switch (vid.renderpath)
11210         {
11211         case RENDERPATH_GL20:
11212         case RENDERPATH_D3D9:
11213         case RENDERPATH_D3D10:
11214         case RENDERPATH_D3D11:
11215         case RENDERPATH_SOFT:
11216         case RENDERPATH_GLES2:
11217                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11218                 break;
11219         case RENDERPATH_GL13:
11220         case RENDERPATH_GLES1:
11221                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11222                 break;
11223         case RENDERPATH_GL11:
11224                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11225                 break;
11226         }
11227         CHECKGLERROR
11228 }
11229
11230 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11231 {
11232         CHECKGLERROR
11233         RSurf_SetupDepthAndCulling();
11234         if (r_showsurfaces.integer)
11235         {
11236                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11237                 return;
11238         }
11239         switch (vid.renderpath)
11240         {
11241         case RENDERPATH_GL20:
11242         case RENDERPATH_D3D9:
11243         case RENDERPATH_D3D10:
11244         case RENDERPATH_D3D11:
11245         case RENDERPATH_SOFT:
11246         case RENDERPATH_GLES2:
11247                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11248                 break;
11249         case RENDERPATH_GL13:
11250         case RENDERPATH_GLES1:
11251                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11252                 break;
11253         case RENDERPATH_GL11:
11254                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11255                 break;
11256         }
11257         CHECKGLERROR
11258 }
11259
11260 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11261 {
11262         int i, j;
11263         int texturenumsurfaces, endsurface;
11264         texture_t *texture;
11265         const msurface_t *surface;
11266         const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
11267
11268         // if the model is static it doesn't matter what value we give for
11269         // wantnormals and wanttangents, so this logic uses only rules applicable
11270         // to a model, knowing that they are meaningless otherwise
11271         if (ent == r_refdef.scene.worldentity)
11272                 RSurf_ActiveWorldEntity();
11273         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11274                 RSurf_ActiveModelEntity(ent, false, false, false);
11275         else
11276         {
11277                 switch (vid.renderpath)
11278                 {
11279                 case RENDERPATH_GL20:
11280                 case RENDERPATH_D3D9:
11281                 case RENDERPATH_D3D10:
11282                 case RENDERPATH_D3D11:
11283                 case RENDERPATH_SOFT:
11284                 case RENDERPATH_GLES2:
11285                         RSurf_ActiveModelEntity(ent, true, true, false);
11286                         break;
11287                 case RENDERPATH_GL11:
11288                 case RENDERPATH_GL13:
11289                 case RENDERPATH_GLES1:
11290                         RSurf_ActiveModelEntity(ent, true, false, false);
11291                         break;
11292                 }
11293         }
11294
11295         if (r_transparentdepthmasking.integer)
11296         {
11297                 qboolean setup = false;
11298                 for (i = 0;i < numsurfaces;i = j)
11299                 {
11300                         j = i + 1;
11301                         surface = rsurface.modelsurfaces + surfacelist[i];
11302                         texture = surface->texture;
11303                         rsurface.texture = R_GetCurrentTexture(texture);
11304                         rsurface.lightmaptexture = NULL;
11305                         rsurface.deluxemaptexture = NULL;
11306                         rsurface.uselightmaptexture = false;
11307                         // scan ahead until we find a different texture
11308                         endsurface = min(i + 1024, numsurfaces);
11309                         texturenumsurfaces = 0;
11310                         texturesurfacelist[texturenumsurfaces++] = surface;
11311                         for (;j < endsurface;j++)
11312                         {
11313                                 surface = rsurface.modelsurfaces + surfacelist[j];
11314                                 if (texture != surface->texture)
11315                                         break;
11316                                 texturesurfacelist[texturenumsurfaces++] = surface;
11317                         }
11318                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11319                                 continue;
11320                         // render the range of surfaces as depth
11321                         if (!setup)
11322                         {
11323                                 setup = true;
11324                                 GL_ColorMask(0,0,0,0);
11325                                 GL_Color(1,1,1,1);
11326                                 GL_DepthTest(true);
11327                                 GL_BlendFunc(GL_ONE, GL_ZERO);
11328                                 GL_DepthMask(true);
11329 //                              R_Mesh_ResetTextureState();
11330                         }
11331                         RSurf_SetupDepthAndCulling();
11332                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
11333                         R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
11334                         R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11335                         RSurf_DrawBatch();
11336                 }
11337                 if (setup)
11338                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11339         }
11340
11341         for (i = 0;i < numsurfaces;i = j)
11342         {
11343                 j = i + 1;
11344                 surface = rsurface.modelsurfaces + surfacelist[i];
11345                 texture = surface->texture;
11346                 rsurface.texture = R_GetCurrentTexture(texture);
11347                 // scan ahead until we find a different texture
11348                 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
11349                 texturenumsurfaces = 0;
11350                 texturesurfacelist[texturenumsurfaces++] = surface;
11351                 if(FAKELIGHT_ENABLED)
11352                 {
11353                         rsurface.lightmaptexture = NULL;
11354                         rsurface.deluxemaptexture = NULL;
11355                         rsurface.uselightmaptexture = false;
11356                         for (;j < endsurface;j++)
11357                         {
11358                                 surface = rsurface.modelsurfaces + surfacelist[j];
11359                                 if (texture != surface->texture)
11360                                         break;
11361                                 texturesurfacelist[texturenumsurfaces++] = surface;
11362                         }
11363                 }
11364                 else
11365                 {
11366                         rsurface.lightmaptexture = surface->lightmaptexture;
11367                         rsurface.deluxemaptexture = surface->deluxemaptexture;
11368                         rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11369                         for (;j < endsurface;j++)
11370                         {
11371                                 surface = rsurface.modelsurfaces + surfacelist[j];
11372                                 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
11373                                         break;
11374                                 texturesurfacelist[texturenumsurfaces++] = surface;
11375                         }
11376                 }
11377                 // render the range of surfaces
11378                 if (ent == r_refdef.scene.worldentity)
11379                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11380                 else
11381                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11382         }
11383         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11384 }
11385
11386 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11387 {
11388         // transparent surfaces get pushed off into the transparent queue
11389         int surfacelistindex;
11390         const msurface_t *surface;
11391         vec3_t tempcenter, center;
11392         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11393         {
11394                 surface = texturesurfacelist[surfacelistindex];
11395                 if (r_transparent_sortsurfacesbynearest.integer)
11396                 {
11397                         tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
11398                         tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
11399                         tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
