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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 "r_shadow.h"
24 #include "polygon.h"
25 #include "image.h"
26 #include "ft2.h"
27 #include "csprogs.h"
28 #include "cl_video.h"
29 #include "cl_collision.h"
30
31 #ifdef WIN32
32 // Enable NVIDIA High Performance Graphics while using Integrated Graphics.
33 #ifdef __cplusplus
34 extern "C" {
35 #endif
36 __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
37 #ifdef __cplusplus
38 }
39 #endif
40 #endif
41
42 mempool_t *r_main_mempool;
43 rtexturepool_t *r_main_texturepool;
44
45 int r_textureframe = 0; ///< used only by R_GetCurrentTexture, incremented per view and per UI render
46
47 static qbool r_loadnormalmap;
48 static qbool r_loadgloss;
49 qbool r_loadfog;
50 static qbool r_loaddds;
51 static qbool r_savedds;
52 static qbool r_gpuskeletal;
53
54 //
55 // screen size info
56 //
57 r_refdef_t r_refdef;
58
59 cvar_t r_motionblur = {CF_CLIENT | CF_ARCHIVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
60 cvar_t r_damageblur = {CF_CLIENT | CF_ARCHIVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
61 cvar_t r_motionblur_averaging = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
62 cvar_t r_motionblur_randomize = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
63 cvar_t r_motionblur_minblur = {CF_CLIENT | CF_ARCHIVE, "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)"};
64 cvar_t r_motionblur_maxblur = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
65 cvar_t r_motionblur_velocityfactor = {CF_CLIENT | CF_ARCHIVE, "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"};
66 cvar_t r_motionblur_velocityfactor_minspeed = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
67 cvar_t r_motionblur_velocityfactor_maxspeed = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
68 cvar_t r_motionblur_mousefactor = {CF_CLIENT | CF_ARCHIVE, "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"};
69 cvar_t r_motionblur_mousefactor_minspeed = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
70 cvar_t r_motionblur_mousefactor_maxspeed = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
71
72 cvar_t r_depthfirst = {CF_CLIENT | CF_ARCHIVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
73 cvar_t r_useinfinitefarclip = {CF_CLIENT | CF_ARCHIVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {CF_CLIENT, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {CF_CLIENT, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {CF_CLIENT, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {CF_CLIENT, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {CF_CLIENT, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {CF_CLIENT, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_transparent_sortsurfacesbynearest = {CF_CLIENT, "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"};
81 cvar_t r_transparent_useplanardistance = {CF_CLIENT, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
82 cvar_t r_showoverdraw = {CF_CLIENT, "r_showoverdraw", "0", "shows overlapping geometry"};
83 cvar_t r_showbboxes = {CF_CLIENT, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
84 cvar_t r_showbboxes_client = {CF_CLIENT, "r_showbboxes_client", "0", "shows bounding boxes of clientside qc entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
85 cvar_t r_showsurfaces = {CF_CLIENT, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
86 cvar_t r_showtris = {CF_CLIENT, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
87 cvar_t r_shownormals = {CF_CLIENT, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
88 cvar_t r_showlighting = {CF_CLIENT, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
89 cvar_t r_showcollisionbrushes = {CF_CLIENT, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
90 cvar_t r_showcollisionbrushes_polygonfactor = {CF_CLIENT, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
91 cvar_t r_showcollisionbrushes_polygonoffset = {CF_CLIENT, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
92 cvar_t r_showdisabledepthtest = {CF_CLIENT, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
93 cvar_t r_showspriteedges = {CF_CLIENT, "r_showspriteedges", "0", "renders a debug outline to show the polygon shape of each sprite frame rendered (may be 2 or more in case of interpolated animations), for debugging rendering bugs with specific view types"};
94 cvar_t r_showparticleedges = {CF_CLIENT, "r_showparticleedges", "0", "renders a debug outline to show the polygon shape of each particle, for debugging rendering bugs with specific view types"};
95 cvar_t r_drawportals = {CF_CLIENT, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
96 cvar_t r_drawentities = {CF_CLIENT, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
97 cvar_t r_draw2d = {CF_CLIENT, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
98 cvar_t r_drawworld = {CF_CLIENT, "r_drawworld","1", "draw world (most static stuff)"};
99 cvar_t r_drawviewmodel = {CF_CLIENT, "r_drawviewmodel","1", "draw your weapon model"};
100 cvar_t r_drawexteriormodel = {CF_CLIENT, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
101 cvar_t r_cullentities_trace = {CF_CLIENT, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
102 cvar_t r_cullentities_trace_entityocclusion = {CF_CLIENT, "r_cullentities_trace_entityocclusion", "1", "check for occluding entities such as doors, not just world hull"};
103 cvar_t r_cullentities_trace_samples = {CF_CLIENT, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
104 cvar_t r_cullentities_trace_tempentitysamples = {CF_CLIENT, "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)"};
105 cvar_t r_cullentities_trace_enlarge = {CF_CLIENT, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
106 cvar_t r_cullentities_trace_expand = {CF_CLIENT, "r_cullentities_trace_expand", "0", "box expanded by this many units for entity culling"};
107 cvar_t r_cullentities_trace_pad = {CF_CLIENT, "r_cullentities_trace_pad", "8", "accept traces that hit within this many units of the box"};
108 cvar_t r_cullentities_trace_delay = {CF_CLIENT, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
109 cvar_t r_cullentities_trace_eyejitter = {CF_CLIENT, "r_cullentities_trace_eyejitter", "16", "randomly offset rays from the eye by this much to reduce the odds of flickering"};
110 cvar_t r_sortentities = {CF_CLIENT, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
111 cvar_t r_speeds = {CF_CLIENT, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
112 cvar_t r_fullbright = {CF_CLIENT, "r_fullbright","0", "makes map very bright and renders faster"};
113
114 cvar_t r_fullbright_directed = {CF_CLIENT, "r_fullbright_directed", "0", "render fullbright things (unlit worldmodel and EF_FULLBRIGHT entities, but not fullbright shaders) using a constant light direction instead to add more depth while keeping uniform brightness"};
115 cvar_t r_fullbright_directed_ambient = {CF_CLIENT, "r_fullbright_directed_ambient", "0.5", "ambient light multiplier for directed fullbright"};
116 cvar_t r_fullbright_directed_diffuse = {CF_CLIENT, "r_fullbright_directed_diffuse", "0.75", "diffuse light multiplier for directed fullbright"};
117 cvar_t r_fullbright_directed_pitch = {CF_CLIENT, "r_fullbright_directed_pitch", "20", "constant pitch direction ('height') of the fake light source to use for fullbright"};
118 cvar_t r_fullbright_directed_pitch_relative = {CF_CLIENT, "r_fullbright_directed_pitch_relative", "0", "whether r_fullbright_directed_pitch is interpreted as absolute (0) or relative (1) pitch"};
119
120 cvar_t r_wateralpha = {CF_CLIENT | CF_ARCHIVE, "r_wateralpha","1", "opacity of water polygons"};
121 cvar_t r_dynamic = {CF_CLIENT | CF_ARCHIVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
122 cvar_t r_fullbrights = {CF_CLIENT | CF_ARCHIVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
123 cvar_t r_shadows = {CF_CLIENT | CF_ARCHIVE, "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."};
124 cvar_t r_shadows_darken = {CF_CLIENT | CF_ARCHIVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
125 cvar_t r_shadows_throwdistance = {CF_CLIENT | CF_ARCHIVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
126 cvar_t r_shadows_throwdirection = {CF_CLIENT | CF_ARCHIVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
127 cvar_t r_shadows_drawafterrtlighting = {CF_CLIENT | CF_ARCHIVE, "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."};
128 cvar_t r_shadows_castfrombmodels = {CF_CLIENT | CF_ARCHIVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
129 cvar_t r_shadows_focus = {CF_CLIENT | CF_ARCHIVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
130 cvar_t r_shadows_shadowmapscale = {CF_CLIENT | CF_ARCHIVE, "r_shadows_shadowmapscale", "0.25", "higher values increase shadowmap quality at a cost of area covered (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
131 cvar_t r_shadows_shadowmapbias = {CF_CLIENT | CF_ARCHIVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
132 cvar_t r_q1bsp_skymasking = {CF_CLIENT, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
133 cvar_t r_polygonoffset_submodel_factor = {CF_CLIENT, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
134 cvar_t r_polygonoffset_submodel_offset = {CF_CLIENT, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
135 cvar_t r_polygonoffset_decals_factor = {CF_CLIENT, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
136 cvar_t r_polygonoffset_decals_offset = {CF_CLIENT, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
137 cvar_t r_fog_exp2 = {CF_CLIENT, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
138 cvar_t r_fog_clear = {CF_CLIENT, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
139 cvar_t r_drawfog = {CF_CLIENT | CF_ARCHIVE, "r_drawfog", "1", "allows one to disable fog rendering"};
140 cvar_t r_transparentdepthmasking = {CF_CLIENT | CF_ARCHIVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
141 cvar_t r_transparent_sortmindist = {CF_CLIENT | CF_ARCHIVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
142 cvar_t r_transparent_sortmaxdist = {CF_CLIENT | CF_ARCHIVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
143 cvar_t r_transparent_sortarraysize = {CF_CLIENT | CF_ARCHIVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
144 cvar_t r_celshading = {CF_CLIENT | CF_ARCHIVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
145 cvar_t r_celoutlines = {CF_CLIENT | CF_ARCHIVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred)"};
146
147 cvar_t gl_fogenable = {CF_CLIENT, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
148 cvar_t gl_fogdensity = {CF_CLIENT, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
149 cvar_t gl_fogred = {CF_CLIENT, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
150 cvar_t gl_foggreen = {CF_CLIENT, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
151 cvar_t gl_fogblue = {CF_CLIENT, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
152 cvar_t gl_fogstart = {CF_CLIENT, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
153 cvar_t gl_fogend = {CF_CLIENT, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
154 cvar_t gl_skyclip = {CF_CLIENT, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
155
156 cvar_t r_texture_dds_load = {CF_CLIENT | CF_ARCHIVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
157 cvar_t r_texture_dds_save = {CF_CLIENT | CF_ARCHIVE, "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"};
158
159 cvar_t r_textureunits = {CF_CLIENT, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
160 static cvar_t gl_combine = {CF_CLIENT | CF_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
161 static cvar_t r_glsl = {CF_CLIENT | CF_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
162
163 cvar_t r_usedepthtextures = {CF_CLIENT | CF_ARCHIVE, "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"};
164 cvar_t r_viewfbo = {CF_CLIENT | CF_ARCHIVE, "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"};
165 cvar_t r_rendertarget_debug = {CF_CLIENT, "r_rendertarget_debug", "-1", "replaces the view with the contents of the specified render target (by number - note that these can fluctuate depending on scene)"};
166 cvar_t r_viewscale = {CF_CLIENT | CF_ARCHIVE, "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"};
167 cvar_t r_viewscale_fpsscaling = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
168 cvar_t r_viewscale_fpsscaling_min = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
169 cvar_t r_viewscale_fpsscaling_multiply = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
170 cvar_t r_viewscale_fpsscaling_stepsize = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
171 cvar_t r_viewscale_fpsscaling_stepmax = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
172 cvar_t r_viewscale_fpsscaling_target = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
173
174 cvar_t r_glsl_skeletal = {CF_CLIENT | CF_ARCHIVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
175 cvar_t r_glsl_deluxemapping = {CF_CLIENT | CF_ARCHIVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
176 cvar_t r_glsl_offsetmapping = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
177 cvar_t r_glsl_offsetmapping_steps = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
178 cvar_t r_glsl_offsetmapping_reliefmapping = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
179 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
180 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CF_CLIENT | CF_ARCHIVE, "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)"};
181 cvar_t r_glsl_offsetmapping_scale = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
182 cvar_t r_glsl_offsetmapping_lod = {CF_CLIENT | CF_ARCHIVE, "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"};
183 cvar_t r_glsl_offsetmapping_lod_distance = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
184 cvar_t r_glsl_postprocess = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
185 cvar_t r_glsl_postprocess_uservec1 = {CF_CLIENT | CF_ARCHIVE, "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)"};
186 cvar_t r_glsl_postprocess_uservec2 = {CF_CLIENT | CF_ARCHIVE, "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)"};
187 cvar_t r_glsl_postprocess_uservec3 = {CF_CLIENT | CF_ARCHIVE, "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)"};
188 cvar_t r_glsl_postprocess_uservec4 = {CF_CLIENT | CF_ARCHIVE, "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)"};
189 cvar_t r_glsl_postprocess_uservec1_enable = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
190 cvar_t r_glsl_postprocess_uservec2_enable = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
191 cvar_t r_glsl_postprocess_uservec3_enable = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
192 cvar_t r_glsl_postprocess_uservec4_enable = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
193 cvar_t r_colorfringe = {CF_CLIENT | CF_ARCHIVE, "r_colorfringe", "0", "Chromatic aberration. Values higher than 0.025 will noticeably distort the image"};
194
195 cvar_t r_water = {CF_CLIENT | CF_ARCHIVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
196 cvar_t r_water_cameraentitiesonly = {CF_CLIENT | CF_ARCHIVE, "r_water_cameraentitiesonly", "0", "whether to only show QC-defined reflections/refractions (typically used for camera- or portal-like effects)"};
197 cvar_t r_water_clippingplanebias = {CF_CLIENT | CF_ARCHIVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
198 cvar_t r_water_resolutionmultiplier = {CF_CLIENT | CF_ARCHIVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
199 cvar_t r_water_refractdistort = {CF_CLIENT | CF_ARCHIVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
200 cvar_t r_water_reflectdistort = {CF_CLIENT | CF_ARCHIVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
201 cvar_t r_water_scissormode = {CF_CLIENT, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
202 cvar_t r_water_lowquality = {CF_CLIENT, "r_water_lowquality", "0", "special option to accelerate water rendering: 1 disables all dynamic lights, 2 disables particles too"};
203 cvar_t r_water_hideplayer = {CF_CLIENT | CF_ARCHIVE, "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"};
204
205 cvar_t r_lerpsprites = {CF_CLIENT | CF_ARCHIVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
206 cvar_t r_lerpmodels = {CF_CLIENT | CF_ARCHIVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
207 cvar_t r_nolerp_list = {CF_CLIENT | CF_ARCHIVE, "r_nolerp_list", "progs/v_nail.mdl,progs/v_nail2.mdl,progs/flame.mdl,progs/flame2.mdl,progs/braztall.mdl,progs/brazshrt.mdl,progs/longtrch.mdl,progs/flame_pyre.mdl,progs/v_saw.mdl,progs/v_xfist.mdl,progs/h2stuff/newfire.mdl", "comma separated list of models that will not have their animations smoothed"};
208 cvar_t r_lerplightstyles = {CF_CLIENT | CF_ARCHIVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
209 cvar_t r_waterscroll = {CF_CLIENT | CF_ARCHIVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
210
211 cvar_t r_bloom = {CF_CLIENT | CF_ARCHIVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
212 cvar_t r_bloom_colorscale = {CF_CLIENT | CF_ARCHIVE, "r_bloom_colorscale", "1", "how bright the glow is"};
213
214 cvar_t r_bloom_brighten = {CF_CLIENT | CF_ARCHIVE, "r_bloom_brighten", "1", "how bright the glow is, after subtract/power"};
215 cvar_t r_bloom_blur = {CF_CLIENT | CF_ARCHIVE, "r_bloom_blur", "4", "how large the glow is"};
216 cvar_t r_bloom_resolution = {CF_CLIENT | CF_ARCHIVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
217 cvar_t r_bloom_colorexponent = {CF_CLIENT | CF_ARCHIVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
218 cvar_t r_bloom_colorsubtract = {CF_CLIENT | CF_ARCHIVE, "r_bloom_colorsubtract", "0.1", "reduces bloom colors by a certain amount"};
219 cvar_t r_bloom_scenebrightness = {CF_CLIENT | CF_ARCHIVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
220
221 cvar_t r_hdr_scenebrightness = {CF_CLIENT | CF_ARCHIVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
222 cvar_t r_hdr_glowintensity = {CF_CLIENT | CF_ARCHIVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
223 cvar_t r_hdr_irisadaptation = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
224 cvar_t r_hdr_irisadaptation_multiplier = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
225 cvar_t r_hdr_irisadaptation_minvalue = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
226 cvar_t r_hdr_irisadaptation_maxvalue = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
227 cvar_t r_hdr_irisadaptation_value = {CF_CLIENT, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
228 cvar_t r_hdr_irisadaptation_fade_up = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
229 cvar_t r_hdr_irisadaptation_fade_down = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
230 cvar_t r_hdr_irisadaptation_radius = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
231
232 cvar_t r_smoothnormals_areaweighting = {CF_CLIENT, "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"};
233
234 cvar_t developer_texturelogging = {CF_CLIENT, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
235
236 cvar_t gl_lightmaps = {CF_CLIENT, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
237
238 cvar_t r_test = {CF_CLIENT, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
239
240 cvar_t r_batch_multidraw = {CF_CLIENT | CF_ARCHIVE, "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)"};
241 cvar_t r_batch_multidraw_mintriangles = {CF_CLIENT | CF_ARCHIVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
242 cvar_t r_batch_debugdynamicvertexpath = {CF_CLIENT | CF_ARCHIVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
243 cvar_t r_batch_dynamicbuffer = {CF_CLIENT | CF_ARCHIVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"};
244
245 cvar_t r_glsl_saturation = {CF_CLIENT | CF_ARCHIVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
246 cvar_t r_glsl_saturation_redcompensate = {CF_CLIENT | CF_ARCHIVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
247
248 cvar_t r_glsl_vertextextureblend_usebothalphas = {CF_CLIENT | CF_ARCHIVE, "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."};
249
250 cvar_t r_framedatasize = {CF_CLIENT | CF_ARCHIVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
251 cvar_t r_buffermegs[R_BUFFERDATA_COUNT] =
252 {
253         {CF_CLIENT | CF_ARCHIVE, "r_buffermegs_vertex", "4", "vertex buffer size for one frame"},
254         {CF_CLIENT | CF_ARCHIVE, "r_buffermegs_index16", "1", "index buffer size for one frame (16bit indices)"},
255         {CF_CLIENT | CF_ARCHIVE, "r_buffermegs_index32", "1", "index buffer size for one frame (32bit indices)"},
256         {CF_CLIENT | CF_ARCHIVE, "r_buffermegs_uniform", "0.25", "uniform buffer size for one frame"},
257 };
258
259 extern cvar_t v_glslgamma_2d;
260
261 extern qbool v_flipped_state;
262
263 r_framebufferstate_t r_fb;
264
265 /// shadow volume bsp struct with automatically growing nodes buffer
266 svbsp_t r_svbsp;
267
268 int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
269
270 rtexture_t *r_texture_blanknormalmap;
271 rtexture_t *r_texture_white;
272 rtexture_t *r_texture_grey128;
273 rtexture_t *r_texture_black;
274 rtexture_t *r_texture_notexture;
275 rtexture_t *r_texture_whitecube;
276 rtexture_t *r_texture_normalizationcube;
277 rtexture_t *r_texture_fogattenuation;
278 rtexture_t *r_texture_fogheighttexture;
279 rtexture_t *r_texture_gammaramps;
280 unsigned int r_texture_gammaramps_serial;
281 //rtexture_t *r_texture_fogintensity;
282 rtexture_t *r_texture_reflectcube;
283
284 // TODO: hash lookups?