11400                 }
11401                 else
11402                 {
11403                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11404                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11405                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11406                 }
11407                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11408                 if (rsurface.entity->transparent_offset) // transparent offset
11409                 {
11410                         center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
11411                         center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
11412                         center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
11413                 }
11414                 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);
11415         }
11416 }
11417
11418 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11419 {
11420         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11421                 return;
11422         if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11423                 return;
11424         RSurf_SetupDepthAndCulling();
11425         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
11426         R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11427         R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
11428         RSurf_DrawBatch();
11429 }
11430
11431 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11432 {
11433         CHECKGLERROR
11434         if (depthonly)
11435                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11436         else if (prepass)
11437         {
11438                 if (!rsurface.texture->currentnumlayers)
11439                         return;
11440                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11441                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11442                 else
11443                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11444         }
11445         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
11446                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11447         else if (!rsurface.texture->currentnumlayers)
11448                 return;
11449         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
11450         {
11451                 // in the deferred case, transparent surfaces were queued during prepass
11452                 if (!r_shadow_usingdeferredprepass)
11453                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11454         }
11455         else
11456         {
11457                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11458                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11459         }
11460         CHECKGLERROR
11461 }
11462
11463 static void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11464 {
11465         int i, j;
11466         texture_t *texture;
11467         R_FrameData_SetMark();
11468         // break the surface list down into batches by texture and use of lightmapping
11469         for (i = 0;i < numsurfaces;i = j)
11470         {
11471                 j = i + 1;
11472                 // texture is the base texture pointer, rsurface.texture is the
11473                 // current frame/skin the texture is directing us to use (for example
11474                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11475                 // use skin 1 instead)
11476                 texture = surfacelist[i]->texture;
11477                 rsurface.texture = R_GetCurrentTexture(texture);
11478                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11479                 {
11480                         // if this texture is not the kind we want, skip ahead to the next one
11481                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11482                                 ;
11483                         continue;
11484                 }
11485                 if(FAKELIGHT_ENABLED || depthonly || prepass)
11486                 {
11487                         rsurface.lightmaptexture = NULL;
11488                         rsurface.deluxemaptexture = NULL;
11489                         rsurface.uselightmaptexture = false;
11490                         // simply scan ahead until we find a different texture or lightmap state
11491                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11492                                 ;
11493                 }
11494                 else
11495                 {
11496                         rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11497                         rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11498                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
11499                         // simply scan ahead until we find a different texture or lightmap state
11500                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11501                                 ;
11502                 }
11503                 // render the range of surfaces
11504                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11505         }
11506         R_FrameData_ReturnToMark();
11507 }
11508
11509 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11510 {
11511         CHECKGLERROR
11512         if (depthonly)
11513                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11514         else if (prepass)
11515         {
11516                 if (!rsurface.texture->currentnumlayers)
11517                         return;
11518                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11519                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11520                 else
11521                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11522         }
11523         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
11524                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11525         else if (!rsurface.texture->currentnumlayers)
11526                 return;
11527         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
11528         {
11529                 // in the deferred case, transparent surfaces were queued during prepass
11530                 if (!r_shadow_usingdeferredprepass)
11531                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11532         }
11533         else
11534         {
11535                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11536                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11537         }
11538         CHECKGLERROR
11539 }
11540
11541 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11542 {
11543         int i, j;
11544         texture_t *texture;
11545         R_FrameData_SetMark();
11546         // break the surface list down into batches by texture and use of lightmapping
11547         for (i = 0;i < numsurfaces;i = j)
11548         {
11549                 j = i + 1;
11550                 // texture is the base texture pointer, rsurface.texture is the
11551                 // current frame/skin the texture is directing us to use (for example
11552                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11553                 // use skin 1 instead)
11554                 texture = surfacelist[i]->texture;
11555                 rsurface.texture = R_GetCurrentTexture(texture);
11556                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11557                 {
11558                         // if this texture is not the kind we want, skip ahead to the next one
11559                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11560                                 ;
11561                         continue;
11562                 }
11563                 if(FAKELIGHT_ENABLED || depthonly || prepass)
11564                 {
11565                         rsurface.lightmaptexture = NULL;
11566                         rsurface.deluxemaptexture = NULL;
11567                         rsurface.uselightmaptexture = false;
11568                         // simply scan ahead until we find a different texture or lightmap state
11569                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11570                                 ;
11571                 }
11572                 else
11573                 {
11574                         rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11575                         rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11576                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
11577                         // simply scan ahead until we find a different texture or lightmap state
11578                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11579                                 ;
11580                 }
11581                 // render the range of surfaces
11582                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11583         }
11584         R_FrameData_ReturnToMark();
11585 }
11586
11587 float locboxvertex3f[6*4*3] =