285 typedef struct cubemapinfo_s
286 {
287         char basename[64];
288         rtexture_t *texture;
289 }
290 cubemapinfo_t;
291
292 int r_texture_numcubemaps;
293 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
294
295 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
296 unsigned int r_numqueries;
297 unsigned int r_maxqueries;
298
299 typedef struct r_qwskincache_s
300 {
301         char name[MAX_QPATH];
302         skinframe_t *skinframe;
303 }
304 r_qwskincache_t;
305
306 static r_qwskincache_t *r_qwskincache;
307 static int r_qwskincache_size;
308
309 /// vertex coordinates for a quad that covers the screen exactly
310 extern const float r_screenvertex3f[12];
311 const float r_screenvertex3f[12] =
312 {
313         0, 0, 0,
314         1, 0, 0,
315         1, 1, 0,
316         0, 1, 0
317 };
318
319 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
320 {
321         int i;
322         for (i = 0;i < verts;i++)
323         {
324                 out[0] = in[0] * r;
325                 out[1] = in[1] * g;
326                 out[2] = in[2] * b;
327                 out[3] = in[3];
328                 in += 4;
329                 out += 4;
330         }
331 }
332
333 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
334 {
335         int i;
336         for (i = 0;i < verts;i++)
337         {
338                 out[0] = r;
339                 out[1] = g;
340                 out[2] = b;
341                 out[3] = a;
342                 out += 4;
343         }
344 }
345
346 // FIXME: move this to client?
347 void FOG_clear(void)
348 {
349         if (gamemode == GAME_NEHAHRA)
350         {
351                 Cvar_Set(&cvars_all, "gl_fogenable", "0");
352                 Cvar_Set(&cvars_all, "gl_fogdensity", "0.2");
353                 Cvar_Set(&cvars_all, "gl_fogred", "0.3");
354                 Cvar_Set(&cvars_all, "gl_foggreen", "0.3");
355                 Cvar_Set(&cvars_all, "gl_fogblue", "0.3");
356         }
357         r_refdef.fog_density = 0;
358         r_refdef.fog_red = 0;
359         r_refdef.fog_green = 0;
360         r_refdef.fog_blue = 0;
361         r_refdef.fog_alpha = 1;
362         r_refdef.fog_start = 0;
363         r_refdef.fog_end = 16384;
364         r_refdef.fog_height = 1<<30;
365         r_refdef.fog_fadedepth = 128;
366         memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
367 }
368
369 static void R_BuildBlankTextures(void)
370 {
371         unsigned char data[4];
372         data[2] = 128; // normal X
373         data[1] = 128; // normal Y
374         data[0] = 255; // normal Z
375         data[3] = 255; // height
376         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
377         data[0] = 255;
378         data[1] = 255;
379         data[2] = 255;
380         data[3] = 255;
381         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
382         data[0] = 128;
383         data[1] = 128;
384         data[2] = 128;
385         data[3] = 255;
386         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
387         data[0] = 0;
388         data[1] = 0;
389         data[2] = 0;
390         data[3] = 255;
391         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
392 }
393
394 static void R_BuildNoTexture(void)
395 {
396         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, Image_GenerateNoTexture(), TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
397 }
398
399 static void R_BuildWhiteCube(void)
400 {
401         unsigned char data[6*1*1*4];
402         memset(data, 255, sizeof(data));
403         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
404 }
405
406 static void R_BuildNormalizationCube(void)
407 {
408         int x, y, side;
409         vec3_t v;
410         vec_t s, t, intensity;
411 #define NORMSIZE 64
412         unsigned char *data;
413         data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
414         for (side = 0;side < 6;side++)
415         {
416                 for (y = 0;y < NORMSIZE;y++)
417                 {
418                         for (x = 0;x < NORMSIZE;x++)
419                         {
420                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
421                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
422                                 switch(side)
423                                 {
424                                 default:
425                                 case 0:
426                                         v[0] = 1;
427                                         v[1] = -t;
428                                         v[2] = -s;
429                                         break;
430                                 case 1:
431                                         v[0] = -1;
432                                         v[1] = -t;
433                                         v[2] = s;
434                                         break;
435                                 case 2:
436                                         v[0] = s;
437                                         v[1] = 1;
438                                         v[2] = t;
439                                         break;
440                                 case 3:
441                                         v[0] = s;
442                                         v[1] = -1;
443                                         v[2] = -t;
444                                         break;
445                                 case 4:
446                                         v[0] = s;
447                                         v[1] = -t;
448                                         v[2] = 1;
449                                         break;
450                                 case 5:
451                                         v[0] = -s;
452                                         v[1] = -t;
453                                         v[2] = -1;
454                                         break;
455                                 }
456                                 intensity = 127.0f / sqrt(DotProduct(v, v));
457                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
458                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
459                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
460                                 data[((side*64+y)*64+x)*4+3] = 255;
461                         }
462                 }
463         }
464         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
465         Mem_Free(data);
466 }
467
468 static void R_BuildFogTexture(void)
469 {
470         int x, b;
471 #define FOGWIDTH 256
472         unsigned char data1[FOGWIDTH][4];
473         //unsigned char data2[FOGWIDTH][4];
474         double d, r, alpha;
475
476         r_refdef.fogmasktable_start = r_refdef.fog_start;
477         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
478         r_refdef.fogmasktable_range = r_refdef.fogrange;
479         r_refdef.fogmasktable_density = r_refdef.fog_density;
480
481         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
482         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
483         {
484                 d = (x * r - r_refdef.fogmasktable_start);
485                 if(developer_extra.integer)
486                         Con_DPrintf("%f ", d);
487                 d = max(0, d);
488                 if (r_fog_exp2.integer)
489                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
490                 else
491                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
492                 if(developer_extra.integer)
493                         Con_DPrintf(" : %f ", alpha);
494                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
495                 if(developer_extra.integer)
496                         Con_DPrintf(" = %f\n", alpha);
497                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
498         }
499
500         for (x = 0;x < FOGWIDTH;x++)
501         {
502                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
503                 data1[x][0] = b;
504                 data1[x][1] = b;
505                 data1[x][2] = b;
506                 data1[x][3] = 255;
507                 //data2[x][0] = 255 - b;
508                 //data2[x][1] = 255 - b;
509                 //data2[x][2] = 255 - b;
510                 //data2[x][3] = 255;
511         }
512         if (r_texture_fogattenuation)
513         {
514                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
515                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
516         }
517         else
518         {
519                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
520                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
521         }
522 }
523
524 static void R_BuildFogHeightTexture(void)
525 {
526         unsigned char *inpixels;
527         int size;
528         int x;
529         int y;
530         int j;
531         float c[4];
532         float f;
533         inpixels = NULL;
534         strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
535         if (r_refdef.fogheighttexturename[0])
536                 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
537         if (!inpixels)
538         {
539                 r_refdef.fog_height_tablesize = 0;
540                 if (r_texture_fogheighttexture)
541                         R_FreeTexture(r_texture_fogheighttexture);
542                 r_texture_fogheighttexture = NULL;
543                 if (r_refdef.fog_height_table2d)
544                         Mem_Free(r_refdef.fog_height_table2d);
545                 r_refdef.fog_height_table2d = NULL;
546                 if (r_refdef.fog_height_table1d)
547                         Mem_Free(r_refdef.fog_height_table1d);
548                 r_refdef.fog_height_table1d = NULL;
549                 return;
550         }
551         size = image_width;
552         r_refdef.fog_height_tablesize = size;
553         r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
554         r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
555         memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
556         Mem_Free(inpixels);
557         // LadyHavoc: now the magic - what is that table2d for?  it is a cooked
558         // average fog color table accounting for every fog layer between a point
559         // and the camera.  (Note: attenuation is handled separately!)
560         for (y = 0;y < size;y++)
561         {
562                 for (x = 0;x < size;x++)
563                 {
564                         Vector4Clear(c);
565                         f = 0;
566                         if (x < y)
567                         {
568                                 for (j = x;j <= y;j++)
569                                 {
570                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
571                                         f++;
572                                 }
573                         }
574                         else
575                         {
576                                 for (j = x;j >= y;j--)
577                                 {
578                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
579                                         f++;
580                                 }
581                         }
582                         f = 1.0f / f;
583                         r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
584                         r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
585                         r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
586                         r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
587                 }
588         }
589         r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
590 }
591
592 //=======================================================================================================================================================
593
594 static const char *builtinshaderstrings[] =
595 {
596 #include "shader_glsl.h"
597 0
598 };
599
600 //=======================================================================================================================================================
601
602 typedef struct shaderpermutationinfo_s
603 {
604         const char *pretext;
605         const char *name;
606 }
607 shaderpermutationinfo_t;
608
609 typedef struct shadermodeinfo_s
610 {
611         const char *sourcebasename;
612         const char *extension;
613         const char **builtinshaderstrings;
614         const char *pretext;
615         const char *name;
616         char *filename;
617         char *builtinstring;
618         int builtincrc;
619 }
620 shadermodeinfo_t;
621
622 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
623 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
624 {
625         {"#define USEDIFFUSE\n", " diffuse"},
626         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
627         {"#define USEVIEWTINT\n", " viewtint"},
628         {"#define USECOLORMAPPING\n", " colormapping"},
629         {"#define USESATURATION\n", " saturation"},
630         {"#define USEFOGINSIDE\n", " foginside"},
631         {"#define USEFOGOUTSIDE\n", " fogoutside"},
632         {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
633         {"#define USEFOGALPHAHACK\n", " fogalphahack"},
634         {"#define USEGAMMARAMPS\n", " gammaramps"},
635         {"#define USECUBEFILTER\n", " cubefilter"},
636         {"#define USEGLOW\n", " glow"},
637         {"#define USEBLOOM\n", " bloom"},
638         {"#define USESPECULAR\n", " specular"},
639         {"#define USEPOSTPROCESSING\n", " postprocessing"},
640         {"#define USEREFLECTION\n", " reflection"},
641         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
642         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
643         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
644         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
645         {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
646         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
647         {"#define USEALPHAKILL\n", " alphakill"},
648         {"#define USEREFLECTCUBE\n", " reflectcube"},
649         {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
650         {"#define USEBOUNCEGRID\n", " bouncegrid"},
651         {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
652         {"#define USETRIPPY\n", " trippy"},
653         {"#define USEDEPTHRGB\n", " depthrgb"},
654         {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
655         {"#define USESKELETAL\n", " skeletal"},
656         {"#define USEOCCLUDE\n", " occlude"}
657 };
658
659 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
660 shadermodeinfo_t shadermodeinfo[SHADERLANGUAGE_COUNT][SHADERMODE_COUNT] =
661 {
662         // SHADERLANGUAGE_GLSL
663         {
664                 {"combined", "glsl", builtinshaderstrings, "#define MODE_GENERIC\n", " generic"},
665                 {"combined", "glsl", builtinshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
666                 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
667                 {"combined", "glsl", builtinshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
668                 {"combined", "glsl", builtinshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
669                 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
670                 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
671                 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
672                 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
673                 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
674                 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTGRID\n", " lightgrid"},
675                 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
676                 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
677                 {"combined", "glsl", builtinshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
678                 {"combined", "glsl", builtinshaderstrings, "#define MODE_WATER\n", " water"},
679                 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
680                 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
681         },
682 };
683
684 struct r_glsl_permutation_s;
685 typedef struct r_glsl_permutation_s
686 {
687         /// hash lookup data
688         struct r_glsl_permutation_s *hashnext;
689         unsigned int mode;
690         uint64_t permutation;
691
692         /// indicates if we have tried compiling this permutation already
693         qbool compiled;
694         /// 0 if compilation failed
695         int program;
696         // texture units assigned to each detected uniform
697         int tex_Texture_First;
698         int tex_Texture_Second;
699         int tex_Texture_GammaRamps;
700         int tex_Texture_Normal;
701         int tex_Texture_Color;
702         int tex_Texture_Gloss;
703         int tex_Texture_Glow;
704         int tex_Texture_SecondaryNormal;
705         int tex_Texture_SecondaryColor;
706         int tex_Texture_SecondaryGloss;
707         int tex_Texture_SecondaryGlow;
708         int tex_Texture_Pants;
709         int tex_Texture_Shirt;
710         int tex_Texture_FogHeightTexture;
711         int tex_Texture_FogMask;
712         int tex_Texture_LightGrid;
713         int tex_Texture_Lightmap;
714         int tex_Texture_Deluxemap;
715         int tex_Texture_Attenuation;
716         int tex_Texture_Cube;
717         int tex_Texture_Refraction;
718         int tex_Texture_Reflection;
719         int tex_Texture_ShadowMap2D;
720         int tex_Texture_CubeProjection;
721         int tex_Texture_ScreenNormalMap;
722         int tex_Texture_ScreenDiffuse;
723         int tex_Texture_ScreenSpecular;
724         int tex_Texture_ReflectMask;
725         int tex_Texture_ReflectCube;
726         int tex_Texture_BounceGrid;
727         /// locations of detected uniforms in program object, or -1 if not found
728         int loc_Texture_First;
729         int loc_Texture_Second;
730         int loc_Texture_GammaRamps;
731         int loc_Texture_Normal;
732         int loc_Texture_Color;
733         int loc_Texture_Gloss;
734         int loc_Texture_Glow;
735         int loc_Texture_SecondaryNormal;
736         int loc_Texture_SecondaryColor;
737         int loc_Texture_SecondaryGloss;
738         int loc_Texture_SecondaryGlow;
739         int loc_Texture_Pants;
740         int loc_Texture_Shirt;
741         int loc_Texture_FogHeightTexture;
742         int loc_Texture_FogMask;
743         int loc_Texture_LightGrid;
744         int loc_Texture_Lightmap;
745         int loc_Texture_Deluxemap;
746         int loc_Texture_Attenuation;
747         int loc_Texture_Cube;
748         int loc_Texture_Refraction;
749         int loc_Texture_Reflection;
750         int loc_Texture_ShadowMap2D;
751         int loc_Texture_CubeProjection;
752         int loc_Texture_ScreenNormalMap;
753         int loc_Texture_ScreenDiffuse;
754         int loc_Texture_ScreenSpecular;
755         int loc_Texture_ReflectMask;
756         int loc_Texture_ReflectCube;
757         int loc_Texture_BounceGrid;
758         int loc_Alpha;
759         int loc_BloomBlur_Parameters;
760         int loc_ClientTime;
761         int loc_Color_Ambient;
762         int loc_Color_Diffuse;
763         int loc_Color_Specular;
764         int loc_Color_Glow;
765         int loc_Color_Pants;
766         int loc_Color_Shirt;
767         int loc_DeferredColor_Ambient;
768         int loc_DeferredColor_Diffuse;
769         int loc_DeferredColor_Specular;
770         int loc_DeferredMod_Diffuse;
771         int loc_DeferredMod_Specular;
772         int loc_DistortScaleRefractReflect;
773         int loc_EyePosition;
774         int loc_FogColor;
775         int loc_FogHeightFade;
776         int loc_FogPlane;
777         int loc_FogPlaneViewDist;
778         int loc_FogRangeRecip;
779         int loc_LightColor;
780         int loc_LightDir;
781         int loc_LightGridMatrix;
782         int loc_LightGridNormalMatrix;
783         int loc_LightPosition;
784         int loc_OffsetMapping_ScaleSteps;
785         int loc_OffsetMapping_LodDistance;
786         int loc_OffsetMapping_Bias;
787         int loc_PixelSize;
788         int loc_ReflectColor;
789         int loc_ReflectFactor;
790         int loc_ReflectOffset;
791         int loc_RefractColor;
792         int loc_Saturation;
793         int loc_ScreenCenterRefractReflect;
794         int loc_ScreenScaleRefractReflect;
795         int loc_ScreenToDepth;
796         int loc_ShadowMap_Parameters;
797         int loc_ShadowMap_TextureScale;
798         int loc_SpecularPower;
799         int loc_Skeletal_Transform12;
800         int loc_UserVec1;
801         int loc_UserVec2;
802         int loc_UserVec3;
803         int loc_UserVec4;
804         int loc_ColorFringe;
805         int loc_ViewTintColor;
806         int loc_ViewToLight;
807         int loc_ModelToLight;
808         int loc_TexMatrix;
809         int loc_BackgroundTexMatrix;
810         int loc_ModelViewProjectionMatrix;
811         int loc_ModelViewMatrix;
812         int loc_PixelToScreenTexCoord;
813         int loc_ModelToReflectCube;
814         int loc_ShadowMapMatrix;
815         int loc_BloomColorSubtract;
816         int loc_NormalmapScrollBlend;
817         int loc_BounceGridMatrix;
818         int loc_BounceGridIntensity;
819         /// uniform block bindings
820         int ubibind_Skeletal_Transform12_UniformBlock;
821         /// uniform block indices
822         int ubiloc_Skeletal_Transform12_UniformBlock;
823 }
824 r_glsl_permutation_t;
825
826 #define SHADERPERMUTATION_HASHSIZE 256
827
828
829 // non-degradable "lightweight" shader parameters to keep the permutations simpler
830 // these can NOT degrade! only use for simple stuff
831 enum
832 {
833         SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
834         SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
835         SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
836         SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
837         SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
838         SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5,  ///< postprocess uservec4 is enabled
839         SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
840         SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7,  ///< LOD for offsetmapping
841         SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
842         SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
843         SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
844         SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
845         SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
846         SHADERSTATICPARM_FXAA = 13 ///< fast approximate anti aliasing
847 };
848 #define SHADERSTATICPARMS_COUNT 14
849
850 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
851 static int shaderstaticparms_count = 0;
852
853 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
854 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
855
856 extern qbool r_shadow_shadowmapsampler;
857 extern int r_shadow_shadowmappcf;
858 qbool R_CompileShader_CheckStaticParms(void)
859 {
860         static int r_compileshader_staticparms_save[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5];
861         memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
862         memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
863
864         // detect all
865         if (r_glsl_saturation_redcompensate.integer)
866                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
867         if (r_glsl_vertextextureblend_usebothalphas.integer)
868                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
869         if (r_shadow_glossexact.integer)
870                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
871         if (r_glsl_postprocess.integer)
872         {
873                 if (r_glsl_postprocess_uservec1_enable.integer)
874                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
875                 if (r_glsl_postprocess_uservec2_enable.integer)
876                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
877                 if (r_glsl_postprocess_uservec3_enable.integer)
878                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
879                 if (r_glsl_postprocess_uservec4_enable.integer)
880                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
881         }
882         if (r_fxaa.integer)
883                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_FXAA);
884         if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
885                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
886
887         if (r_shadow_shadowmapsampler)
888                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
889         if (r_shadow_shadowmappcf > 1)
890                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
891         else if (r_shadow_shadowmappcf)
892                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
893         if (r_celshading.integer)
894                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
895         if (r_celoutlines.integer)
896                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
897
898         return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
899 }
900
901 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
902         if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
903                 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
904         else \
905                 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
906 static void R_CompileShader_AddStaticParms(unsigned int mode, uint64_t permutation)
907 {
908         shaderstaticparms_count = 0;
909
910         // emit all
911         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
912         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
913         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
914         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
915         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
916         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
917         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
918         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
919         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
920         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
921         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
922         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
923         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
924         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_FXAA, "USEFXAA");
925 }
926
927 /// information about each possible shader permutation
928 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
929 /// currently selected permutation
930 r_glsl_permutation_t *r_glsl_permutation;
931 /// storage for permutations linked in the hash table
932 memexpandablearray_t r_glsl_permutationarray;
933
934 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, uint64_t permutation)