11588 {
11589         1,0,1, 1,0,0, 1,1,0, 1,1,1,
11590         0,1,1, 0,1,0, 0,0,0, 0,0,1,
11591         1,1,1, 1,1,0, 0,1,0, 0,1,1,
11592         0,0,1, 0,0,0, 1,0,0, 1,0,1,
11593         0,0,1, 1,0,1, 1,1,1, 0,1,1,
11594         1,0,0, 0,0,0, 0,1,0, 1,1,0
11595 };
11596
11597 unsigned short locboxelements[6*2*3] =
11598 {
11599          0, 1, 2, 0, 2, 3,
11600          4, 5, 6, 4, 6, 7,
11601          8, 9,10, 8,10,11,
11602         12,13,14, 12,14,15,
11603         16,17,18, 16,18,19,
11604         20,21,22, 20,22,23
11605 };
11606
11607 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11608 {
11609         int i, j;
11610         cl_locnode_t *loc = (cl_locnode_t *)ent;
11611         vec3_t mins, size;
11612         float vertex3f[6*4*3];
11613         CHECKGLERROR
11614         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11615         GL_DepthMask(false);
11616         GL_DepthRange(0, 1);
11617         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11618         GL_DepthTest(true);
11619         GL_CullFace(GL_NONE);
11620         R_EntityMatrix(&identitymatrix);
11621
11622 //      R_Mesh_ResetTextureState();
11623
11624         i = surfacelist[0];
11625         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11626                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11627                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11628                         surfacelist[0] < 0 ? 0.5f : 0.125f);
11629
11630         if (VectorCompare(loc->mins, loc->maxs))
11631         {
11632                 VectorSet(size, 2, 2, 2);
11633                 VectorMA(loc->mins, -0.5f, size, mins);
11634         }
11635         else
11636         {
11637                 VectorCopy(loc->mins, mins);
11638                 VectorSubtract(loc->maxs, loc->mins, size);
11639         }
11640
11641         for (i = 0;i < 6*4*3;)
11642                 for (j = 0;j < 3;j++, i++)
11643                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11644
11645         R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
11646         R_SetupShader_Generic_NoTexture(false, false);
11647         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
11648 }
11649
11650 void R_DrawLocs(void)
11651 {
11652         int index;
11653         cl_locnode_t *loc, *nearestloc;
11654         vec3_t center;
11655         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11656         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11657         {
11658                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11659                 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11660         }
11661 }
11662
11663 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11664 {
11665         if (decalsystem->decals)
11666                 Mem_Free(decalsystem->decals);
11667         memset(decalsystem, 0, sizeof(*decalsystem));
11668 }
11669
11670 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)
11671 {
11672         tridecal_t *decal;
11673         tridecal_t *decals;
11674         int i;
11675
11676         // expand or initialize the system
11677         if (decalsystem->maxdecals <= decalsystem->numdecals)
11678         {
11679                 decalsystem_t old = *decalsystem;
11680                 qboolean useshortelements;
11681                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11682                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11683                 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)));
11684                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11685                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11686                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11687                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11688                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11689                 if (decalsystem->numdecals)
11690                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11691                 if (old.decals)
11692                         Mem_Free(old.decals);
11693                 for (i = 0;i < decalsystem->maxdecals*3;i++)
11694                         decalsystem->element3i[i] = i;
11695                 if (useshortelements)
11696                         for (i = 0;i < decalsystem->maxdecals*3;i++)
11697                                 decalsystem->element3s[i] = i;
11698         }
11699
11700         // grab a decal and search for another free slot for the next one
11701         decals = decalsystem->decals;
11702         decal = decalsystem->decals + (i = decalsystem->freedecal++);
11703         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
11704                 ;
11705         decalsystem->freedecal = i;
11706         if (decalsystem->numdecals <= i)
11707                 decalsystem->numdecals = i + 1;
11708
11709         // initialize the decal
11710         decal->lived = 0;
11711         decal->triangleindex = triangleindex;
11712         decal->surfaceindex = surfaceindex;
11713         decal->decalsequence = decalsequence;
11714         decal->color4f[0][0] = c0[0];
11715         decal->color4f[0][1] = c0[1];
11716         decal->color4f[0][2] = c0[2];
11717         decal->color4f[0][3] = 1;
11718         decal->color4f[1][0] = c1[0];
11719         decal->color4f[1][1] = c1[1];
11720         decal->color4f[1][2] = c1[2];
11721         decal->color4f[1][3] = 1;
11722         decal->color4f[2][0] = c2[0];
11723         decal->color4f[2][1] = c2[1];
11724         decal->color4f[2][2] = c2[2];
11725         decal->color4f[2][3] = 1;
11726         decal->vertex3f[0][0] = v0[0];
11727         decal->vertex3f[0][1] = v0[1];
11728         decal->vertex3f[0][2] = v0[2];
11729         decal->vertex3f[1][0] = v1[0];
11730         decal->vertex3f[1][1] = v1[1];
11731         decal->vertex3f[1][2] = v1[2];
11732         decal->vertex3f[2][0] = v2[0];
11733         decal->vertex3f[2][1] = v2[1];
11734         decal->vertex3f[2][2] = v2[2];
11735         decal->texcoord2f[0][0] = t0[0];
11736         decal->texcoord2f[0][1] = t0[1];
11737         decal->texcoord2f[1][0] = t1[0];
11738         decal->texcoord2f[1][1] = t1[1];
11739         decal->texcoord2f[2][0] = t2[0];
11740         decal->texcoord2f[2][1] = t2[1];
11741         TriangleNormal(v0, v1, v2, decal->plane);
11742         VectorNormalize(decal->plane);
11743         decal->plane[3] = DotProduct(v0, decal->plane);
11744 }
11745
11746 extern cvar_t cl_decals_bias;
11747 extern cvar_t cl_decals_models;
11748 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11749 // baseparms, parms, temps
11750 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)
11751 {
11752         int cornerindex;
11753         int index;
11754         float v[9][3];
11755         const float *vertex3f;
11756         const float *normal3f;
11757         int numpoints;
11758         float points[2][9][3];
11759         float temp[3];
11760         float tc[9][2];
11761         float f;
11762         float c[9][4];
11763         const int *e;
11764
11765         e = rsurface.modelelement3i + 3*triangleindex;
11766
11767         vertex3f = rsurface.modelvertex3f;
11768         normal3f = rsurface.modelnormal3f;
11769
11770         if (normal3f)
11771         {
11772                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11773                 {
11774                         index = 3*e[cornerindex];
11775                         VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
11776                 }
11777         }
11778         else
11779         {
11780                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11781                 {
11782                         index = 3*e[cornerindex];
11783                         VectorCopy(vertex3f + index, v[cornerindex]);
11784                 }
11785         }
11786
11787         // cull backfaces
11788         //TriangleNormal(v[0], v[1], v[2], normal);
11789         //if (DotProduct(normal, localnormal) < 0.0f)
11790         //      continue;
11791         // clip by each of the box planes formed from the projection matrix
11792         // if anything survives, we emit the decal
11793         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]);
11794         if (numpoints < 3)
11795                 return;
11796         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]);
11797         if (numpoints < 3)
11798                 return;
11799         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]);
11800         if (numpoints < 3)
11801                 return;
11802         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]);
11803         if (numpoints < 3)
11804                 return;
11805         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]);
11806         if (numpoints < 3)
11807                 return;
11808         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]);
11809         if (numpoints < 3)
11810                 return;
11811         // some part of the triangle survived, so we have to accept it...
11812         if (dynamic)
11813         {
11814                 // dynamic always uses the original triangle
11815                 numpoints = 3;
11816                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11817                 {
11818                         index = 3*e[cornerindex];
11819                         VectorCopy(vertex3f + index, v[cornerindex]);
11820                 }
11821         }
11822         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11823         {
11824                 // convert vertex positions to texcoords
11825                 Matrix4x4_Transform(projection, v[cornerindex], temp);
11826                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11827                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11828                 // calculate distance fade from the projection origin
11829                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11830                 f = bound(0.0f, f, 1.0f);
11831                 c[cornerindex][0] = r * f;
11832                 c[cornerindex][1] = g * f;
11833                 c[cornerindex][2] = b * f;
11834                 c[cornerindex][3] = 1.0f;
11835                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11836         }
11837         if (dynamic)
11838                 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);
11839         else
11840                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11841                         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);
11842 }
11843 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)
11844 {
11845         matrix4x4_t projection;
11846         decalsystem_t *decalsystem;
11847         qboolean dynamic;
11848         dp_model_t *model;
11849         const msurface_t *surface;
11850         const msurface_t *surfaces;
11851         const int *surfacelist;
11852         const texture_t *texture;
11853         int numtriangles;
11854         int numsurfacelist;
11855         int surfacelistindex;
11856         int surfaceindex;
11857         int triangleindex;
11858         float localorigin[3];
11859         float localnormal[3];
11860         float localmins[3];
11861         float localmaxs[3];
11862         float localsize;
11863         //float normal[3];
11864         float planes[6][4];
11865         float angles[3];
11866         bih_t *bih;
11867         int bih_triangles_count;
11868         int bih_triangles[256];
11869         int bih_surfaces[256];
11870
11871         decalsystem = &ent->decalsystem;
11872         model = ent->model;
11873         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11874         {
11875                 R_DecalSystem_Reset(&ent->decalsystem);
11876                 return;
11877         }
11878
11879         if (!model->brush.data_leafs && !cl_decals_models.integer)
11880         {
11881                 if (decalsystem->model)
11882                         R_DecalSystem_Reset(decalsystem);
11883                 return;
11884         }
11885
11886         if (decalsystem->model != model)
11887                 R_DecalSystem_Reset(decalsystem);
11888         decalsystem->model = model;
11889
11890         RSurf_ActiveModelEntity(ent, true, false, false);
11891
11892         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11893         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11894         VectorNormalize(localnormal);
11895         localsize = worldsize*rsurface.inversematrixscale;
11896         localmins[0] = localorigin[0] - localsize;
11897         localmins[1] = localorigin[1] - localsize;
11898         localmins[2] = localorigin[2] - localsize;
11899         localmaxs[0] = localorigin[0] + localsize;
11900         localmaxs[1] = localorigin[1] + localsize;
11901         localmaxs[2] = localorigin[2] + localsize;
11902
11903         //VectorCopy(localnormal, planes[4]);
11904         //VectorVectors(planes[4], planes[2], planes[0]);
11905         AnglesFromVectors(angles, localnormal, NULL, false);
11906         AngleVectors(angles, planes[0], planes[2], planes[4]);
11907         VectorNegate(planes[0], planes[1]);
11908         VectorNegate(planes[2], planes[3]);
11909         VectorNegate(planes[4], planes[5]);
11910         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11911         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11912         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11913         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11914         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11915         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11916
11917 #if 1
11918 // works
11919 {
11920         matrix4x4_t forwardprojection;
11921         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11922         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11923 }
11924 #else
11925 // broken
11926 {
11927         float projectionvector[4][3];
11928         VectorScale(planes[0], ilocalsize, projectionvector[0]);
11929         VectorScale(planes[2], ilocalsize, projectionvector[1]);
11930         VectorScale(planes[4], ilocalsize, projectionvector[2]);
11931         projectionvector[0][0] = planes[0][0] * ilocalsize;
11932         projectionvector[0][1] = planes[1][0] * ilocalsize;
11933         projectionvector[0][2] = planes[2][0] * ilocalsize;
11934         projectionvector[1][0] = planes[0][1] * ilocalsize;
11935         projectionvector[1][1] = planes[1][1] * ilocalsize;
11936         projectionvector[1][2] = planes[2][1] * ilocalsize;
11937         projectionvector[2][0] = planes[0][2] * ilocalsize;
11938         projectionvector[2][1] = planes[1][2] * ilocalsize;
11939         projectionvector[2][2] = planes[2][2] * ilocalsize;
11940         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11941         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11942         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11943         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11944 }
11945 #endif
11946
11947         dynamic = model->surfmesh.isanimated;
11948         numsurfacelist = model->nummodelsurfaces;
11949         surfacelist = model->sortedmodelsurfaces;
11950         surfaces = model->data_surfaces;
11951
11952         bih = NULL;
11953         bih_triangles_count = -1;
11954         if(!dynamic)
11955         {
11956                 if(model->render_bih.numleafs)
11957                         bih = &model->render_bih;
11958                 else if(model->collision_bih.numleafs)
11959                         bih = &model->collision_bih;
11960         }
11961         if(bih)
11962                 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
11963         if(bih_triangles_count == 0)
11964                 return;
11965         if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11966                 return;
11967         if(bih_triangles_count > 0)
11968         {
11969                 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11970                 {
11971                         surfaceindex = bih_surfaces[triangleindex];
11972                         surface = surfaces + surfaceindex;
11973                         texture = surface->texture;
11974                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11975                                 continue;
11976                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11977                                 continue;
11978                         R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11979                 }
11980         }
11981         else
11982         {
11983                 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11984                 {
11985                         surfaceindex = surfacelist[surfacelistindex];
11986                         surface = surfaces + surfaceindex;
11987                         // check cull box first because it rejects more than any other check
11988                         if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11989                                 continue;
11990                         // skip transparent surfaces
11991                         texture = surface->texture;
11992                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11993                                 continue;
11994                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11995                                 continue;
11996                         numtriangles = surface->num_triangles;
11997                         for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11998                                 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11999                 }
12000         }
12001 }
12002
12003 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
12004 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)
12005 {
12006         int renderentityindex;
12007         float worldmins[3];
12008         float worldmaxs[3];
12009         entity_render_t *ent;
12010
12011         if (!cl_decals_newsystem.integer)