935 {
936         //unsigned int hashdepth = 0;
937         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
938         r_glsl_permutation_t *p;
939         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
940         {
941                 if (p->mode == mode && p->permutation == permutation)
942                 {
943                         //if (hashdepth > 10)
944                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
945                         return p;
946                 }
947                 //hashdepth++;
948         }
949         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
950         p->mode = mode;
951         p->permutation = permutation;
952         p->hashnext = r_glsl_permutationhash[mode][hashindex];
953         r_glsl_permutationhash[mode][hashindex] = p;
954         //if (hashdepth > 10)
955         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
956         return p;
957 }
958
959 static char *R_ShaderStrCat(const char **strings)
960 {
961         char *string, *s;
962         const char **p = strings;
963         const char *t;
964         size_t len = 0;
965         for (p = strings;(t = *p);p++)
966                 len += strlen(t);
967         len++;
968         s = string = (char *)Mem_Alloc(r_main_mempool, len);
969         len = 0;
970         for (p = strings;(t = *p);p++)
971         {
972                 len = strlen(t);
973                 memcpy(s, t, len);
974                 s += len;
975         }
976         *s = 0;
977         return string;
978 }
979
980 static char *R_ShaderStrCat(const char **strings);
981 static void R_InitShaderModeInfo(void)
982 {
983         int i, language;
984         shadermodeinfo_t *modeinfo;
985         // 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)
986         for (language = 0; language < SHADERLANGUAGE_COUNT; language++)
987         {
988                 for (i = 0; i < SHADERMODE_COUNT; i++)
989                 {
990                         char filename[MAX_QPATH];
991                         modeinfo = &shadermodeinfo[language][i];
992                         modeinfo->builtinstring = R_ShaderStrCat(modeinfo->builtinshaderstrings);
993                         modeinfo->builtincrc = CRC_Block((const unsigned char *)modeinfo->builtinstring, strlen(modeinfo->builtinstring));
994                         dpsnprintf(filename, sizeof(filename), "%s/%s_crc%i.%s", modeinfo->extension, modeinfo->sourcebasename, modeinfo->builtincrc, modeinfo->extension);
995                         modeinfo->filename = Mem_strdup(r_main_mempool, filename);
996                 }
997         }
998 }
999
1000 static char *ShaderModeInfo_GetShaderText(shadermodeinfo_t *modeinfo, qbool printfromdisknotice, qbool builtinonly)
1001 {
1002         char *shaderstring;
1003         // if the mode has no filename we have to return the builtin string
1004         if (builtinonly || !modeinfo->filename)
1005                 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1006         // note that FS_LoadFile appends a 0 byte to make it a valid string
1007         shaderstring = (char *)FS_LoadFile(modeinfo->filename, r_main_mempool, false, NULL);
1008         if (shaderstring)
1009         {
1010                 if (printfromdisknotice)
1011                         Con_DPrintf("Loading shaders from file %s...\n", modeinfo->filename);
1012                 return shaderstring;
1013         }
1014         // fall back to builtinstring
1015         return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1016 }
1017
1018 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, uint64_t permutation)
1019 {
1020         int i;
1021         int ubibind;
1022         int sampler;
1023         shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_GLSL][mode];
1024         char *sourcestring;
1025         char permutationname[256];
1026         int vertstrings_count = 0;
1027         int geomstrings_count = 0;
1028         int fragstrings_count = 0;
1029         const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1030         const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1031         const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1032
1033         if (p->compiled)
1034                 return;
1035         p->compiled = true;
1036         p->program = 0;
1037
1038         permutationname[0] = 0;
1039         sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
1040
1041         strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1042
1043         // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
1044         if(vid.support.glshaderversion >= 140)
1045         {
1046                 vertstrings_list[vertstrings_count++] = "#version 140\n";
1047                 geomstrings_list[geomstrings_count++] = "#version 140\n";
1048                 fragstrings_list[fragstrings_count++] = "#version 140\n";
1049                 vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
1050                 geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
1051                 fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
1052         }
1053         // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1054         else if(vid.support.glshaderversion >= 130)
1055         {
1056                 vertstrings_list[vertstrings_count++] = "#version 130\n";
1057                 geomstrings_list[geomstrings_count++] = "#version 130\n";
1058                 fragstrings_list[fragstrings_count++] = "#version 130\n";
1059                 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1060                 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1061                 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1062         }
1063         // if we can do #version 120, we should (this adds the invariant keyword)
1064         else if(vid.support.glshaderversion >= 120)
1065         {
1066                 vertstrings_list[vertstrings_count++] = "#version 120\n";
1067                 geomstrings_list[geomstrings_count++] = "#version 120\n";
1068                 fragstrings_list[fragstrings_count++] = "#version 120\n";
1069                 vertstrings_list[vertstrings_count++] = "#define GLSL120\n";
1070                 geomstrings_list[geomstrings_count++] = "#define GLSL120\n";
1071                 fragstrings_list[fragstrings_count++] = "#define GLSL120\n";
1072         }
1073         // GLES also adds several things from GLSL120
1074         switch(vid.renderpath)
1075         {
1076         case RENDERPATH_GLES2:
1077                 vertstrings_list[vertstrings_count++] = "#define GLES\n";
1078                 geomstrings_list[geomstrings_count++] = "#define GLES\n";
1079                 fragstrings_list[fragstrings_count++] = "#define GLES\n";
1080                 break;
1081         default:
1082                 break;
1083         }
1084
1085         // the first pretext is which type of shader to compile as
1086         // (later these will all be bound together as a program object)
1087         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1088         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1089         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1090
1091         // the second pretext is the mode (for example a light source)
1092         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1093         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1094         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1095         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1096
1097         // now add all the permutation pretexts
1098         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1099         {
1100                 if (permutation & (1ll<<i))
1101                 {
1102                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1103                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1104                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1105                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1106                 }
1107                 else
1108                 {
1109                         // keep line numbers correct
1110                         vertstrings_list[vertstrings_count++] = "\n";
1111                         geomstrings_list[geomstrings_count++] = "\n";
1112                         fragstrings_list[fragstrings_count++] = "\n";
1113                 }
1114         }
1115
1116         // add static parms
1117         R_CompileShader_AddStaticParms(mode, permutation);
1118         memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1119         vertstrings_count += shaderstaticparms_count;
1120         memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1121         geomstrings_count += shaderstaticparms_count;
1122         memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1123         fragstrings_count += shaderstaticparms_count;
1124
1125         // now append the shader text itself
1126         vertstrings_list[vertstrings_count++] = sourcestring;
1127         geomstrings_list[geomstrings_count++] = sourcestring;
1128         fragstrings_list[fragstrings_count++] = sourcestring;
1129
1130         // we don't currently use geometry shaders for anything, so just empty the list
1131         geomstrings_count = 0;
1132
1133         // compile the shader program
1134         if (vertstrings_count + geomstrings_count + fragstrings_count)
1135                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1136         if (p->program)
1137         {
1138                 CHECKGLERROR
1139                 qglUseProgram(p->program);CHECKGLERROR
1140                 // look up all the uniform variable names we care about, so we don't
1141                 // have to look them up every time we set them
1142
1143 #if 0
1144                 // debugging aid
1145                 {
1146                         GLint activeuniformindex = 0;
1147                         GLint numactiveuniforms = 0;
1148                         char uniformname[128];
1149                         GLsizei uniformnamelength = 0;
1150                         GLint uniformsize = 0;
1151                         GLenum uniformtype = 0;
1152                         memset(uniformname, 0, sizeof(uniformname));
1153                         qglGetProgramiv(p->program, GL_ACTIVE_UNIFORMS, &numactiveuniforms);
1154                         Con_Printf("Shader has %i uniforms\n", numactiveuniforms);
1155                         for (activeuniformindex = 0;activeuniformindex < numactiveuniforms;activeuniformindex++)
1156                         {
1157                                 qglGetActiveUniform(p->program, activeuniformindex, sizeof(uniformname) - 1, &uniformnamelength, &uniformsize, &uniformtype, uniformname);
1158                                 Con_Printf("Uniform %i name \"%s\" size %i type %i\n", (int)activeuniformindex, uniformname, (int)uniformsize, (int)uniformtype);
1159                         }
1160                 }
1161 #endif
1162
1163                 p->loc_Texture_First              = qglGetUniformLocation(p->program, "Texture_First");
1164                 p->loc_Texture_Second             = qglGetUniformLocation(p->program, "Texture_Second");
1165                 p->loc_Texture_GammaRamps         = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1166                 p->loc_Texture_Normal             = qglGetUniformLocation(p->program, "Texture_Normal");
1167                 p->loc_Texture_Color              = qglGetUniformLocation(p->program, "Texture_Color");
1168                 p->loc_Texture_Gloss              = qglGetUniformLocation(p->program, "Texture_Gloss");
1169                 p->loc_Texture_Glow               = qglGetUniformLocation(p->program, "Texture_Glow");
1170                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1171                 p->loc_Texture_SecondaryColor     = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1172                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1173                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1174                 p->loc_Texture_Pants              = qglGetUniformLocation(p->program, "Texture_Pants");
1175                 p->loc_Texture_Shirt              = qglGetUniformLocation(p->program, "Texture_Shirt");
1176                 p->loc_Texture_FogHeightTexture   = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1177                 p->loc_Texture_FogMask            = qglGetUniformLocation(p->program, "Texture_FogMask");
1178                 p->loc_Texture_LightGrid          = qglGetUniformLocation(p->program, "Texture_LightGrid");
1179                 p->loc_Texture_Lightmap           = qglGetUniformLocation(p->program, "Texture_Lightmap");
1180                 p->loc_Texture_Deluxemap          = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1181                 p->loc_Texture_Attenuation        = qglGetUniformLocation(p->program, "Texture_Attenuation");
1182                 p->loc_Texture_Cube               = qglGetUniformLocation(p->program, "Texture_Cube");
1183                 p->loc_Texture_Refraction         = qglGetUniformLocation(p->program, "Texture_Refraction");
1184                 p->loc_Texture_Reflection         = qglGetUniformLocation(p->program, "Texture_Reflection");
1185                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1186                 p->loc_Texture_CubeProjection     = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1187                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1188                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1189                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1190                 p->loc_Texture_ReflectMask        = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1191                 p->loc_Texture_ReflectCube        = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1192                 p->loc_Texture_BounceGrid         = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1193                 p->loc_Alpha                      = qglGetUniformLocation(p->program, "Alpha");
1194                 p->loc_BloomBlur_Parameters       = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1195                 p->loc_ClientTime                 = qglGetUniformLocation(p->program, "ClientTime");
1196                 p->loc_Color_Ambient              = qglGetUniformLocation(p->program, "Color_Ambient");
1197                 p->loc_Color_Diffuse              = qglGetUniformLocation(p->program, "Color_Diffuse");
1198                 p->loc_Color_Specular             = qglGetUniformLocation(p->program, "Color_Specular");
1199                 p->loc_Color_Glow                 = qglGetUniformLocation(p->program, "Color_Glow");
1200                 p->loc_Color_Pants                = qglGetUniformLocation(p->program, "Color_Pants");
1201                 p->loc_Color_Shirt                = qglGetUniformLocation(p->program, "Color_Shirt");
1202                 p->loc_DeferredColor_Ambient      = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1203                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1204                 p->loc_DeferredColor_Specular     = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1205                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1206                 p->loc_DeferredMod_Specular       = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1207                 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1208                 p->loc_EyePosition                = qglGetUniformLocation(p->program, "EyePosition");
1209                 p->loc_FogColor                   = qglGetUniformLocation(p->program, "FogColor");
1210                 p->loc_FogHeightFade              = qglGetUniformLocation(p->program, "FogHeightFade");
1211                 p->loc_FogPlane                   = qglGetUniformLocation(p->program, "FogPlane");
1212                 p->loc_FogPlaneViewDist           = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1213                 p->loc_FogRangeRecip              = qglGetUniformLocation(p->program, "FogRangeRecip");
1214                 p->loc_LightColor                 = qglGetUniformLocation(p->program, "LightColor");
1215                 p->loc_LightGridMatrix            = qglGetUniformLocation(p->program, "LightGridMatrix");
1216                 p->loc_LightGridNormalMatrix      = qglGetUniformLocation(p->program, "LightGridNormalMatrix");
1217                 p->loc_LightDir                   = qglGetUniformLocation(p->program, "LightDir");
1218                 p->loc_LightPosition              = qglGetUniformLocation(p->program, "LightPosition");
1219                 p->loc_OffsetMapping_ScaleSteps   = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1220                 p->loc_OffsetMapping_LodDistance  = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1221                 p->loc_OffsetMapping_Bias         = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1222                 p->loc_PixelSize                  = qglGetUniformLocation(p->program, "PixelSize");
1223                 p->loc_ReflectColor               = qglGetUniformLocation(p->program, "ReflectColor");
1224                 p->loc_ReflectFactor              = qglGetUniformLocation(p->program, "ReflectFactor");
1225                 p->loc_ReflectOffset              = qglGetUniformLocation(p->program, "ReflectOffset");
1226                 p->loc_RefractColor               = qglGetUniformLocation(p->program, "RefractColor");
1227                 p->loc_Saturation                 = qglGetUniformLocation(p->program, "Saturation");
1228                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1229                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1230                 p->loc_ScreenToDepth              = qglGetUniformLocation(p->program, "ScreenToDepth");
1231                 p->loc_ShadowMap_Parameters       = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1232                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1233                 p->loc_SpecularPower              = qglGetUniformLocation(p->program, "SpecularPower");
1234                 p->loc_UserVec1                   = qglGetUniformLocation(p->program, "UserVec1");
1235                 p->loc_UserVec2                   = qglGetUniformLocation(p->program, "UserVec2");
1236                 p->loc_UserVec3                   = qglGetUniformLocation(p->program, "UserVec3");
1237                 p->loc_UserVec4                   = qglGetUniformLocation(p->program, "UserVec4");
1238                 p->loc_ColorFringe                = qglGetUniformLocation(p->program, "ColorFringe");
1239                 p->loc_ViewTintColor              = qglGetUniformLocation(p->program, "ViewTintColor");
1240                 p->loc_ViewToLight                = qglGetUniformLocation(p->program, "ViewToLight");
1241                 p->loc_ModelToLight               = qglGetUniformLocation(p->program, "ModelToLight");
1242                 p->loc_TexMatrix                  = qglGetUniformLocation(p->program, "TexMatrix");
1243                 p->loc_BackgroundTexMatrix        = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1244                 p->loc_ModelViewMatrix            = qglGetUniformLocation(p->program, "ModelViewMatrix");
1245                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1246                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1247                 p->loc_ModelToReflectCube         = qglGetUniformLocation(p->program, "ModelToReflectCube");
1248                 p->loc_ShadowMapMatrix            = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1249                 p->loc_BloomColorSubtract         = qglGetUniformLocation(p->program, "BloomColorSubtract");
1250                 p->loc_NormalmapScrollBlend       = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1251                 p->loc_BounceGridMatrix           = qglGetUniformLocation(p->program, "BounceGridMatrix");
1252                 p->loc_BounceGridIntensity        = qglGetUniformLocation(p->program, "BounceGridIntensity");
1253                 // initialize the samplers to refer to the texture units we use
1254                 p->tex_Texture_First = -1;
1255                 p->tex_Texture_Second = -1;
1256                 p->tex_Texture_GammaRamps = -1;
1257                 p->tex_Texture_Normal = -1;
1258                 p->tex_Texture_Color = -1;
1259                 p->tex_Texture_Gloss = -1;
1260                 p->tex_Texture_Glow = -1;
1261                 p->tex_Texture_SecondaryNormal = -1;
1262                 p->tex_Texture_SecondaryColor = -1;
1263                 p->tex_Texture_SecondaryGloss = -1;
1264                 p->tex_Texture_SecondaryGlow = -1;
1265                 p->tex_Texture_Pants = -1;
1266                 p->tex_Texture_Shirt = -1;
1267                 p->tex_Texture_FogHeightTexture = -1;
1268                 p->tex_Texture_FogMask = -1;
1269                 p->tex_Texture_LightGrid = -1;
1270                 p->tex_Texture_Lightmap = -1;
1271                 p->tex_Texture_Deluxemap = -1;
1272                 p->tex_Texture_Attenuation = -1;
1273                 p->tex_Texture_Cube = -1;
1274                 p->tex_Texture_Refraction = -1;
1275                 p->tex_Texture_Reflection = -1;
1276                 p->tex_Texture_ShadowMap2D = -1;
1277                 p->tex_Texture_CubeProjection = -1;
1278                 p->tex_Texture_ScreenNormalMap = -1;
1279                 p->tex_Texture_ScreenDiffuse = -1;
1280                 p->tex_Texture_ScreenSpecular = -1;
1281                 p->tex_Texture_ReflectMask = -1;
1282                 p->tex_Texture_ReflectCube = -1;
1283                 p->tex_Texture_BounceGrid = -1;
1284                 // bind the texture samplers in use
1285                 sampler = 0;
1286                 if (p->loc_Texture_First           >= 0) {p->tex_Texture_First            = sampler;qglUniform1i(p->loc_Texture_First           , sampler);sampler++;}
1287                 if (p->loc_Texture_Second          >= 0) {p->tex_Texture_Second           = sampler;qglUniform1i(p->loc_Texture_Second          , sampler);sampler++;}
1288                 if (p->loc_Texture_GammaRamps      >= 0) {p->tex_Texture_GammaRamps       = sampler;qglUniform1i(p->loc_Texture_GammaRamps      , sampler);sampler++;}
1289                 if (p->loc_Texture_Normal          >= 0) {p->tex_Texture_Normal           = sampler;qglUniform1i(p->loc_Texture_Normal          , sampler);sampler++;}
1290                 if (p->loc_Texture_Color           >= 0) {p->tex_Texture_Color            = sampler;qglUniform1i(p->loc_Texture_Color           , sampler);sampler++;}
1291                 if (p->loc_Texture_Gloss           >= 0) {p->tex_Texture_Gloss            = sampler;qglUniform1i(p->loc_Texture_Gloss           , sampler);sampler++;}
1292                 if (p->loc_Texture_Glow            >= 0) {p->tex_Texture_Glow             = sampler;qglUniform1i(p->loc_Texture_Glow            , sampler);sampler++;}
1293                 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal  = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1294                 if (p->loc_Texture_SecondaryColor  >= 0) {p->tex_Texture_SecondaryColor   = sampler;qglUniform1i(p->loc_Texture_SecondaryColor  , sampler);sampler++;}
1295                 if (p->loc_Texture_SecondaryGloss  >= 0) {p->tex_Texture_SecondaryGloss   = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss  , sampler);sampler++;}
1296                 if (p->loc_Texture_SecondaryGlow   >= 0) {p->tex_Texture_SecondaryGlow    = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow   , sampler);sampler++;}
1297                 if (p->loc_Texture_Pants           >= 0) {p->tex_Texture_Pants            = sampler;qglUniform1i(p->loc_Texture_Pants           , sampler);sampler++;}
1298                 if (p->loc_Texture_Shirt           >= 0) {p->tex_Texture_Shirt            = sampler;qglUniform1i(p->loc_Texture_Shirt           , sampler);sampler++;}
1299                 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1300                 if (p->loc_Texture_FogMask         >= 0) {p->tex_Texture_FogMask          = sampler;qglUniform1i(p->loc_Texture_FogMask         , sampler);sampler++;}
1301                 if (p->loc_Texture_LightGrid       >= 0) {p->tex_Texture_LightGrid        = sampler;qglUniform1i(p->loc_Texture_LightGrid       , sampler);sampler++;}
1302                 if (p->loc_Texture_Lightmap        >= 0) {p->tex_Texture_Lightmap         = sampler;qglUniform1i(p->loc_Texture_Lightmap        , sampler);sampler++;}
1303                 if (p->loc_Texture_Deluxemap       >= 0) {p->tex_Texture_Deluxemap        = sampler;qglUniform1i(p->loc_Texture_Deluxemap       , sampler);sampler++;}
1304                 if (p->loc_Texture_Attenuation     >= 0) {p->tex_Texture_Attenuation      = sampler;qglUniform1i(p->loc_Texture_Attenuation     , sampler);sampler++;}
1305                 if (p->loc_Texture_Cube            >= 0) {p->tex_Texture_Cube             = sampler;qglUniform1i(p->loc_Texture_Cube            , sampler);sampler++;}
1306                 if (p->loc_Texture_Refraction      >= 0) {p->tex_Texture_Refraction       = sampler;qglUniform1i(p->loc_Texture_Refraction      , sampler);sampler++;}
1307                 if (p->loc_Texture_Reflection      >= 0) {p->tex_Texture_Reflection       = sampler;qglUniform1i(p->loc_Texture_Reflection      , sampler);sampler++;}
1308                 if (p->loc_Texture_ShadowMap2D     >= 0) {p->tex_Texture_ShadowMap2D      = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D     , sampler);sampler++;}
1309                 if (p->loc_Texture_CubeProjection  >= 0) {p->tex_Texture_CubeProjection   = sampler;qglUniform1i(p->loc_Texture_CubeProjection  , sampler);sampler++;}
1310                 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap  = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1311                 if (p->loc_Texture_ScreenDiffuse   >= 0) {p->tex_Texture_ScreenDiffuse    = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse   , sampler);sampler++;}
1312                 if (p->loc_Texture_ScreenSpecular  >= 0) {p->tex_Texture_ScreenSpecular   = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular  , sampler);sampler++;}
1313                 if (p->loc_Texture_ReflectMask     >= 0) {p->tex_Texture_ReflectMask      = sampler;qglUniform1i(p->loc_Texture_ReflectMask     , sampler);sampler++;}
1314                 if (p->loc_Texture_ReflectCube     >= 0) {p->tex_Texture_ReflectCube      = sampler;qglUniform1i(p->loc_Texture_ReflectCube     , sampler);sampler++;}
1315                 if (p->loc_Texture_BounceGrid      >= 0) {p->tex_Texture_BounceGrid       = sampler;qglUniform1i(p->loc_Texture_BounceGrid      , sampler);sampler++;}
1316                 // get the uniform block indices so we can bind them
1317                 p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
1318 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1319                 p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
1320 #endif
1321                 // clear the uniform block bindings
1322                 p->ubibind_Skeletal_Transform12_UniformBlock = -1;