12012                 return;
12013
12014         worldmins[0] = worldorigin[0] - worldsize;
12015         worldmins[1] = worldorigin[1] - worldsize;
12016         worldmins[2] = worldorigin[2] - worldsize;
12017         worldmaxs[0] = worldorigin[0] + worldsize;
12018         worldmaxs[1] = worldorigin[1] + worldsize;
12019         worldmaxs[2] = worldorigin[2] + worldsize;
12020
12021         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12022
12023         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
12024         {
12025                 ent = r_refdef.scene.entities[renderentityindex];
12026                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
12027                         continue;
12028
12029                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12030         }
12031 }
12032
12033 typedef struct r_decalsystem_splatqueue_s
12034 {
12035         vec3_t worldorigin;
12036         vec3_t worldnormal;
12037         float color[4];
12038         float tcrange[4];
12039         float worldsize;
12040         unsigned int decalsequence;
12041 }
12042 r_decalsystem_splatqueue_t;
12043
12044 int r_decalsystem_numqueued = 0;
12045 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
12046
12047 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)
12048 {
12049         r_decalsystem_splatqueue_t *queue;
12050
12051         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
12052                 return;
12053
12054         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
12055         VectorCopy(worldorigin, queue->worldorigin);
12056         VectorCopy(worldnormal, queue->worldnormal);
12057         Vector4Set(queue->color, r, g, b, a);
12058         Vector4Set(queue->tcrange, s1, t1, s2, t2);
12059         queue->worldsize = worldsize;
12060         queue->decalsequence = cl.decalsequence++;
12061 }
12062
12063 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
12064 {
12065         int i;
12066         r_decalsystem_splatqueue_t *queue;
12067
12068         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
12069                 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);
12070         r_decalsystem_numqueued = 0;
12071 }
12072
12073 extern cvar_t cl_decals_max;
12074 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
12075 {
12076         int i;
12077         decalsystem_t *decalsystem = &ent->decalsystem;
12078         int numdecals;
12079         unsigned int killsequence;
12080         tridecal_t *decal;
12081         float frametime;
12082         float lifetime;
12083
12084         if (!decalsystem->numdecals)
12085                 return;
12086
12087         if (r_showsurfaces.integer)
12088                 return;
12089
12090         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12091         {
12092                 R_DecalSystem_Reset(decalsystem);
12093                 return;
12094         }
12095
12096         killsequence = cl.decalsequence - bound(1, (unsigned int) cl_decals_max.integer, cl.decalsequence);
12097         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
12098
12099         if (decalsystem->lastupdatetime)
12100                 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
12101         else
12102                 frametime = 0;
12103         decalsystem->lastupdatetime = r_refdef.scene.time;
12104         numdecals = decalsystem->numdecals;
12105
12106         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12107         {
12108                 if (decal->color4f[0][3])
12109                 {
12110                         decal->lived += frametime;
12111                         if (killsequence > decal->decalsequence || decal->lived >= lifetime)
12112                         {
12113                                 memset(decal, 0, sizeof(*decal));
12114                                 if (decalsystem->freedecal > i)
12115                                         decalsystem->freedecal = i;
12116                         }
12117                 }
12118         }
12119         decal = decalsystem->decals;
12120         while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
12121                 numdecals--;
12122
12123         // collapse the array by shuffling the tail decals into the gaps
12124         for (;;)
12125         {
12126                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
12127                         decalsystem->freedecal++;
12128                 if (decalsystem->freedecal == numdecals)
12129                         break;
12130                 decal[decalsystem->freedecal] = decal[--numdecals];
12131         }
12132
12133         decalsystem->numdecals = numdecals;
12134
12135         if (numdecals <= 0)
12136         {
12137                 // if there are no decals left, reset decalsystem
12138                 R_DecalSystem_Reset(decalsystem);
12139         }
12140 }
12141
12142 extern skinframe_t *decalskinframe;
12143 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12144 {
12145         int i;
12146         decalsystem_t *decalsystem = &ent->decalsystem;
12147         int numdecals;
12148         tridecal_t *decal;
12149         float faderate;
12150         float alpha;
12151         float *v3f;
12152         float *c4f;
12153         float *t2f;
12154         const int *e;
12155         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12156         int numtris = 0;
12157
12158         numdecals = decalsystem->numdecals;
12159         if (!numdecals)
12160                 return;
12161
12162         if (r_showsurfaces.integer)
12163                 return;
12164
12165         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12166         {
12167                 R_DecalSystem_Reset(decalsystem);
12168                 return;
12169         }
12170
12171         // if the model is static it doesn't matter what value we give for
12172         // wantnormals and wanttangents, so this logic uses only rules applicable
12173         // to a model, knowing that they are meaningless otherwise
12174         if (ent == r_refdef.scene.worldentity)
12175                 RSurf_ActiveWorldEntity();
12176         else
12177                 RSurf_ActiveModelEntity(ent, false, false, false);
12178
12179         decalsystem->lastupdatetime = r_refdef.scene.time;
12180
12181         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12182
12183         // update vertex positions for animated models
12184         v3f = decalsystem->vertex3f;
12185         c4f = decalsystem->color4f;
12186         t2f = decalsystem->texcoord2f;
12187         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12188         {
12189                 if (!decal->color4f[0][3])
12190                         continue;
12191
12192                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12193                         continue;
12194
12195                 // skip backfaces
12196                 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
12197                         continue;
12198
12199                 // update color values for fading decals
12200                 if (decal->lived >= cl_decals_time.value)
12201                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12202                 else
12203                         alpha = 1.0f;
12204
12205                 c4f[ 0] = decal->color4f[0][0] * alpha;
12206                 c4f[ 1] = decal->color4f[0][1] * alpha;
12207                 c4f[ 2] = decal->color4f[0][2] * alpha;
12208                 c4f[ 3] = 1;
12209                 c4f[ 4] = decal->color4f[1][0] * alpha;
12210                 c4f[ 5] = decal->color4f[1][1] * alpha;
12211                 c4f[ 6] = decal->color4f[1][2] * alpha;
12212                 c4f[ 7] = 1;
12213                 c4f[ 8] = decal->color4f[2][0] * alpha;
12214                 c4f[ 9] = decal->color4f[2][1] * alpha;
12215                 c4f[10] = decal->color4f[2][2] * alpha;
12216                 c4f[11] = 1;
12217
12218                 t2f[0] = decal->texcoord2f[0][0];
12219                 t2f[1] = decal->texcoord2f[0][1];
12220                 t2f[2] = decal->texcoord2f[1][0];
12221                 t2f[3] = decal->texcoord2f[1][1];
12222                 t2f[4] = decal->texcoord2f[2][0];
12223                 t2f[5] = decal->texcoord2f[2][1];
12224
12225                 // update vertex positions for animated models
12226                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
12227                 {
12228                         e = rsurface.modelelement3i + 3*decal->triangleindex;
12229                         VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
12230                         VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
12231                         VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
12232                 }
12233                 else
12234                 {
12235                         VectorCopy(decal->vertex3f[0], v3f);
12236                         VectorCopy(decal->vertex3f[1], v3f + 3);
12237                         VectorCopy(decal->vertex3f[2], v3f + 6);
12238                 }
12239
12240                 if (r_refdef.fogenabled)
12241                 {
12242                         alpha = RSurf_FogVertex(v3f);
12243                         VectorScale(c4f, alpha, c4f);
12244                         alpha = RSurf_FogVertex(v3f + 3);
12245                         VectorScale(c4f + 4, alpha, c4f + 4);
12246                         alpha = RSurf_FogVertex(v3f + 6);
12247                         VectorScale(c4f + 8, alpha, c4f + 8);
12248                 }
12249
12250                 v3f += 9;
12251                 c4f += 12;
12252                 t2f += 6;
12253                 numtris++;
12254         }
12255
12256         if (numtris > 0)
12257         {
12258                 r_refdef.stats[r_stat_drawndecals] += numtris;
12259
12260                 // now render the decals all at once
12261                 // (this assumes they all use one particle font texture!)
12262                 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);
12263 //              R_Mesh_ResetTextureState();
12264                 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
12265                 GL_DepthMask(false);
12266                 GL_DepthRange(0, 1);
12267                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12268                 GL_DepthTest(true);
12269                 GL_CullFace(GL_NONE);
12270                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12271                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
12272                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
12273         }
12274 }
12275
12276 static void R_DrawModelDecals(void)
12277 {
12278         int i, numdecals;
12279
12280         // fade faster when there are too many decals
12281         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12282         for (i = 0;i < r_refdef.scene.numentities;i++)
12283                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12284
12285         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12286         for (i = 0;i < r_refdef.scene.numentities;i++)
12287                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12288                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12289
12290         R_DecalSystem_ApplySplatEntitiesQueue();
12291
12292         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12293         for (i = 0;i < r_refdef.scene.numentities;i++)
12294                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12295
12296         r_refdef.stats[r_stat_totaldecals] += numdecals;
12297
12298         if (r_showsurfaces.integer)
12299                 return;
12300
12301         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12302
12303         for (i = 0;i < r_refdef.scene.numentities;i++)
12304         {
12305                 if (!r_refdef.viewcache.entityvisible[i])
12306                         continue;
12307                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12308                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12309         }
12310 }
12311
12312 extern cvar_t mod_collision_bih;
12313 static void R_DrawDebugModel(void)
12314 {
12315         entity_render_t *ent = rsurface.entity;
12316         int i, j, flagsmask;
12317         const msurface_t *surface;
12318         dp_model_t *model = ent->model;
12319
12320         if (!sv.active  && !cls.demoplayback && ent != r_refdef.scene.worldentity)
12321                 return;
12322
12323         if (r_showoverdraw.value > 0)
12324         {
12325                 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
12326                 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12327                 R_SetupShader_Generic_NoTexture(false, false);
12328                 GL_DepthTest(false);
12329                 GL_DepthMask(false);
12330                 GL_DepthRange(0, 1);
12331                 GL_BlendFunc(GL_ONE, GL_ONE);
12332                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12333                 {
12334                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12335                                 continue;
12336                         rsurface.texture = R_GetCurrentTexture(surface->texture);
12337                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12338                         {
12339                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
12340                                 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
12341                                 if (!rsurface.texture->currentlayers->depthmask)
12342                                         GL_Color(c, 0, 0, 1.0f);
12343                                 else if (ent == r_refdef.scene.worldentity)
12344                                         GL_Color(c, c, c, 1.0f);
12345                                 else
12346                                         GL_Color(0, c, 0, 1.0f);
12347                                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12348                                 RSurf_DrawBatch();
12349                         }
12350                 }
12351                 rsurface.texture = NULL;
12352         }
12353
12354         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12355
12356 //      R_Mesh_ResetTextureState();
12357         R_SetupShader_Generic_NoTexture(false, false);
12358         GL_DepthRange(0, 1);
12359         GL_DepthTest(!r_showdisabledepthtest.integer);
12360         GL_DepthMask(false);
12361         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12362
12363         if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12364         {
12365                 int triangleindex;
12366                 int bihleafindex;
12367                 qboolean cullbox = false;
12368                 const q3mbrush_t *brush;
12369                 const bih_t *bih = &model->collision_bih;
12370                 const bih_leaf_t *bihleaf;
12371                 float vertex3f[3][3];
12372                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12373                 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12374                 {
12375                         if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12376                                 continue;
12377                         switch (bihleaf->type)
12378                         {
12379                         case BIH_BRUSH:
12380                                 brush = model->brush.data_brushes + bihleaf->itemindex;
12381                                 if (brush->colbrushf && brush->colbrushf->numtriangles)
12382                                 {
12383                                         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);
12384                                         R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
12385                                         R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
12386                                 }
12387                                 break;
12388                         case BIH_COLLISIONTRIANGLE:
12389                                 triangleindex = bihleaf->itemindex;
12390                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12391                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12392                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12393                                 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);
12394                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12395                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12396                                 break;
12397                         case BIH_RENDERTRIANGLE:
12398                                 triangleindex = bihleaf->itemindex;
12399                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12400                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12401                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12402                                 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);
12403                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12404                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12405                                 break;
12406                         }
12407                 }
12408         }
12409
12410         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12411
12412 #ifndef USE_GLES2
12413         if (r_showtris.integer && qglPolygonMode)
12414         {
12415                 if (r_showdisabledepthtest.integer)
12416                 {
12417                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12418                         GL_DepthMask(false);
12419                 }
12420                 else
12421                 {
12422                         GL_BlendFunc(GL_ONE, GL_ZERO);
12423                         GL_DepthMask(true);
12424                 }
12425                 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