1323                 // bind the uniform blocks in use
1324                 ubibind = 0;
1325 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1326                 if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
1327 #endif
1328                 // we're done compiling and setting up the shader, at least until it is used
1329                 CHECKGLERROR
1330                 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1331         }
1332         else
1333                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1334
1335         // free the strings
1336         if (sourcestring)
1337                 Mem_Free(sourcestring);
1338 }
1339
1340 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, uint64_t permutation)
1341 {
1342         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1343         if (r_glsl_permutation != perm)
1344         {
1345                 r_glsl_permutation = perm;
1346                 if (!r_glsl_permutation->program)
1347                 {
1348                         if (!r_glsl_permutation->compiled)
1349                         {
1350                                 Con_DPrintf("Compiling shader mode %u permutation %" PRIx64 "\n", mode, permutation);
1351                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1352                         }
1353                         if (!r_glsl_permutation->program)
1354                         {
1355                                 // remove features until we find a valid permutation
1356                                 int i;
1357                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1358                                 {
1359                                         // reduce i more quickly whenever it would not remove any bits
1360                                         uint64_t j = 1ll<<(SHADERPERMUTATION_COUNT-1-i);
1361                                         if (!(permutation & j))
1362                                                 continue;
1363                                         permutation -= j;
1364                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1365                                         if (!r_glsl_permutation->compiled)
1366                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1367                                         if (r_glsl_permutation->program)
1368                                                 break;
1369                                 }
1370                                 if (i >= SHADERPERMUTATION_COUNT)
1371                                 {
1372                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1373                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1374                                         qglUseProgram(0);CHECKGLERROR
1375                                         return; // no bit left to clear, entire mode is broken
1376                                 }
1377                         }
1378                 }
1379                 CHECKGLERROR
1380                 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1381         }
1382         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1383         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1384         if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1385         CHECKGLERROR
1386 }
1387
1388 void R_GLSL_Restart_f(cmd_state_t *cmd)
1389 {
1390         unsigned int i, limit;
1391         switch(vid.renderpath)
1392         {
1393         case RENDERPATH_GL32:
1394         case RENDERPATH_GLES2:
1395                 {
1396                         r_glsl_permutation_t *p;
1397                         r_glsl_permutation = NULL;
1398                         limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1399                         for (i = 0;i < limit;i++)
1400                         {
1401                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1402                                 {
1403                                         GL_Backend_FreeProgram(p->program);
1404                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1405                                 }
1406                         }
1407                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1408                 }
1409                 break;
1410         }
1411 }
1412
1413 static void R_GLSL_DumpShader_f(cmd_state_t *cmd)
1414 {
1415         int i, language, mode, dupe;
1416         char *text;
1417         shadermodeinfo_t *modeinfo;
1418         qfile_t *file;
1419
1420         for (language = 0;language < SHADERLANGUAGE_COUNT;language++)
1421         {
1422                 modeinfo = shadermodeinfo[language];
1423                 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1424                 {
1425                         // don't dump the same file multiple times (most or all shaders come from the same file)
1426                         for (dupe = mode - 1;dupe >= 0;dupe--)
1427                                 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1428                                         break;
1429                         if (dupe >= 0)
1430                                 continue;
1431                         text = modeinfo[mode].builtinstring;
1432                         if (!text)
1433                                 continue;
1434                         file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
1435                         if (file)
1436                         {
1437                                 FS_Print(file, "/* The engine may define the following macros:\n");
1438                                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1439                                 for (i = 0;i < SHADERMODE_COUNT;i++)
1440                                         FS_Print(file, modeinfo[i].pretext);
1441                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1442                                         FS_Print(file, shaderpermutationinfo[i].pretext);
1443                                 FS_Print(file, "*/\n");
1444                                 FS_Print(file, text);
1445                                 FS_Close(file);
1446                                 Con_Printf("%s written\n", modeinfo[mode].filename);
1447                         }
1448                         else
1449                                 Con_Printf(CON_ERROR "failed to write to %s\n", modeinfo[mode].filename);
1450                 }
1451         }
1452 }
1453
1454 void R_SetupShader_Generic(rtexture_t *t, qbool usegamma, qbool notrippy, qbool suppresstexalpha)
1455 {
1456         uint64_t permutation = 0;
1457         if (r_trippy.integer && !notrippy)
1458                 permutation |= SHADERPERMUTATION_TRIPPY;
1459         permutation |= SHADERPERMUTATION_VIEWTINT;
1460         if (t)
1461                 permutation |= SHADERPERMUTATION_DIFFUSE;
1462         if (usegamma && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1463                 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1464         if (suppresstexalpha)
1465                 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1466         if (vid.allowalphatocoverage)
1467                 GL_AlphaToCoverage(false);
1468         switch (vid.renderpath)
1469         {
1470         case RENDERPATH_GL32:
1471         case RENDERPATH_GLES2:
1472                 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1473                 if (r_glsl_permutation->tex_Texture_First >= 0)
1474                         R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First, t);
1475                 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1476                         R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1477                 break;
1478         }
1479 }
1480
1481 void R_SetupShader_Generic_NoTexture(qbool usegamma, qbool notrippy)
1482 {
1483         R_SetupShader_Generic(NULL, usegamma, notrippy, false);
1484 }
1485
1486 void R_SetupShader_DepthOrShadow(qbool notrippy, qbool depthrgb, qbool skeletal)
1487 {
1488         uint64_t permutation = 0;
1489         if (r_trippy.integer && !notrippy)
1490                 permutation |= SHADERPERMUTATION_TRIPPY;
1491         if (depthrgb)
1492                 permutation |= SHADERPERMUTATION_DEPTHRGB;
1493         if (skeletal)
1494                 permutation |= SHADERPERMUTATION_SKELETAL;
1495
1496         if (vid.allowalphatocoverage)
1497                 GL_AlphaToCoverage(false);
1498         switch (vid.renderpath)
1499         {
1500         case RENDERPATH_GL32:
1501         case RENDERPATH_GLES2:
1502                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1503 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1504                 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);
1505 #endif
1506                 break;
1507         }
1508 }
1509
1510 #define BLENDFUNC_ALLOWS_COLORMOD      1
1511 #define BLENDFUNC_ALLOWS_FOG           2
1512 #define BLENDFUNC_ALLOWS_FOG_HACK0     4
1513 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
1514 #define BLENDFUNC_ALLOWS_ANYFOG        (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
1515 static int R_BlendFuncFlags(int src, int dst)
1516 {
1517         int r = 0;
1518
1519         // a blendfunc allows colormod if:
1520         // a) it can never keep the destination pixel invariant, or
1521         // b) it can keep the destination pixel invariant, and still can do so if colormodded
1522         // this is to prevent unintended side effects from colormod
1523
1524         // a blendfunc allows fog if:
1525         // blend(fog(src), fog(dst)) == fog(blend(src, dst))
1526         // this is to prevent unintended side effects from fog
1527
1528         // these checks are the output of fogeval.pl
1529
1530         r |= BLENDFUNC_ALLOWS_COLORMOD;
1531         if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1532         if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1533         if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1534         if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1535         if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1536         if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1537         if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1538         if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1539         if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
1540         if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
1541         if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1542         if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1543         if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1544         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1545         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1546         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1547         if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1548         if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1549         if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1550         if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
1551         if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1552
1553         return r;
1554 }
1555
1556 void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdiffuse[3], const float rtlightspecular[3], rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qbool notrippy)
1557 {
1558         // select a permutation of the lighting shader appropriate to this
1559         // combination of texture, entity, light source, and fogging, only use the
1560         // minimum features necessary to avoid wasting rendering time in the
1561         // fragment shader on features that are not being used
1562         uint64_t permutation = 0;
1563         unsigned int mode = 0;
1564         int blendfuncflags;
1565         texture_t *t = rsurface.texture;
1566         float m16f[16];
1567         matrix4x4_t tempmatrix;
1568         r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
1569         if (r_trippy.integer && !notrippy)
1570                 permutation |= SHADERPERMUTATION_TRIPPY;
1571         if (t->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1572                 permutation |= SHADERPERMUTATION_ALPHAKILL;
1573         if (t->currentmaterialflags & MATERIALFLAG_OCCLUDE)
1574                 permutation |= SHADERPERMUTATION_OCCLUDE;
1575         if (t->r_water_waterscroll[0] && t->r_water_waterscroll[1])
1576                 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
1577         if (rsurfacepass == RSURFPASS_BACKGROUND)
1578         {
1579                 // distorted background
1580                 if (t->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1581                 {
1582                         mode = SHADERMODE_WATER;
1583                         if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1584                                 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1585                         if((r_wateralpha.value < 1) && (t->currentmaterialflags & MATERIALFLAG_WATERALPHA))
1586                         {
1587                                 // this is the right thing to do for wateralpha
1588                                 GL_BlendFunc(GL_ONE, GL_ZERO);
1589                                 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1590                         }
1591                         else
1592                         {
1593                                 // this is the right thing to do for entity alpha
1594                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1595                                 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1596                         }
1597                 }
1598                 else if (t->currentmaterialflags & MATERIALFLAG_REFRACTION)
1599                 {
1600                         mode = SHADERMODE_REFRACTION;
1601                         if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1602                                 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1603                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1604                         blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1605                 }
1606                 else
1607                 {
1608                         mode = SHADERMODE_GENERIC;
1609                         permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
1610                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1611                         blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1612                 }
1613                 if (vid.allowalphatocoverage)
1614                         GL_AlphaToCoverage(false);
1615         }
1616         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
1617         {
1618                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1619                 {
1620                         switch(t->offsetmapping)
1621                         {
1622                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1623                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1624                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1625                         case OFFSETMAPPING_OFF: break;
1626                         }
1627                 }
1628                 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1629                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1630                 // normalmap (deferred prepass), may use alpha test on diffuse
1631                 mode = SHADERMODE_DEFERREDGEOMETRY;
1632                 GL_BlendFunc(GL_ONE, GL_ZERO);
1633                 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1634                 if (vid.allowalphatocoverage)
1635                         GL_AlphaToCoverage(false);
1636         }
1637         else if (rsurfacepass == RSURFPASS_RTLIGHT)
1638         {
1639                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1640                 {
1641                         switch(t->offsetmapping)
1642                         {
1643                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1644                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1645                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1646                         case OFFSETMAPPING_OFF: break;
1647                         }
1648                 }
1649                 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1650                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1651                 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1652                         permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1653                 // light source
1654                 mode = SHADERMODE_LIGHTSOURCE;
1655                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1656                         permutation |= SHADERPERMUTATION_CUBEFILTER;
1657                 if (VectorLength2(rtlightdiffuse) > 0)
1658                         permutation |= SHADERPERMUTATION_DIFFUSE;
1659                 if (VectorLength2(rtlightspecular) > 0)
1660                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1661                 if (r_refdef.fogenabled)
1662                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1663                 if (t->colormapping)
1664                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1665                 if (r_shadow_usingshadowmap2d)
1666                 {
1667                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1668                         if(r_shadow_shadowmapvsdct)
1669                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
1670
1671                         if (r_shadow_shadowmap2ddepthbuffer)
1672                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
1673                 }
1674                 if (t->reflectmasktexture)
1675                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
1676                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1677                 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
1678                 if (vid.allowalphatocoverage)
1679                         GL_AlphaToCoverage(false);
1680         }
1681         else if (t->currentmaterialflags & MATERIALFLAG_LIGHTGRID)
1682         {
1683                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1684                 {
1685                         switch(t->offsetmapping)
1686                         {
1687                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1688                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1689                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1690                         case OFFSETMAPPING_OFF: break;
1691                         }
1692                 }
1693                 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1694                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1695                 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1696                         permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1697                 // directional model lighting
1698                 mode = SHADERMODE_LIGHTGRID;
1699                 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1700                         permutation |= SHADERPERMUTATION_GLOW;
1701                 permutation |= SHADERPERMUTATION_DIFFUSE;
1702                 if (t->glosstexture || t->backgroundglosstexture)
1703                         permutation |= SHADERPERMUTATION_SPECULAR;
1704                 if (r_refdef.fogenabled)
1705                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1706                 if (t->colormapping)
1707                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1708                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1709                 {
1710                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1711                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1712
1713                         if (r_shadow_shadowmap2ddepthbuffer)
1714                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
1715                 }
1716                 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1717                         permutation |= SHADERPERMUTATION_REFLECTION;
1718                 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1719                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1720                 if (t->reflectmasktexture)
1721                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
1722                 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1723                 {
1724                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
1725                         if (r_shadow_bouncegrid_state.directional)
1726                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1727                 }
1728                 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1729                 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1730                 // when using alphatocoverage, we don't need alphakill
1731                 if (vid.allowalphatocoverage)
1732                 {
1733                         if (r_transparent_alphatocoverage.integer)
1734                         {
1735                                 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1736                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1737                         }
1738                         else
1739                                 GL_AlphaToCoverage(false);
1740                 }
1741         }
1742         else if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1743         {
1744                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1745                 {
1746                         switch(t->offsetmapping)
1747                         {
1748                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1749                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1750                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1751                         case OFFSETMAPPING_OFF: break;
1752                         }
1753                 }
1754                 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1755                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1756                 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1757                         permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1758                 // directional model lighting
1759                 mode = SHADERMODE_LIGHTDIRECTION;
1760                 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1761                         permutation |= SHADERPERMUTATION_GLOW;
1762                 if (VectorLength2(t->render_modellight_diffuse))
1763                         permutation |= SHADERPERMUTATION_DIFFUSE;
1764                 if (VectorLength2(t->render_modellight_specular) > 0)
1765                         permutation |= SHADERPERMUTATION_SPECULAR;
1766                 if (r_refdef.fogenabled)
1767                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1768                 if (t->colormapping)
1769                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1770                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1771                 {
1772                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1773                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1774
1775                         if (r_shadow_shadowmap2ddepthbuffer)
1776                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
1777                 }
1778                 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1779                         permutation |= SHADERPERMUTATION_REFLECTION;
1780                 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1781                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1782                 if (t->reflectmasktexture)
1783                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
1784                 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1785                 {
1786                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
1787                         if (r_shadow_bouncegrid_state.directional)
1788                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1789                 }
1790                 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1791                 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1792                 // when using alphatocoverage, we don't need alphakill
1793                 if (vid.allowalphatocoverage)
1794                 {
1795                         if (r_transparent_alphatocoverage.integer)
1796                         {
1797                                 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1798                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1799                         }
1800                         else
1801                                 GL_AlphaToCoverage(false);
1802                 }
1803         }
1804         else
1805         {
1806                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1807                 {
1808                         switch(t->offsetmapping)
1809                         {
1810                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1811                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1812                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1813                         case OFFSETMAPPING_OFF: break;
1814                         }
1815                 }
1816                 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1817                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1818                 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1819                         permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1820                 // lightmapped wall
1821                 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1822                         permutation |= SHADERPERMUTATION_GLOW;
1823                 if (r_refdef.fogenabled && !notrippy)
1824                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1825                 if (t->colormapping)
1826                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1827                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1828                 {
1829                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1830                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1831
1832                         if (r_shadow_shadowmap2ddepthbuffer)
1833                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
1834                 }
1835                 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1836                         permutation |= SHADERPERMUTATION_REFLECTION;