12426                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12427                 {
12428                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12429                                 continue;
12430                         rsurface.texture = R_GetCurrentTexture(surface->texture);
12431                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12432                         {
12433                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12434                                 if (!rsurface.texture->currentlayers->depthmask)
12435                                         GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12436                                 else if (ent == r_refdef.scene.worldentity)
12437                                         GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12438                                 else
12439                                         GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12440                                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12441                                 RSurf_DrawBatch();
12442                         }
12443                 }
12444                 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
12445                 rsurface.texture = NULL;
12446         }
12447
12448         if (r_shownormals.value != 0 && qglBegin)
12449         {
12450                 int l, k;
12451                 vec3_t v;
12452                 if (r_showdisabledepthtest.integer)
12453                 {
12454                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12455                         GL_DepthMask(false);
12456                 }
12457                 else
12458                 {
12459                         GL_BlendFunc(GL_ONE, GL_ZERO);
12460                         GL_DepthMask(true);
12461                 }
12462                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12463                 {
12464                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12465                                 continue;
12466                         rsurface.texture = R_GetCurrentTexture(surface->texture);
12467                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12468                         {
12469                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12470                                 qglBegin(GL_LINES);
12471                                 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
12472                                 {
12473                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12474                                         {
12475                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12476                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12477                                                 qglVertex3f(v[0], v[1], v[2]);
12478                                                 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12479                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12480                                                 qglVertex3f(v[0], v[1], v[2]);
12481                                         }
12482                                 }
12483                                 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
12484                                 {
12485                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12486                                         {
12487                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12488                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12489                                                 qglVertex3f(v[0], v[1], v[2]);
12490                                                 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
12491                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12492                                                 qglVertex3f(v[0], v[1], v[2]);
12493                                         }
12494                                 }
12495                                 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
12496                                 {
12497                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12498                                         {
12499                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12500                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12501                                                 qglVertex3f(v[0], v[1], v[2]);
12502                                                 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
12503                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12504                                                 qglVertex3f(v[0], v[1], v[2]);
12505                                         }
12506                                 }
12507                                 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
12508                                 {
12509                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12510                                         {
12511                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12512                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12513                                                 qglVertex3f(v[0], v[1], v[2]);
12514                                                 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12515                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12516                                                 qglVertex3f(v[0], v[1], v[2]);
12517                                         }
12518                                 }
12519                                 qglEnd();
12520                                 CHECKGLERROR
12521                         }
12522                 }
12523                 rsurface.texture = NULL;
12524         }
12525 #endif
12526 }
12527
12528 int r_maxsurfacelist = 0;
12529 const msurface_t **r_surfacelist = NULL;
12530 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12531 {
12532         int i, j, endj, flagsmask;
12533         dp_model_t *model = r_refdef.scene.worldmodel;
12534         msurface_t *surfaces;
12535         unsigned char *update;
12536         int numsurfacelist = 0;
12537         if (model == NULL)
12538                 return;
12539
12540         if (r_maxsurfacelist < model->num_surfaces)
12541         {
12542                 r_maxsurfacelist = model->num_surfaces;
12543                 if (r_surfacelist)
12544                         Mem_Free((msurface_t**)r_surfacelist);
12545                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12546         }
12547
12548         RSurf_ActiveWorldEntity();
12549
12550         surfaces = model->data_surfaces;
12551         update = model->brushq1.lightmapupdateflags;
12552
12553         // update light styles on this submodel
12554         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12555         {
12556                 model_brush_lightstyleinfo_t *style;
12557                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12558                 {
12559                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12560                         {
12561                                 int *list = style->surfacelist;
12562                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12563                                 for (j = 0;j < style->numsurfaces;j++)
12564                                         update[list[j]] = true;
12565                         }
12566                 }
12567         }
12568
12569         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12570
12571         if (debug)
12572         {
12573                 R_DrawDebugModel();
12574                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12575                 return;
12576         }
12577
12578         rsurface.lightmaptexture = NULL;
12579         rsurface.deluxemaptexture = NULL;
12580         rsurface.uselightmaptexture = false;
12581         rsurface.texture = NULL;
12582         rsurface.rtlight = NULL;
12583         numsurfacelist = 0;
12584         // add visible surfaces to draw list
12585         for (i = 0;i < model->nummodelsurfaces;i++)
12586         {
12587                 j = model->sortedmodelsurfaces[i];
12588                 if (r_refdef.viewcache.world_surfacevisible[j])
12589                         r_surfacelist[numsurfacelist++] = surfaces + j;
12590         }
12591         // update lightmaps if needed
12592         if (model->brushq1.firstrender)
12593         {
12594                 model->brushq1.firstrender = false;
12595                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12596                         if (update[j])
12597                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12598         }
12599         else if (update)
12600         {