1837                 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1838                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1839                 if (t->reflectmasktexture)
1840                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
1841                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1842                 {
1843                         // deluxemapping (light direction texture)
1844                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1845                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1846                         else
1847                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1848                         permutation |= SHADERPERMUTATION_DIFFUSE;
1849                         if (VectorLength2(t->render_lightmap_specular) > 0)
1850                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1851                 }
1852                 else if (r_glsl_deluxemapping.integer >= 2)
1853                 {
1854                         // fake deluxemapping (uniform light direction in tangentspace)
1855                         if (rsurface.uselightmaptexture)
1856                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
1857                         else
1858                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
1859                         permutation |= SHADERPERMUTATION_DIFFUSE;
1860                         if (VectorLength2(t->render_lightmap_specular) > 0)
1861                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1862                 }
1863                 else if (rsurface.uselightmaptexture)
1864                 {
1865                         // ordinary lightmapping (q1bsp, q3bsp)
1866                         mode = SHADERMODE_LIGHTMAP;
1867                 }
1868                 else
1869                 {
1870                         // ordinary vertex coloring (q3bsp)
1871                         mode = SHADERMODE_VERTEXCOLOR;
1872                 }
1873                 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1874                 {
1875                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
1876                         if (r_shadow_bouncegrid_state.directional)
1877                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1878                 }
1879                 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1880                 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1881                 // when using alphatocoverage, we don't need alphakill
1882                 if (vid.allowalphatocoverage)
1883                 {
1884                         if (r_transparent_alphatocoverage.integer)
1885                         {
1886                                 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1887                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1888                         }
1889                         else
1890                                 GL_AlphaToCoverage(false);
1891                 }
1892         }
1893         if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
1894                 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
1895         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA && !notrippy)
1896                 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
1897         switch(vid.renderpath)
1898         {
1899         case RENDERPATH_GL32:
1900         case RENDERPATH_GLES2:
1901                 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);
1902                 RSurf_UploadBuffersForBatch();
1903                 // this has to be after RSurf_PrepareVerticesForBatch
1904                 if (rsurface.batchskeletaltransform3x4buffer)
1905                         permutation |= SHADERPERMUTATION_SKELETAL;
1906                 R_SetupShader_SetPermutationGLSL(mode, permutation);
1907 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1908                 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);
1909 #endif
1910                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
1911                 if (mode == SHADERMODE_LIGHTSOURCE)
1912                 {
1913                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
1914                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1915                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1916                         if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
1917                         if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
1918                         if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
1919         
1920                         // additive passes are only darkened by fog, not tinted
1921                         if (r_glsl_permutation->loc_FogColor >= 0)
1922                                 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1923                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
1924                 }
1925                 else
1926                 {
1927                         if (mode == SHADERMODE_FLATCOLOR)
1928                         {
1929                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
1930                         }
1931                         else if (mode == SHADERMODE_LIGHTGRID)
1932                         {
1933                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
1934                                 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
1935                                 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
1936                                 // other LightGrid uniforms handled below
1937                         }
1938                         else if (mode == SHADERMODE_LIGHTDIRECTION)
1939                         {
1940                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
1941                                 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_modellight_diffuse[0], t->render_modellight_diffuse[1], t->render_modellight_diffuse[2]);
1942                                 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_modellight_specular[0], t->render_modellight_specular[1], t->render_modellight_specular[2]);
1943                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
1944                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
1945                                 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1946                                 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, t->render_modellight_lightdir_local[0], t->render_modellight_lightdir_local[1], t->render_modellight_lightdir_local[2]);
1947                         }
1948                         else
1949                         {
1950                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
1951                                 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
1952                                 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
1953                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
1954                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
1955                         }
1956                         // additive passes are only darkened by fog, not tinted
1957                         if (r_glsl_permutation->loc_FogColor >= 0 && !notrippy)
1958                         {
1959                                 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
1960                                         qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1961                                 else
1962                                         qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1963                         }
1964                         if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * t->refractfactor, r_water_refractdistort.value * t->refractfactor, r_water_reflectdistort.value * t->reflectfactor, r_water_reflectdistort.value * t->reflectfactor);
1965                         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]);
1966                         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]);
1967                         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, t->refractcolor4f[0], t->refractcolor4f[1], t->refractcolor4f[2], t->refractcolor4f[3] * t->currentalpha);
1968                         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, t->reflectcolor4f[0], t->reflectcolor4f[1], t->reflectcolor4f[2], t->reflectcolor4f[3] * t->currentalpha);
1969                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, t->reflectmax - t->reflectmin);
1970                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, t->reflectmin);
1971                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
1972                         if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]);
1973                 }
1974                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
1975                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
1976                 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
1977                 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
1978                 {
1979                         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]);
1980                         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]);
1981                 }
1982                 else
1983                 {
1984                         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]);
1985                         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]);
1986                 }
1987
1988                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2]);
1989                 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, t->currentalpha * ((t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? t->r_water_wateralpha : 1));
1990                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
1991                 if (r_glsl_permutation->loc_Color_Pants >= 0)
1992                 {
1993                         if (t->pantstexture)
1994                                 qglUniform3f(r_glsl_permutation->loc_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]);
1995                         else
1996                                 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1997                 }
1998                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1999                 {
2000                         if (t->shirttexture)
2001                                 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]);
2002                         else
2003                                 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2004                 }
2005                 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]);
2006                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2007                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2008                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2009                 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2010                                 r_glsl_offsetmapping_scale.value*t->offsetscale,
2011                                 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2012                                 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2013                                 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2014                         );
2015                 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);
2016                 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, t->offsetbias);
2017                 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]);
2018                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
2019                 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);}
2020                 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegrid_state.intensity*r_refdef.view.colorscale);
2021                 if (r_glsl_permutation->loc_LightGridMatrix >= 0 && r_refdef.scene.worldmodel)
2022                 {
2023                         float m9f[9];
2024                         Matrix4x4_Concat(&tempmatrix, &r_refdef.scene.worldmodel->brushq3.lightgridworldtotexturematrix, &rsurface.matrix);
2025                         Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);
2026                         qglUniformMatrix4fv(r_glsl_permutation->loc_LightGridMatrix, 1, false, m16f);
2027                         Matrix4x4_Normalize3(&tempmatrix, &rsurface.matrix);
2028                         Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);
2029                         m9f[0] = m16f[0];m9f[1] = m16f[1];m9f[2] = m16f[2];
2030                         m9f[3] = m16f[4];m9f[4] = m16f[5];m9f[5] = m16f[6];
2031                         m9f[6] = m16f[8];m9f[7] = m16f[9];m9f[8] = m16f[10];
2032                         qglUniformMatrix3fv(r_glsl_permutation->loc_LightGridNormalMatrix, 1, false, m9f);
2033                 }
2034
2035                 if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First            , r_texture_white                                     );
2036                 if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second           , r_texture_white                                     );
2037                 if (r_glsl_permutation->tex_Texture_GammaRamps      >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps       , r_texture_gammaramps                                );
2038                 if (r_glsl_permutation->tex_Texture_Normal          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal           , t->nmaptexture                       );
2039                 if (r_glsl_permutation->tex_Texture_Color           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color            , t->basetexture                       );
2040                 if (r_glsl_permutation->tex_Texture_Gloss           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss            , t->glosstexture                      );
2041                 if (r_glsl_permutation->tex_Texture_Glow            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow             , t->glowtexture                       );
2042                 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal  , t->backgroundnmaptexture             );
2043                 if (r_glsl_permutation->tex_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor   , t->backgroundbasetexture             );
2044                 if (r_glsl_permutation->tex_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss   , t->backgroundglosstexture            );
2045                 if (r_glsl_permutation->tex_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow    , t->backgroundglowtexture             );
2046                 if (r_glsl_permutation->tex_Texture_Pants           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants            , t->pantstexture                      );
2047                 if (r_glsl_permutation->tex_Texture_Shirt           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt            , t->shirttexture                      );
2048                 if (r_glsl_permutation->tex_Texture_ReflectMask     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask      , t->reflectmasktexture                );
2049                 if (r_glsl_permutation->tex_Texture_ReflectCube     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube      , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube);
2050                 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture                          );
2051                 if (r_glsl_permutation->tex_Texture_FogMask         >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask          , r_texture_fogattenuation                            );
2052                 if (r_glsl_permutation->tex_Texture_Lightmap        >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap         , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2053                 if (r_glsl_permutation->tex_Texture_Deluxemap       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap        , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2054                 if (r_glsl_permutation->tex_Texture_Attenuation     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation      , r_shadow_attenuationgradienttexture                 );
2055                 if (rsurfacepass == RSURFPASS_BACKGROUND)
2056                 {
2057                         if (r_glsl_permutation->tex_Texture_Refraction  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction        , waterplane->rt_refraction ? waterplane->rt_refraction->colortexture[0] : r_texture_black);
2058                         if (r_glsl_permutation->tex_Texture_First       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First             , waterplane->rt_camera ? waterplane->rt_camera->colortexture[0] : r_texture_black);
2059                         if (r_glsl_permutation->tex_Texture_Reflection  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection        , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
2060                 }
2061                 else
2062                 {
2063                         if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection        , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
2064                 }
2065                 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap   , r_shadow_prepassgeometrynormalmaptexture            );
2066                 if (r_glsl_permutation->tex_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse     , r_shadow_prepasslightingdiffusetexture              );
2067                 if (r_glsl_permutation->tex_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular    , r_shadow_prepasslightingspeculartexture             );
2068                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2069                 {
2070                         if (r_glsl_permutation->tex_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture                           );
2071                         if (rsurface.rtlight)
2072                         {
2073                                 if (r_glsl_permutation->tex_Texture_Cube            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube              , rsurface.rtlight->currentcubemap                    );
2074                                 if (r_glsl_permutation->tex_Texture_CubeProjection  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection    , r_shadow_shadowmapvsdcttexture                      );
2075                         }
2076                 }
2077                 if (r_glsl_permutation->tex_Texture_BounceGrid  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegrid_state.texture);
2078                 if (r_glsl_permutation->tex_Texture_LightGrid   >= 0 && r_refdef.scene.worldmodel) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_LightGrid, r_refdef.scene.worldmodel->brushq3.lightgridtexture);
2079                 CHECKGLERROR
2080                 break;
2081         }
2082 }
2083
2084 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2085 {
2086         // select a permutation of the lighting shader appropriate to this
2087         // combination of texture, entity, light source, and fogging, only use the
2088         // minimum features necessary to avoid wasting rendering time in the
2089         // fragment shader on features that are not being used
2090         uint64_t permutation = 0;
2091         unsigned int mode = 0;
2092         const float *lightcolorbase = rtlight->currentcolor;
2093         float ambientscale = rtlight->ambientscale;
2094         float diffusescale = rtlight->diffusescale;
2095         float specularscale = rtlight->specularscale;
2096         // this is the location of the light in view space
2097         vec3_t viewlightorigin;
2098         // this transforms from view space (camera) to light space (cubemap)
2099         matrix4x4_t viewtolight;
2100         matrix4x4_t lighttoview;
2101         float viewtolight16f[16];
2102         // light source
2103         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2104         if (rtlight->currentcubemap != r_texture_whitecube)
2105                 permutation |= SHADERPERMUTATION_CUBEFILTER;
2106         if (diffusescale > 0)
2107                 permutation |= SHADERPERMUTATION_DIFFUSE;
2108         if (specularscale > 0 && r_shadow_gloss.integer > 0)
2109                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2110         if (r_shadow_usingshadowmap2d)
2111         {
2112                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2113                 if (r_shadow_shadowmapvsdct)
2114                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2115
2116                 if (r_shadow_shadowmap2ddepthbuffer)
2117                         permutation |= SHADERPERMUTATION_DEPTHRGB;
2118         }
2119         if (vid.allowalphatocoverage)
2120                 GL_AlphaToCoverage(false);
2121         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
2122         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
2123         Matrix4x4_Invert_Full(&viewtolight, &lighttoview);
2124         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
2125         switch(vid.renderpath)
2126         {
2127         case RENDERPATH_GL32:
2128         case RENDERPATH_GLES2:
2129                 R_SetupShader_SetPermutationGLSL(mode, permutation);
2130                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3f(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
2131                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
2132                 if (r_glsl_permutation->loc_DeferredColor_Ambient     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
2133                 if (r_glsl_permutation->loc_DeferredColor_Diffuse     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
2134                 if (r_glsl_permutation->loc_DeferredColor_Specular    >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Specular   , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
2135                 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]);
2136                 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]);
2137                 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);
2138                 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]);
2139                 if (r_glsl_permutation->loc_PixelToScreenTexCoord     >= 0) qglUniform2f(       r_glsl_permutation->loc_PixelToScreenTexCoord    , 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
2140
2141                 if (r_glsl_permutation->tex_Texture_Attenuation       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation        , r_shadow_attenuationgradienttexture                 );
2142                 if (r_glsl_permutation->tex_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap    , r_shadow_prepassgeometrynormalmaptexture            );
2143                 if (r_glsl_permutation->tex_Texture_Cube              >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube               , rsurface.rtlight->currentcubemap                    );
2144                 if (r_glsl_permutation->tex_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D        , r_shadow_shadowmap2ddepthtexture                    );
2145                 if (r_glsl_permutation->tex_Texture_CubeProjection    >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection     , r_shadow_shadowmapvsdcttexture                      );
2146                 break;
2147         }
2148 }
2149
2150 #define SKINFRAME_HASH 1024
2151
2152 typedef struct
2153 {
2154         unsigned int loadsequence; // incremented each level change
2155         memexpandablearray_t array;
2156         skinframe_t *hash[SKINFRAME_HASH];
2157 }
2158 r_skinframe_t;
2159 r_skinframe_t r_skinframe;
2160
2161 void R_SkinFrame_PrepareForPurge(void)
2162 {
2163         r_skinframe.loadsequence++;
2164         // wrap it without hitting zero
2165         if (r_skinframe.loadsequence >= 200)
2166                 r_skinframe.loadsequence = 1;
2167 }
2168
2169 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2170 {
2171         if (!skinframe)
2172                 return;
2173         // mark the skinframe as used for the purging code
2174         skinframe->loadsequence = r_skinframe.loadsequence;
2175 }
2176
2177 void R_SkinFrame_PurgeSkinFrame(skinframe_t *s)
2178 {
2179         if (s == NULL)
2180                 return;
2181         if (s->merged == s->base)
2182                 s->merged = NULL;
2183         R_PurgeTexture(s->stain); s->stain = NULL;
2184         R_PurgeTexture(s->merged); s->merged = NULL;
2185         R_PurgeTexture(s->base); s->base = NULL;
2186         R_PurgeTexture(s->pants); s->pants = NULL;
2187         R_PurgeTexture(s->shirt); s->shirt = NULL;
2188         R_PurgeTexture(s->nmap); s->nmap = NULL;
2189         R_PurgeTexture(s->gloss); s->gloss = NULL;
2190         R_PurgeTexture(s->glow); s->glow = NULL;
2191         R_PurgeTexture(s->fog); s->fog = NULL;
2192         R_PurgeTexture(s->reflect); s->reflect = NULL;
2193         s->loadsequence = 0;
2194 }
2195
2196 void R_SkinFrame_Purge(void)
2197 {
2198         int i;
2199         skinframe_t *s;
2200         for (i = 0;i < SKINFRAME_HASH;i++)
2201         {
2202                 for (s = r_skinframe.hash[i];s;s = s->next)
2203                 {
2204                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2205                                 R_SkinFrame_PurgeSkinFrame(s);
2206                 }
2207         }
2208 }
2209
2210 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2211         skinframe_t *item;
2212         char basename[MAX_QPATH];
2213
2214         Image_StripImageExtension(name, basename, sizeof(basename));
2215
2216         if( last == NULL ) {
2217                 int hashindex;
2218                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2219                 item = r_skinframe.hash[hashindex];
2220         } else {
2221                 item = last->next;
2222         }
2223
2224         // linearly search through the hash bucket
2225         for( ; item ; item = item->next ) {
2226                 if( !strcmp( item->basename, basename ) ) {
2227                         return item;
2228                 }
2229         }
2230         return NULL;
2231 }
2232
2233 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qbool add)
2234 {
2235         skinframe_t *item;
2236         int compareflags = textureflags & TEXF_IMPORTANTBITS;
2237         int hashindex;
2238         char basename[MAX_QPATH];
2239
2240         Image_StripImageExtension(name, basename, sizeof(basename));
2241
2242         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2243         for (item = r_skinframe.hash[hashindex];item;item = item->next)
2244                 if (!strcmp(item->basename, basename) &&
2245                         item->textureflags == compareflags &&
2246                         item->comparewidth == comparewidth &&
2247                         item->compareheight == compareheight &&
2248                         item->comparecrc == comparecrc)
2249                         break;
2250
2251         if (!item)
2252         {
2253                 if (!add)
2254                         return NULL;
2255                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2256                 memset(item, 0, sizeof(*item));
2257                 strlcpy(item->basename, basename, sizeof(item->basename));
2258                 item->textureflags = compareflags;
2259                 item->comparewidth = comparewidth;
2260                 item->compareheight = compareheight;
2261                 item->comparecrc = comparecrc;
2262                 item->next = r_skinframe.hash[hashindex];
2263                 r_skinframe.hash[hashindex] = item;
2264         }
2265         else if (textureflags & TEXF_FORCE_RELOAD)
2266                 R_SkinFrame_PurgeSkinFrame(item);
2267
2268         R_SkinFrame_MarkUsed(item);
2269         return item;
2270 }
2271
2272 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2273         { \
2274                 unsigned long long avgcolor[5], wsum; \
2275                 int pix, comp, w; \
2276                 avgcolor[0] = 0; \
2277                 avgcolor[1] = 0; \
2278                 avgcolor[2] = 0; \
2279                 avgcolor[3] = 0; \
2280                 avgcolor[4] = 0; \
2281                 wsum = 0; \
2282                 for(pix = 0; pix < cnt; ++pix) \
2283                 { \
2284                         w = 0; \
2285                         for(comp = 0; comp < 3; ++comp) \
2286                                 w += getpixel; \
2287                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2288                         { \
2289                                 ++wsum; \
2290                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2291                                 w = getpixel; \
2292                                 for(comp = 0; comp < 3; ++comp) \
2293                                         avgcolor[comp] += getpixel * w; \
2294                                 avgcolor[3] += w; \
2295                         } \
2296                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2297                         avgcolor[4] += getpixel; \
2298                 } \
2299                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2300                         avgcolor[3] = 1; \
2301                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2302                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2303                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2304                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2305         }
2306
2307 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qbool complain, qbool fallbacknotexture)
2308 {
2309         skinframe_t *skinframe;
2310
2311         if (cls.state == ca_dedicated)
2312                 return NULL;
2313
2314         // return an existing skinframe if already loaded
2315         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2316         if (skinframe && skinframe->base)
2317                 return skinframe;
2318
2319         // if the skinframe doesn't exist this will create it
2320         return R_SkinFrame_LoadExternal_SkinFrame(skinframe, name, textureflags, complain, fallbacknotexture);
2321 }
2322
2323 extern cvar_t gl_picmip;
2324 skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const char *name, int textureflags, qbool complain, qbool fallbacknotexture)
2325 {
2326         int j;
2327         unsigned char *pixels;
2328         unsigned char *bumppixels;
2329         unsigned char *basepixels = NULL;
2330         int basepixels_width = 0;
2331         int basepixels_height = 0;
2332         rtexture_t *ddsbase = NULL;
2333         qbool ddshasalpha = false;
2334         float ddsavgcolor[4];
2335         char basename[MAX_QPATH];
2336         int miplevel = R_PicmipForFlags(textureflags);
2337         int savemiplevel = miplevel;
2338         int mymiplevel;
2339         char vabuf[1024];
2340
2341         if (cls.state == ca_dedicated)
2342                 return NULL;
2343
2344         Image_StripImageExtension(name, basename, sizeof(basename));
2345
2346         // check for DDS texture file first
2347         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
2348         {
2349                 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
2350                 if (basepixels == NULL && fallbacknotexture)
2351                         basepixels = Image_GenerateNoTexture();
2352                 if (basepixels == NULL)
2353                         return NULL;
2354         }
2355
2356         // FIXME handle miplevel
2357
2358         if (developer_loading.integer)
2359                 Con_Printf("loading skin \"%s\"\n", name);
2360
2361         // we've got some pixels to store, so really allocate this new texture now
2362         if (!skinframe)
2363                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2364         textureflags &= ~TEXF_FORCE_RELOAD;
2365         skinframe->stain = NULL;
2366         skinframe->merged = NULL;
2367         skinframe->base = NULL;
2368         skinframe->pants = NULL;
2369         skinframe->shirt = NULL;
2370         skinframe->nmap = NULL;
2371         skinframe->gloss = NULL;
2372         skinframe->glow = NULL;
2373         skinframe->fog = NULL;
2374         skinframe->reflect = NULL;
2375         skinframe->hasalpha = false;
2376         // we could store the q2animname here too
2377
2378         if (ddsbase)
2379         {
2380                 skinframe->base = ddsbase;
2381                 skinframe->hasalpha = ddshasalpha;
2382                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
2383                 if (r_loadfog && skinframe->hasalpha)
2384                         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);
2385                 //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]);
2386         }
2387         else
2388         {
2389                 basepixels_width = image_width;
2390                 basepixels_height = image_height;
2391                 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);
2392                 if (textureflags & TEXF_ALPHA)
2393                 {
2394                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2395                         {
2396                                 if (basepixels[j] < 255)
2397                                 {
2398                                         skinframe->hasalpha = true;
2399                                         break;
2400                                 }
2401                         }
2402                         if (r_loadfog && skinframe->hasalpha)
2403                         {
2404                                 // has transparent pixels
2405                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2406                                 for (j = 0;j < image_width * image_height * 4;j += 4)
2407                                 {
2408                                         pixels[j+0] = 255;
2409                                         pixels[j+1] = 255;
2410                                         pixels[j+2] = 255;
2411                                         pixels[j+3] = basepixels[j+3];
2412                                 }
2413                                 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);
2414                                 Mem_Free(pixels);
2415                         }
2416                 }
2417                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2418 #ifndef USE_GLES2
2419                 //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]);
2420                 if (r_savedds && skinframe->base)
2421                         R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
2422                 if (r_savedds && skinframe->fog)
2423                         R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2424 #endif
2425         }
2426
2427         if (r_loaddds)
2428         {
2429                 mymiplevel = savemiplevel;
2430                 if (r_loadnormalmap)
2431                         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);
2432                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2433                 if (r_loadgloss)
2434                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2435                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2436                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2437                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2438         }
2439
2440         // _norm is the name used by tenebrae and has been adopted as standard
2441         if (r_loadnormalmap && skinframe->nmap == NULL)
2442         {
2443                 mymiplevel = savemiplevel;
2444                 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2445                 {
2446                         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);
2447                         Mem_Free(pixels);
2448                         pixels = NULL;
2449                 }
2450                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2451                 {
2452                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2453                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2454                         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);
2455                         Mem_Free(pixels);
2456                         Mem_Free(bumppixels);
2457                 }
2458                 else if (r_shadow_bumpscale_basetexture.value > 0)
2459                 {
2460                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2461                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2462                         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);
2463                         Mem_Free(pixels);
2464                 }
2465 #ifndef USE_GLES2
2466                 if (r_savedds && skinframe->nmap)
2467                         R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2468 #endif
2469         }
2470
2471         // _luma is supported only for tenebrae compatibility
2472         // _blend and .blend are supported only for Q3 & QL compatibility, this hack can be removed if better Q3 shader support is implemented
2473         // _glow is the preferred name
2474         mymiplevel = savemiplevel;
2475         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.blend", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_blend", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
2476         {
2477                 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);
2478 #ifndef USE_GLES2
2479                 if (r_savedds && skinframe->glow)
2480                         R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2481 #endif
2482                 Mem_Free(pixels);pixels = NULL;
2483         }
2484
2485         mymiplevel = savemiplevel;
2486         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
2487         {
2488                 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);
2489 #ifndef USE_GLES2
2490                 if (r_savedds && skinframe->gloss)
2491                         R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2492 #endif
2493                 Mem_Free(pixels);
2494                 pixels = NULL;
2495         }
2496
2497         mymiplevel = savemiplevel;
2498         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
2499         {
2500                 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);
2501 #ifndef USE_GLES2
2502                 if (r_savedds && skinframe->pants)
2503                         R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2504 #endif
2505                 Mem_Free(pixels);
2506                 pixels = NULL;
2507         }
2508
2509         mymiplevel = savemiplevel;
2510         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
2511         {
2512                 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);
2513 #ifndef USE_GLES2
2514                 if (r_savedds && skinframe->shirt)
2515                         R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2516 #endif
2517                 Mem_Free(pixels);
2518                 pixels = NULL;
2519         }
2520
2521         mymiplevel = savemiplevel;
2522         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
2523         {
2524                 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);
2525 #ifndef USE_GLES2
2526                 if (r_savedds && skinframe->reflect)
2527                         R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2528 #endif
2529                 Mem_Free(pixels);
2530                 pixels = NULL;
2531         }
2532
2533         if (basepixels)
2534                 Mem_Free(basepixels);
2535
2536         return skinframe;
2537 }
2538
2539 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, int comparewidth, int compareheight, int comparecrc, qbool sRGB)
2540 {
2541         int i;
2542         skinframe_t *skinframe;
2543         char vabuf[1024];
2544
2545         if (cls.state == ca_dedicated)
2546                 return NULL;
2547
2548         // if already loaded just return it, otherwise make a new skinframe
2549         skinframe = R_SkinFrame_Find(name, textureflags, comparewidth, compareheight, comparecrc, true);
2550         if (skinframe->base)
2551                 return skinframe;
2552         textureflags &= ~TEXF_FORCE_RELOAD;
2553
2554         skinframe->stain = NULL;
2555         skinframe->merged = NULL;
2556         skinframe->base = NULL;
2557         skinframe->pants = NULL;
2558         skinframe->shirt = NULL;
2559         skinframe->nmap = NULL;
2560         skinframe->gloss = NULL;
2561         skinframe->glow = NULL;
2562         skinframe->fog = NULL;
2563         skinframe->reflect = NULL;
2564         skinframe->hasalpha = false;
2565
2566         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2567         if (!skindata)
2568                 return NULL;
2569
2570         if (developer_loading.integer)
2571                 Con_Printf("loading 32bit skin \"%s\"\n", name);
2572
2573         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
2574         {
2575                 unsigned char *a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2576                 unsigned char *b = a + width * height * 4;
2577                 Image_HeightmapToNormalmap_BGRA(skindata, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2578                 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);
2579                 Mem_Free(a);
2580         }
2581         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
2582         if (textureflags & TEXF_ALPHA)
2583         {
2584                 for (i = 3;i < width * height * 4;i += 4)
2585                 {
2586                         if (skindata[i] < 255)
2587                         {
2588                                 skinframe->hasalpha = true;
2589                                 break;
2590                         }
2591                 }
2592                 if (r_loadfog && skinframe->hasalpha)
2593                 {
2594                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2595                         memcpy(fogpixels, skindata, width * height * 4);
2596                         for (i = 0;i < width * height * 4;i += 4)
2597                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2598                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
2599                         Mem_Free(fogpixels);
2600                 }
2601         }
2602
2603         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2604         //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]);
2605
2606         return skinframe;
2607 }
2608
2609 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2610 {
2611         int i;
2612         int featuresmask;
2613         skinframe_t *skinframe;
2614
2615         if (cls.state == ca_dedicated)
2616                 return NULL;
2617
2618         // if already loaded just return it, otherwise make a new skinframe
2619         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2620         if (skinframe->base)
2621                 return skinframe;
2622         //textureflags &= ~TEXF_FORCE_RELOAD;
2623
2624         skinframe->stain = NULL;
2625         skinframe->merged = NULL;
2626         skinframe->base = NULL;
2627         skinframe->pants = NULL;
2628         skinframe->shirt = NULL;
2629         skinframe->nmap = NULL;
2630         skinframe->gloss = NULL;
2631         skinframe->glow = NULL;
2632         skinframe->fog = NULL;
2633         skinframe->reflect = NULL;
2634         skinframe->hasalpha = false;
2635
2636         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2637         if (!skindata)
2638                 return NULL;
2639
2640         if (developer_loading.integer)
2641                 Con_Printf("loading quake skin \"%s\"\n", name);
2642
2643         // 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)
2644         skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
2645         memcpy(skinframe->qpixels, skindata, width*height);
2646         skinframe->qwidth = width;
2647         skinframe->qheight = height;
2648
2649         featuresmask = 0;
2650         for (i = 0;i < width * height;i++)
2651                 featuresmask |= palette_featureflags[skindata[i]];
2652
2653         skinframe->hasalpha = false;
2654         // fence textures
2655         if (name[0] == '{')
2656                 skinframe->hasalpha = true;
2657         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
2658         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
2659         skinframe->qgeneratemerged = true;
2660         skinframe->qgeneratebase = skinframe->qhascolormapping;
2661         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
2662
2663         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
2664         //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]);
2665
2666         return skinframe;
2667 }
2668
2669 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qbool colormapped)
2670 {
2671         int width;
2672         int height;
2673         unsigned char *skindata;
2674         char vabuf[1024];
2675
2676         if (!skinframe->qpixels)
2677                 return;
2678
2679         if (!skinframe->qhascolormapping)
2680                 colormapped = false;
2681
2682         if (colormapped)
2683         {
2684                 if (!skinframe->qgeneratebase)
2685                         return;
2686         }
2687         else
2688         {
2689                 if (!skinframe->qgeneratemerged)
2690                         return;
2691         }
2692
2693         width = skinframe->qwidth;
2694         height = skinframe->qheight;
2695         skindata = skinframe->qpixels;
2696
2697         if (skinframe->qgeneratenmap)
2698         {
2699                 unsigned char *a, *b;
2700                 skinframe->qgeneratenmap = false;
2701                 a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2702                 b = a + width * height * 4;
2703                 // use either a custom palette or the quake palette
2704                 Image_Copy8bitBGRA(skindata, a, width * height, palette_bgra_complete);
2705                 Image_HeightmapToNormalmap_BGRA(a, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2706                 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);
2707                 Mem_Free(a);
2708         }
2709
2710         if (skinframe->qgenerateglow)
2711         {
2712                 skinframe->qgenerateglow = false;
2713                 if (skinframe->hasalpha) // fence textures
2714                         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
2715                 else
2716                         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
2717         }
2718
2719         if (colormapped)
2720         {
2721                 skinframe->qgeneratebase = false;
2722                 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);
2723                 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);
2724                 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);
2725         }
2726         else
2727         {
2728                 skinframe->qgeneratemerged = false;
2729                 if (skinframe->hasalpha) // fence textures
2730                         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);
2731                 else
2732                         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);
2733         }
2734
2735         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
2736         {
2737                 Mem_Free(skinframe->qpixels);
2738                 skinframe->qpixels = NULL;
2739         }
2740 }
2741
2742 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)
2743 {
2744         int i;
2745         skinframe_t *skinframe;
2746         char vabuf[1024];
2747
2748         if (cls.state == ca_dedicated)
2749                 return NULL;
2750
2751         // if already loaded just return it, otherwise make a new skinframe
2752         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2753         if (skinframe->base)
2754                 return skinframe;
2755         textureflags &= ~TEXF_FORCE_RELOAD;
2756
2757         skinframe->stain = NULL;
2758         skinframe->merged = NULL;
2759         skinframe->base = NULL;
2760         skinframe->pants = NULL;
2761         skinframe->shirt = NULL;
2762         skinframe->nmap = NULL;
2763         skinframe->gloss = NULL;
2764         skinframe->glow = NULL;
2765         skinframe->fog = NULL;
2766         skinframe->reflect = NULL;
2767         skinframe->hasalpha = false;
2768
2769         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2770         if (!skindata)
2771                 return NULL;
2772
2773         if (developer_loading.integer)
2774                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
2775
2776         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
2777         if ((textureflags & TEXF_ALPHA) && alphapalette)
2778         {
2779                 for (i = 0;i < width * height;i++)
2780                 {
2781                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
2782                         {
2783                                 skinframe->hasalpha = true;
2784                                 break;
2785                         }
2786                 }
2787                 if (r_loadfog && skinframe->hasalpha)
2788                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
2789         }
2790
2791         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2792         //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]);
2793
2794         return skinframe;
2795 }
2796
2797 skinframe_t *R_SkinFrame_LoadMissing(void)
2798 {
2799         skinframe_t *skinframe;
2800
2801         if (cls.state == ca_dedicated)
2802                 return NULL;
2803
2804         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
2805         skinframe->stain = NULL;
2806         skinframe->merged = NULL;
2807         skinframe->base = NULL;
2808         skinframe->pants = NULL;
2809         skinframe->shirt = NULL;
2810         skinframe->nmap = NULL;
2811         skinframe->gloss = NULL;
2812         skinframe->glow = NULL;
2813         skinframe->fog = NULL;
2814         skinframe->reflect = NULL;
2815         skinframe->hasalpha = false;
2816
2817         skinframe->avgcolor[0] = rand() / RAND_MAX;
2818         skinframe->avgcolor[1] = rand() / RAND_MAX;
2819         skinframe->avgcolor[2] = rand() / RAND_MAX;
2820         skinframe->avgcolor[3] = 1;
2821
2822         return skinframe;
2823 }
2824
2825 skinframe_t *R_SkinFrame_LoadNoTexture(void)
2826 {
2827         if (cls.state == ca_dedicated)
2828                 return NULL;
2829
2830         return R_SkinFrame_LoadInternalBGRA("notexture", TEXF_FORCENEAREST, Image_GenerateNoTexture(), 16, 16, 0, 0, 0, false);
2831 }
2832
2833 skinframe_t *R_SkinFrame_LoadInternalUsingTexture(const char *name, int textureflags, rtexture_t *tex, int width, int height, qbool sRGB)
2834 {
2835         skinframe_t *skinframe;
2836         if (cls.state == ca_dedicated)
2837                 return NULL;
2838         // if already loaded just return it, otherwise make a new skinframe
2839         skinframe = R_SkinFrame_Find(name, textureflags, width, height, 0, true);
2840         if (skinframe->base)
2841                 return skinframe;
2842         textureflags &= ~TEXF_FORCE_RELOAD;
2843         skinframe->stain = NULL;
2844         skinframe->merged = NULL;
2845         skinframe->base = NULL;
2846         skinframe->pants = NULL;
2847         skinframe->shirt = NULL;
2848         skinframe->nmap = NULL;
2849         skinframe->gloss = NULL;
2850         skinframe->glow = NULL;
2851         skinframe->fog = NULL;
2852         skinframe->reflect = NULL;
2853         skinframe->hasalpha = (textureflags & TEXF_ALPHA) != 0;
2854         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2855         if (!tex)
2856                 return NULL;
2857         if (developer_loading.integer)
2858                 Con_Printf("loading 32bit skin \"%s\"\n", name);
2859         skinframe->base = skinframe->merged = tex;
2860         Vector4Set(skinframe->avgcolor, 1, 1, 1, 1); // bogus placeholder
2861         return skinframe;
2862 }
2863
2864 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2865 typedef struct suffixinfo_s
2866 {
2867         const char *suffix;
2868         qbool flipx, flipy, flipdiagonal;
2869 }
2870 suffixinfo_t;
2871 static suffixinfo_t suffix[3][6] =
2872 {
2873         {
2874                 {"px",   false, false, false},
2875                 {"nx",   false, false, false},
2876                 {"py",   false, false, false},
2877                 {"ny",   false, false, false},
2878                 {"pz",   false, false, false},
2879                 {"nz",   false, false, false}
2880         },
2881         {
2882                 {"posx", false, false, false},
2883                 {"negx", false, false, false},
2884                 {"posy", false, false, false},
2885                 {"negy", false, false, false},
2886                 {"posz", false, false, false},
2887                 {"negz", false, false, false}
2888         },
2889         {
2890                 {"rt",    true, false,  true},
2891                 {"lf",   false,  true,  true},
2892                 {"ft",    true,  true, false},
2893                 {"bk",   false, false, false},
2894                 {"up",    true, false,  true},
2895                 {"dn",    true, false,  true}
2896         }
2897 };
2898
2899 static int componentorder[4] = {0, 1, 2, 3};
2900
2901 static rtexture_t *R_LoadCubemap(const char *basename)
2902 {
2903         int i, j, cubemapsize, forcefilter;
2904         unsigned char *cubemappixels, *image_buffer;
2905         rtexture_t *cubemaptexture;
2906         char name[256];
2907
2908         // HACK: if the cubemap name starts with a !, the cubemap is nearest-filtered
2909         forcefilter = TEXF_FORCELINEAR;
2910         if (basename && basename[0] == '!')