12601                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12602                         if (r_refdef.viewcache.world_surfacevisible[j])
12603                                 if (update[j])
12604                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12605         }
12606         // don't do anything if there were no surfaces
12607         if (!numsurfacelist)
12608         {
12609                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12610                 return;
12611         }
12612         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12613
12614         // add to stats if desired
12615         if (r_speeds.integer && !skysurfaces && !depthonly)
12616         {
12617                 r_refdef.stats[r_stat_world_surfaces] += numsurfacelist;
12618                 for (j = 0;j < numsurfacelist;j++)
12619                         r_refdef.stats[r_stat_world_triangles] += r_surfacelist[j]->num_triangles;
12620         }
12621
12622         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12623 }
12624
12625 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12626 {
12627         int i, j, endj, flagsmask;
12628         dp_model_t *model = ent->model;
12629         msurface_t *surfaces;
12630         unsigned char *update;
12631         int numsurfacelist = 0;
12632         if (model == NULL)
12633                 return;
12634
12635         if (r_maxsurfacelist < model->num_surfaces)
12636         {
12637                 r_maxsurfacelist = model->num_surfaces;
12638                 if (r_surfacelist)
12639                         Mem_Free((msurface_t **)r_surfacelist);
12640                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12641         }
12642
12643         // if the model is static it doesn't matter what value we give for
12644         // wantnormals and wanttangents, so this logic uses only rules applicable
12645         // to a model, knowing that they are meaningless otherwise
12646         if (ent == r_refdef.scene.worldentity)
12647                 RSurf_ActiveWorldEntity();
12648         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12649                 RSurf_ActiveModelEntity(ent, false, false, false);
12650         else if (prepass)
12651                 RSurf_ActiveModelEntity(ent, true, true, true);
12652         else if (depthonly)
12653         {
12654                 switch (vid.renderpath)
12655                 {
12656                 case RENDERPATH_GL20:
12657                 case RENDERPATH_D3D9:
12658                 case RENDERPATH_D3D10:
12659                 case RENDERPATH_D3D11:
12660                 case RENDERPATH_SOFT:
12661                 case RENDERPATH_GLES2:
12662                         RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12663                         break;
12664                 case RENDERPATH_GL11:
12665                 case RENDERPATH_GL13:
12666                 case RENDERPATH_GLES1:
12667                         RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12668                         break;
12669                 }
12670         }
12671         else
12672         {
12673                 switch (vid.renderpath)
12674                 {
12675                 case RENDERPATH_GL20:
12676                 case RENDERPATH_D3D9:
12677                 case RENDERPATH_D3D10:
12678                 case RENDERPATH_D3D11:
12679                 case RENDERPATH_SOFT:
12680                 case RENDERPATH_GLES2:
12681                         RSurf_ActiveModelEntity(ent, true, true, false);
12682                         break;
12683                 case RENDERPATH_GL11:
12684                 case RENDERPATH_GL13:
12685                 case RENDERPATH_GLES1:
12686                         RSurf_ActiveModelEntity(ent, true, false, false);
12687                         break;
12688                 }
12689         }
12690
12691         surfaces = model->data_surfaces;
12692         update = model->brushq1.lightmapupdateflags;
12693
12694         // update light styles
12695         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12696         {
12697                 model_brush_lightstyleinfo_t *style;
12698                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12699                 {
12700                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12701                         {
12702                                 int *list = style->surfacelist;
12703                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12704                                 for (j = 0;j < style->numsurfaces;j++)
12705                                         update[list[j]] = true;
12706                         }
12707                 }
12708         }
12709
12710         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12711
12712         if (debug)
12713         {
12714                 R_DrawDebugModel();
12715                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12716                 return;
12717         }
12718
12719         rsurface.lightmaptexture = NULL;
12720         rsurface.deluxemaptexture = NULL;
12721         rsurface.uselightmaptexture = false;
12722         rsurface.texture = NULL;
12723         rsurface.rtlight = NULL;
12724         numsurfacelist = 0;
12725         // add visible surfaces to draw list
12726         for (i = 0;i < model->nummodelsurfaces;i++)
12727                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12728         // don't do anything if there were no surfaces
12729         if (!numsurfacelist)
12730         {
12731                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12732                 return;
12733         }
12734         // update lightmaps if needed
12735         if (update)
12736         {
12737                 int updated = 0;
12738                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12739                 {
12740                         if (update[j])
12741                         {
12742                                 updated++;
12743                                 R_BuildLightMap(ent, surfaces + j);
12744                         }
12745                 }
12746         }
12747
12748         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12749
12750         // add to stats if desired
12751         if (r_speeds.integer && !skysurfaces && !depthonly)
12752         {
12753                 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
12754                 for (j = 0;j < numsurfacelist;j++)
12755                         r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
12756         }
12757
12758         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12759 }
12760
12761 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12762 {
12763         static texture_t texture;
12764         static msurface_t surface;
12765         const msurface_t *surfacelist = &surface;
12766
12767         // fake enough texture and surface state to render this geometry
12768
12769         texture.update_lastrenderframe = -1; // regenerate this texture
12770         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12771         texture.basealpha = 1.0f;
12772         texture.currentskinframe = skinframe;
12773         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12774         texture.offsetmapping = OFFSETMAPPING_OFF;
12775         texture.offsetscale = 1;
12776         texture.specularscalemod = 1;
12777         texture.specularpowermod = 1;
12778         texture.transparentsort = TRANSPARENTSORT_DISTANCE;
12779         // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
12780         // JUST GREP FOR "specularscalemod = 1".
12781
12782         surface.texture = &texture;
12783         surface.num_triangles = numtriangles;
12784         surface.num_firsttriangle = firsttriangle;
12785         surface.num_vertices = numvertices;
12786         surface.num_firstvertex = firstvertex;
12787
12788         // now render it
12789         rsurface.texture = R_GetCurrentTexture(surface.texture);
12790         rsurface.lightmaptexture = NULL;
12791         rsurface.deluxemaptexture = NULL;
12792         rsurface.uselightmaptexture = false;
12793         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12794 }
12795
12796 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)
12797 {
12798         static msurface_t surface;
12799         const msurface_t *surfacelist = &surface;
12800
12801         // fake enough texture and surface state to render this geometry
12802         surface.texture = texture;
12803         surface.num_triangles = numtriangles;
12804         surface.num_firsttriangle = firsttriangle;
12805         surface.num_vertices = numvertices;
12806         surface.num_firstvertex = firstvertex;
12807
12808         // now render it
12809         rsurface.texture = R_GetCurrentTexture(surface.texture);
12810         rsurface.lightmaptexture = NULL;
12811         rsurface.deluxemaptexture = NULL;
12812         rsurface.uselightmaptexture = false;
12813         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12814 }