2911         {
2912                 basename++;
2913                 forcefilter = TEXF_FORCENEAREST;
2914         }
2915         // must start 0 so the first loadimagepixels has no requested width/height
2916         cubemapsize = 0;
2917         cubemappixels = NULL;
2918         cubemaptexture = NULL;
2919         // keep trying different suffix groups (posx, px, rt) until one loads
2920         for (j = 0;j < 3 && !cubemappixels;j++)
2921         {
2922                 // load the 6 images in the suffix group
2923                 for (i = 0;i < 6;i++)
2924                 {
2925                         // generate an image name based on the base and and suffix
2926                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2927                         // load it
2928                         if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
2929                         {
2930                                 // an image loaded, make sure width and height are equal
2931                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
2932                                 {
2933                                         // if this is the first image to load successfully, allocate the cubemap memory
2934                                         if (!cubemappixels && image_width >= 1)
2935                                         {
2936                                                 cubemapsize = image_width;
2937                                                 // note this clears to black, so unavailable sides are black
2938                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2939                                         }
2940                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2941                                         if (cubemappixels)
2942                                                 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);
2943                                 }
2944                                 else
2945                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2946                                 // free the image
2947                                 Mem_Free(image_buffer);
2948                         }
2949                 }
2950         }
2951         // if a cubemap loaded, upload it
2952         if (cubemappixels)
2953         {
2954                 if (developer_loading.integer)
2955                         Con_Printf("loading cubemap \"%s\"\n", basename);
2956
2957                 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) | forcefilter | TEXF_CLAMP, -1, NULL);
2958                 Mem_Free(cubemappixels);
2959         }
2960         else
2961         {
2962                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
2963                 if (developer_loading.integer)
2964                 {
2965                         Con_Printf("(tried tried images ");
2966                         for (j = 0;j < 3;j++)
2967                                 for (i = 0;i < 6;i++)
2968                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
2969                         Con_Print(" and was unable to find any of them).\n");
2970                 }
2971         }
2972         return cubemaptexture;
2973 }
2974
2975 rtexture_t *R_GetCubemap(const char *basename)
2976 {
2977         int i;
2978         for (i = 0;i < r_texture_numcubemaps;i++)
2979                 if (r_texture_cubemaps[i] != NULL)
2980                         if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
2981                                 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
2982         if (i >= MAX_CUBEMAPS || !r_main_mempool)
2983                 return r_texture_whitecube;
2984         r_texture_numcubemaps++;
2985         r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
2986         strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
2987         r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
2988         return r_texture_cubemaps[i]->texture;
2989 }
2990
2991 static void R_Main_FreeViewCache(void)
2992 {
2993         if (r_refdef.viewcache.entityvisible)
2994                 Mem_Free(r_refdef.viewcache.entityvisible);
2995         if (r_refdef.viewcache.world_pvsbits)
2996                 Mem_Free(r_refdef.viewcache.world_pvsbits);
2997         if (r_refdef.viewcache.world_leafvisible)
2998                 Mem_Free(r_refdef.viewcache.world_leafvisible);
2999         if (r_refdef.viewcache.world_surfacevisible)
3000                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3001         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3002 }
3003
3004 static void R_Main_ResizeViewCache(void)
3005 {
3006         int numentities = r_refdef.scene.numentities;
3007         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3008         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3009         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3010         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3011         if (r_refdef.viewcache.maxentities < numentities)
3012         {
3013                 r_refdef.viewcache.maxentities = numentities;
3014                 if (r_refdef.viewcache.entityvisible)
3015                         Mem_Free(r_refdef.viewcache.entityvisible);
3016                 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3017         }
3018         if (r_refdef.viewcache.world_numclusters != numclusters)
3019         {
3020                 r_refdef.viewcache.world_numclusters = numclusters;
3021                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3022                 if (r_refdef.viewcache.world_pvsbits)
3023                         Mem_Free(r_refdef.viewcache.world_pvsbits);
3024                 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3025         }
3026         if (r_refdef.viewcache.world_numleafs != numleafs)
3027         {
3028                 r_refdef.viewcache.world_numleafs = numleafs;
3029                 if (r_refdef.viewcache.world_leafvisible)
3030                         Mem_Free(r_refdef.viewcache.world_leafvisible);
3031                 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3032         }
3033         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3034         {
3035                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3036                 if (r_refdef.viewcache.world_surfacevisible)
3037                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
3038                 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3039         }
3040 }
3041
3042 extern rtexture_t *loadingscreentexture;
3043 static void gl_main_start(void)
3044 {
3045         loadingscreentexture = NULL;
3046         r_texture_blanknormalmap = NULL;
3047         r_texture_white = NULL;
3048         r_texture_grey128 = NULL;
3049         r_texture_black = NULL;
3050         r_texture_whitecube = NULL;
3051         r_texture_normalizationcube = NULL;
3052         r_texture_fogattenuation = NULL;
3053         r_texture_fogheighttexture = NULL;
3054         r_texture_gammaramps = NULL;
3055         r_texture_numcubemaps = 0;
3056         r_uniformbufferalignment = 32;
3057
3058         r_loaddds = r_texture_dds_load.integer != 0;
3059         r_savedds = vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3060
3061         switch(vid.renderpath)
3062         {
3063         case RENDERPATH_GL32:
3064         case RENDERPATH_GLES2:
3065                 Cvar_SetValueQuick(&r_textureunits, MAX_TEXTUREUNITS);
3066                 Cvar_SetValueQuick(&gl_combine, 1);
3067                 Cvar_SetValueQuick(&r_glsl, 1);
3068                 r_loadnormalmap = true;
3069                 r_loadgloss = true;
3070                 r_loadfog = false;
3071 #ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
3072                 qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
3073 #endif
3074                 break;
3075         }
3076
3077         R_AnimCache_Free();
3078         R_FrameData_Reset();
3079         R_BufferData_Reset();
3080
3081         r_numqueries = 0;
3082         r_maxqueries = 0;
3083         memset(r_queries, 0, sizeof(r_queries));
3084
3085         r_qwskincache = NULL;
3086         r_qwskincache_size = 0;
3087
3088         // due to caching of texture_t references, the collision cache must be reset
3089         Collision_Cache_Reset(true);
3090
3091         // set up r_skinframe loading system for textures
3092         memset(&r_skinframe, 0, sizeof(r_skinframe));
3093         r_skinframe.loadsequence = 1;
3094         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
3095
3096         r_main_texturepool = R_AllocTexturePool();
3097         R_BuildBlankTextures();
3098         R_BuildNoTexture();
3099         R_BuildWhiteCube();
3100 #ifndef USE_GLES2
3101         R_BuildNormalizationCube();
3102 #endif //USE_GLES2
3103         r_texture_fogattenuation = NULL;
3104         r_texture_fogheighttexture = NULL;
3105         r_texture_gammaramps = NULL;
3106         //r_texture_fogintensity = NULL;
3107         memset(&r_fb, 0, sizeof(r_fb));
3108         Mem_ExpandableArray_NewArray(&r_fb.rendertargets, r_main_mempool, sizeof(r_rendertarget_t), 128);
3109         r_glsl_permutation = NULL;
3110         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3111         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
3112         memset(&r_svbsp, 0, sizeof (r_svbsp));
3113
3114         memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
3115         r_texture_numcubemaps = 0;
3116
3117         r_refdef.fogmasktable_density = 0;
3118
3119 #ifdef __ANDROID__
3120         // For Steelstorm Android
3121         // FIXME CACHE the program and reload
3122         // FIXME see possible combinations for SS:BR android
3123         Con_DPrintf("Compiling most used shaders for SS:BR android... START\n");
3124         R_SetupShader_SetPermutationGLSL(0, 12);
3125         R_SetupShader_SetPermutationGLSL(0, 13);
3126         R_SetupShader_SetPermutationGLSL(0, 8388621);
3127         R_SetupShader_SetPermutationGLSL(3, 0);
3128         R_SetupShader_SetPermutationGLSL(3, 2048);
3129         R_SetupShader_SetPermutationGLSL(5, 0);
3130         R_SetupShader_SetPermutationGLSL(5, 2);
3131         R_SetupShader_SetPermutationGLSL(5, 2048);
3132         R_SetupShader_SetPermutationGLSL(5, 8388608);
3133         R_SetupShader_SetPermutationGLSL(11, 1);
3134         R_SetupShader_SetPermutationGLSL(11, 2049);
3135         R_SetupShader_SetPermutationGLSL(11, 8193);
3136         R_SetupShader_SetPermutationGLSL(11, 10241);
3137         Con_DPrintf("Compiling most used shaders for SS:BR android... END\n");
3138 #endif
3139 }
3140
3141 extern unsigned int r_shadow_occlusion_buf;
3142
3143 static void gl_main_shutdown(void)
3144 {
3145         R_RenderTarget_FreeUnused(true);
3146         Mem_ExpandableArray_FreeArray(&r_fb.rendertargets);
3147         R_AnimCache_Free();
3148         R_FrameData_Reset();
3149         R_BufferData_Reset();
3150
3151         R_Main_FreeViewCache();
3152
3153         switch(vid.renderpath)
3154         {
3155         case RENDERPATH_GL32:
3156         case RENDERPATH_GLES2:
3157 #if defined(GL_SAMPLES_PASSED) && !defined(USE_GLES2)
3158                 if (r_maxqueries)
3159                         qglDeleteQueries(r_maxqueries, r_queries);
3160 #endif
3161                 break;
3162         }
3163         r_shadow_occlusion_buf = 0;
3164         r_numqueries = 0;
3165         r_maxqueries = 0;
3166         memset(r_queries, 0, sizeof(r_queries));
3167
3168         r_qwskincache = NULL;
3169         r_qwskincache_size = 0;
3170
3171         // clear out the r_skinframe state
3172         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
3173         memset(&r_skinframe, 0, sizeof(r_skinframe));
3174
3175         if (r_svbsp.nodes)
3176                 Mem_Free(r_svbsp.nodes);
3177         memset(&r_svbsp, 0, sizeof (r_svbsp));
3178         R_FreeTexturePool(&r_main_texturepool);
3179         loadingscreentexture = NULL;
3180         r_texture_blanknormalmap = NULL;
3181         r_texture_white = NULL;
3182         r_texture_grey128 = NULL;
3183         r_texture_black = NULL;
3184         r_texture_whitecube = NULL;
3185         r_texture_normalizationcube = NULL;
3186         r_texture_fogattenuation = NULL;
3187         r_texture_fogheighttexture = NULL;
3188         r_texture_gammaramps = NULL;
3189         r_texture_numcubemaps = 0;
3190         //r_texture_fogintensity = NULL;
3191         memset(&r_fb, 0, sizeof(r_fb));
3192         R_GLSL_Restart_f(&cmd_client);
3193
3194         r_glsl_permutation = NULL;
3195         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3196         Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
3197 }
3198
3199 static void gl_main_newmap(void)
3200 {
3201         // FIXME: move this code to client
3202         char *entities, entname[MAX_QPATH];
3203         if (r_qwskincache)
3204                 Mem_Free(r_qwskincache);
3205         r_qwskincache = NULL;
3206         r_qwskincache_size = 0;
3207         if (cl.worldmodel)
3208         {
3209                 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
3210                 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
3211                 {
3212                         CL_ParseEntityLump(entities);
3213                         Mem_Free(entities);
3214                         return;
3215                 }
3216                 if (cl.worldmodel->brush.entities)
3217                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
3218         }
3219         R_Main_FreeViewCache();
3220
3221         R_FrameData_Reset();
3222         R_BufferData_Reset();
3223 }
3224
3225 void GL_Main_Init(void)
3226 {
3227         int i;
3228         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
3229         R_InitShaderModeInfo();
3230
3231         Cmd_AddCommand(CF_CLIENT, "r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
3232         Cmd_AddCommand(CF_CLIENT, "r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
3233         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
3234         if (gamemode == GAME_NEHAHRA)
3235         {
3236                 Cvar_RegisterVariable (&gl_fogenable);
3237                 Cvar_RegisterVariable (&gl_fogdensity);
3238                 Cvar_RegisterVariable (&gl_fogred);
3239                 Cvar_RegisterVariable (&gl_foggreen);
3240                 Cvar_RegisterVariable (&gl_fogblue);
3241                 Cvar_RegisterVariable (&gl_fogstart);
3242                 Cvar_RegisterVariable (&gl_fogend);
3243                 Cvar_RegisterVariable (&gl_skyclip);
3244         }
3245         Cvar_RegisterVariable(&r_motionblur);
3246         Cvar_RegisterVariable(&r_damageblur);
3247         Cvar_RegisterVariable(&r_motionblur_averaging);
3248         Cvar_RegisterVariable(&r_motionblur_randomize);
3249         Cvar_RegisterVariable(&r_motionblur_minblur);
3250         Cvar_RegisterVariable(&r_motionblur_maxblur);
3251         Cvar_RegisterVariable(&r_motionblur_velocityfactor);
3252         Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
3253         Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
3254         Cvar_RegisterVariable(&r_motionblur_mousefactor);
3255         Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
3256         Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
3257         Cvar_RegisterVariable(&r_depthfirst);
3258         Cvar_RegisterVariable(&r_useinfinitefarclip);
3259         Cvar_RegisterVariable(&r_farclip_base);
3260         Cvar_RegisterVariable(&r_farclip_world);
3261         Cvar_RegisterVariable(&r_nearclip);
3262         Cvar_RegisterVariable(&r_deformvertexes);
3263         Cvar_RegisterVariable(&r_transparent);
3264         Cvar_RegisterVariable(&r_transparent_alphatocoverage);
3265         Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
3266         Cvar_RegisterVariable(&r_transparent_useplanardistance);
3267         Cvar_RegisterVariable(&r_showoverdraw);
3268         Cvar_RegisterVariable(&r_showbboxes);
3269         Cvar_RegisterVariable(&r_showbboxes_client);
3270         Cvar_RegisterVariable(&r_showsurfaces);
3271         Cvar_RegisterVariable(&r_showtris);
3272         Cvar_RegisterVariable(&r_shownormals);
3273         Cvar_RegisterVariable(&r_showlighting);
3274         Cvar_RegisterVariable(&r_showcollisionbrushes);
3275         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
3276         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
3277         Cvar_RegisterVariable(&r_showdisabledepthtest);
3278         Cvar_RegisterVariable(&r_showspriteedges);
3279         Cvar_RegisterVariable(&r_showparticleedges);
3280         Cvar_RegisterVariable(&r_drawportals);
3281         Cvar_RegisterVariable(&r_drawentities);
3282         Cvar_RegisterVariable(&r_draw2d);
3283         Cvar_RegisterVariable(&r_drawworld);
3284         Cvar_RegisterVariable(&r_cullentities_trace);
3285         Cvar_RegisterVariable(&r_cullentities_trace_entityocclusion);
3286         Cvar_RegisterVariable(&r_cullentities_trace_samples);
3287         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
3288         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
3289         Cvar_RegisterVariable(&r_cullentities_trace_expand);
3290         Cvar_RegisterVariable(&r_cullentities_trace_pad);
3291         Cvar_RegisterVariable(&r_cullentities_trace_delay);
3292         Cvar_RegisterVariable(&r_cullentities_trace_eyejitter);
3293         Cvar_RegisterVariable(&r_sortentities);
3294         Cvar_RegisterVariable(&r_drawviewmodel);
3295         Cvar_RegisterVariable(&r_drawexteriormodel);
3296         Cvar_RegisterVariable(&r_speeds);
3297         Cvar_RegisterVariable(&r_fullbrights);
3298         Cvar_RegisterVariable(&r_wateralpha);
3299         Cvar_RegisterVariable(&r_dynamic);
3300         Cvar_RegisterVariable(&r_fullbright_directed);
3301         Cvar_RegisterVariable(&r_fullbright_directed_ambient);
3302         Cvar_RegisterVariable(&r_fullbright_directed_diffuse);
3303         Cvar_RegisterVariable(&r_fullbright_directed_pitch);
3304         Cvar_RegisterVariable(&r_fullbright_directed_pitch_relative);
3305         Cvar_RegisterVariable(&r_fullbright);
3306         Cvar_RegisterVariable(&r_shadows);
3307         Cvar_RegisterVariable(&r_shadows_darken);
3308         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
3309         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
3310         Cvar_RegisterVariable(&r_shadows_throwdistance);
3311         Cvar_RegisterVariable(&r_shadows_throwdirection);
3312         Cvar_RegisterVariable(&r_shadows_focus);
3313         Cvar_RegisterVariable(&r_shadows_shadowmapscale);
3314         Cvar_RegisterVariable(&r_shadows_shadowmapbias);
3315         Cvar_RegisterVariable(&r_q1bsp_skymasking);
3316         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
3317         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
3318         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
3319         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
3320         Cvar_RegisterVariable(&r_fog_exp2);
3321         Cvar_RegisterVariable(&r_fog_clear);
3322         Cvar_RegisterVariable(&r_drawfog);
3323         Cvar_RegisterVariable(&r_transparentdepthmasking);
3324         Cvar_RegisterVariable(&r_transparent_sortmindist);
3325         Cvar_RegisterVariable(&r_transparent_sortmaxdist);
3326         Cvar_RegisterVariable(&r_transparent_sortarraysize);
3327         Cvar_RegisterVariable(&r_texture_dds_load);
3328         Cvar_RegisterVariable(&r_texture_dds_save);
3329         Cvar_RegisterVariable(&r_textureunits);
3330         Cvar_RegisterVariable(&gl_combine);
3331         Cvar_RegisterVariable(&r_usedepthtextures);
3332         Cvar_RegisterVariable(&r_viewfbo);
3333         Cvar_RegisterVariable(&r_rendertarget_debug);
3334         Cvar_RegisterVariable(&r_viewscale);
3335         Cvar_RegisterVariable(&r_viewscale_fpsscaling);
3336         Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
3337         Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
3338         Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
3339         Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
3340         Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
3341         Cvar_RegisterVariable(&r_glsl);
3342         Cvar_RegisterVariable(&r_glsl_deluxemapping);
3343         Cvar_RegisterVariable(&r_glsl_offsetmapping);
3344         Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
3345         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
3346         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
3347         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
3348         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
3349         Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
3350         Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
3351         Cvar_RegisterVariable(&r_glsl_postprocess);
3352         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
3353         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
3354         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
3355         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
3356         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
3357         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
3358         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
3359         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
3360         Cvar_RegisterVariable(&r_celshading);
3361         Cvar_RegisterVariable(&r_celoutlines);
3362
3363         Cvar_RegisterVariable(&r_water);
3364         Cvar_RegisterVariable(&r_water_cameraentitiesonly);
3365         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
3366         Cvar_RegisterVariable(&r_water_clippingplanebias);
3367         Cvar_RegisterVariable(&r_water_refractdistort);
3368         Cvar_RegisterVariable(&r_water_reflectdistort);
3369         Cvar_RegisterVariable(&r_water_scissormode);
3370         Cvar_RegisterVariable(&r_water_lowquality);
3371         Cvar_RegisterVariable(&r_water_hideplayer);
3372
3373         Cvar_RegisterVariable(&r_lerpsprites);
3374         Cvar_RegisterVariable(&r_lerpmodels);
3375         Cvar_RegisterVariable(&r_nolerp_list);
3376         Cvar_RegisterVariable(&r_lerplightstyles);
3377         Cvar_RegisterVariable(&r_waterscroll);
3378         Cvar_RegisterVariable(&r_bloom);
3379         Cvar_RegisterVariable(&r_colorfringe);
3380         Cvar_RegisterVariable(&r_bloom_colorscale);
3381         Cvar_RegisterVariable(&r_bloom_brighten);
3382         Cvar_RegisterVariable(&r_bloom_blur);
3383         Cvar_RegisterVariable(&r_bloom_resolution);
3384         Cvar_RegisterVariable(&r_bloom_colorexponent);
3385         Cvar_RegisterVariable(&r_bloom_colorsubtract);
3386         Cvar_RegisterVariable(&r_bloom_scenebrightness);
3387         Cvar_RegisterVariable(&r_hdr_scenebrightness);
3388         Cvar_RegisterVariable(&r_hdr_glowintensity);
3389         Cvar_RegisterVariable(&r_hdr_irisadaptation);
3390         Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
3391         Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
3392         Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
3393         Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
3394         Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
3395         Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
3396         Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
3397         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
3398         Cvar_RegisterVariable(&developer_texturelogging);
3399         Cvar_RegisterVariable(&gl_lightmaps);
3400         Cvar_RegisterVariable(&r_test);
3401         Cvar_RegisterVariable(&r_batch_multidraw);
3402         Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
3403         Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
3404         Cvar_RegisterVariable(&r_glsl_skeletal);
3405         Cvar_RegisterVariable(&r_glsl_saturation);
3406         Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
3407         Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
3408         Cvar_RegisterVariable(&r_framedatasize);
3409         for (i = 0;i < R_BUFFERDATA_COUNT;i++)
3410                 Cvar_RegisterVariable(&r_buffermegs[i]);
3411         Cvar_RegisterVariable(&r_batch_dynamicbuffer);
3412         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
3413                 Cvar_SetValue(&cvars_all, "r_fullbrights", 0);
3414 #ifdef DP_MOBILETOUCH
3415         // GLES devices have terrible depth precision in general, so...
3416         Cvar_SetValueQuick(&r_nearclip, 4);
3417         Cvar_SetValueQuick(&r_farclip_base, 4096);
3418         Cvar_SetValueQuick(&r_farclip_world, 0);
3419         Cvar_SetValueQuick(&r_useinfinitefarclip, 0);
3420 #endif
3421         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
3422 }
3423
3424 void Render_Init(void)
3425 {
3426         gl_backend_init();
3427         R_Textures_Init();
3428         GL_Main_Init();
3429         Font_Init();
3430         GL_Draw_Init();
3431         R_Shadow_Init();
3432         R_Sky_Init();
3433         GL_Surf_Init();
3434         Sbar_Init();
3435         R_Particles_Init();
3436         R_Explosion_Init();
3437         R_LightningBeams_Init();
3438         Mod_RenderInit();
3439 }
3440
3441 int R_CullBox(const vec3_t mins, const vec3_t maxs)
3442 {
3443         int i;
3444         mplane_t *p;
3445         if (r_trippy.integer)
3446                 return false;
3447         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3448         {
3449                 p = r_refdef.view.frustum + i;
3450                 switch(p->signbits)
3451                 {
3452                 default:
3453                 case 0:
3454                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3455                                 return true;
3456                         break;
3457                 case 1:
3458                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3459                                 return true;
3460                         break;
3461                 case 2:
3462                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3463                                 return true;
3464                         break;
3465                 case 3:
3466                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3467                                 return true;
3468                         break;
3469                 case 4:
3470                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3471                                 return true;
3472                         break;
3473                 case 5:
3474                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3475                                 return true;
3476                         break;
3477                 case 6:
3478                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3479                                 return true;
3480                         break;
3481                 case 7:
3482                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3483                                 return true;
3484                         break;
3485                 }
3486         }
3487         return false;
3488 }
3489
3490 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3491 {
3492         int i;
3493         const mplane_t *p;
3494         if (r_trippy.integer)
3495                 return false;
3496         for (i = 0;i < numplanes;i++)
3497         {
3498                 p = planes + i;
3499                 switch(p->signbits)
3500                 {
3501                 default:
3502                 case 0:
3503                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3504                                 return true;
3505                         break;
3506                 case 1:
3507                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3508                                 return true;
3509                         break;
3510                 case 2:
3511                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3512                                 return true;
3513                         break;
3514                 case 3:
3515                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3516                                 return true;
3517                         break;
3518                 case 4:
3519                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3520                                 return true;
3521                         break;
3522                 case 5:
3523                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3524                                 return true;
3525                         break;
3526                 case 6:
3527                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3528                                 return true;
3529                         break;
3530                 case 7:
3531                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3532                                 return true;
3533                         break;
3534                 }
3535         }
3536         return false;
3537 }
3538
3539 //==================================================================================
3540
3541 // LadyHavoc: this stores temporary data used within the same frame
3542
3543 typedef struct r_framedata_mem_s
3544 {
3545         struct r_framedata_mem_s *purge; // older mem block to free on next frame
3546         size_t size; // how much usable space
3547         size_t current; // how much space in use
3548         size_t mark; // last "mark" location, temporary memory can be freed by returning to this
3549         size_t wantedsize; // how much space was allocated
3550         unsigned char *data; // start of real data (16byte aligned)
3551 }
3552 r_framedata_mem_t;
3553
3554 static r_framedata_mem_t *r_framedata_mem;
3555
3556 void R_FrameData_Reset(void)
3557 {
3558         while (r_framedata_mem)
3559         {
3560                 r_framedata_mem_t *next = r_framedata_mem->purge;
3561                 Mem_Free(r_framedata_mem);
3562                 r_framedata_mem = next;
3563         }
3564 }
3565
3566 static void R_FrameData_Resize(qbool mustgrow)
3567 {
3568         size_t wantedsize;
3569         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
3570         wantedsize = bound(65536, wantedsize, 1000*1024*1024);
3571         if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
3572         {
3573                 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
3574                 newmem->wantedsize = wantedsize;
3575                 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
3576                 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
3577                 newmem->current = 0;
3578                 newmem->mark = 0;
3579                 newmem->purge = r_framedata_mem;
3580                 r_framedata_mem = newmem;
3581         }
3582 }
3583
3584 void R_FrameData_NewFrame(void)
3585 {
3586         R_FrameData_Resize(false);
3587         if (!r_framedata_mem)
3588                 return;
3589         // if we ran out of space on the last frame, free the old memory now
3590         while (r_framedata_mem->purge)
3591         {
3592                 // repeatedly remove the second item in the list, leaving only head
3593                 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
3594                 Mem_Free(r_framedata_mem->purge);
3595                 r_framedata_mem->purge = next;
3596         }
3597         // reset the current mem pointer
3598         r_framedata_mem->current = 0;
3599         r_framedata_mem->mark = 0;
3600 }
3601
3602 void *R_FrameData_Alloc(size_t size)
3603 {
3604         void *data;
3605         float newvalue;
3606
3607         // align to 16 byte boundary - the data pointer is already aligned, so we
3608         // only need to ensure the size of every allocation is also aligned
3609         size = (size + 15) & ~15;
3610
3611         while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
3612         {
3613                 // emergency - we ran out of space, allocate more memory
3614                 // note: this has no upper-bound, we'll fail to allocate memory eventually and just die
3615                 newvalue = r_framedatasize.value * 2.0f;
3616                 // upper bound based on architecture - if we try to allocate more than this we could overflow, better to loop until we error out on allocation failure
3617                 if (sizeof(size_t) >= 8)
3618                         newvalue = bound(0.25f, newvalue, (float)(1ll << 42));
3619                 else
3620                         newvalue = bound(0.25f, newvalue, (float)(1 << 10));
3621                 // this might not be a growing it, but we'll allocate another buffer every time
3622                 Cvar_SetValueQuick(&r_framedatasize, newvalue);
3623                 R_FrameData_Resize(true);
3624         }
3625
3626         data = r_framedata_mem->data + r_framedata_mem->current;
3627         r_framedata_mem->current += size;
3628
3629         // count the usage for stats
3630         r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
3631         r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
3632
3633         return (void *)data;
3634 }
3635
3636 void *R_FrameData_Store(size_t size, void *data)
3637 {
3638         void *d = R_FrameData_Alloc(size);
3639         if (d && data)
3640                 memcpy(d, data, size);
3641         return d;
3642 }
3643
3644 void R_FrameData_SetMark(void)
3645 {
3646         if (!r_framedata_mem)
3647                 return;
3648         r_framedata_mem->mark = r_framedata_mem->current;
3649 }
3650
3651 void R_FrameData_ReturnToMark(void)
3652 {
3653         if (!r_framedata_mem)
3654                 return;
3655         r_framedata_mem->current = r_framedata_mem->mark;
3656 }
3657
3658 //==================================================================================
3659
3660 // avoid reusing the same buffer objects on consecutive frames
3661 #define R_BUFFERDATA_CYCLE 3
3662
3663 typedef struct r_bufferdata_buffer_s
3664 {
3665         struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
3666         size_t size; // how much usable space
3667         size_t current; // how much space in use
3668         r_meshbuffer_t *buffer; // the buffer itself
3669 }
3670 r_bufferdata_buffer_t;
3671
3672 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
3673 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
3674
3675 /// frees all dynamic buffers
3676 void R_BufferData_Reset(void)
3677 {
3678         int cycle, type;
3679         r_bufferdata_buffer_t **p, *mem;
3680         for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
3681         {
3682                 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3683                 {
3684                         // free all buffers
3685                         p = &r_bufferdata_buffer[cycle][type];
3686                         while (*p)
3687                         {
3688                                 mem = *p;
3689                                 *p = (*p)->purge;
3690                                 if (mem->buffer)
3691                                         R_Mesh_DestroyMeshBuffer(mem->buffer);
3692                                 Mem_Free(mem);
3693                         }
3694                 }
3695         }
3696 }
3697
3698 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
3699 static void R_BufferData_Resize(r_bufferdata_type_t type, qbool mustgrow, size_t minsize)
3700 {
3701         r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3702         size_t size;
3703         float newvalue = r_buffermegs[type].value;
3704
3705         // increase the cvar if we have to (but only if we already have a mem)
3706         if (mustgrow && mem)
3707                 newvalue *= 2.0f;
3708         newvalue = bound(0.25f, newvalue, 256.0f);
3709         while (newvalue * 1024*1024 < minsize)
3710                 newvalue *= 2.0f;
3711
3712         // clamp the cvar to valid range
3713         newvalue = bound(0.25f, newvalue, 256.0f);
3714         if (r_buffermegs[type].value != newvalue)
3715                 Cvar_SetValueQuick(&r_buffermegs[type], newvalue);
3716
3717         // calculate size in bytes
3718         size = (size_t)(newvalue * 1024*1024);
3719         size = bound(131072, size, 256*1024*1024);
3720
3721         // allocate a new buffer if the size is different (purge old one later)
3722         // or if we were told we must grow the buffer
3723         if (!mem || mem->size != size || mustgrow)
3724         {
3725                 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
3726                 mem->size = size;
3727                 mem->current = 0;
3728                 if (type == R_BUFFERDATA_VERTEX)
3729                         mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
3730                 else if (type == R_BUFFERDATA_INDEX16)
3731                         mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
3732                 else if (type == R_BUFFERDATA_INDEX32)
3733                         mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
3734                 else if (type == R_BUFFERDATA_UNIFORM)
3735                         mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
3736                 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
3737                 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
3738         }
3739 }
3740
3741 void R_BufferData_NewFrame(void)
3742 {
3743         int type;
3744         r_bufferdata_buffer_t **p, *mem;
3745         // cycle to the next frame's buffers
3746         r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
3747         // if we ran out of space on the last time we used these buffers, free the old memory now
3748         for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3749         {
3750                 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
3751                 {
3752                         R_BufferData_Resize((r_bufferdata_type_t)type, false, 131072);
3753                         // free all but the head buffer, this is how we recycle obsolete
3754                         // buffers after they are no longer in use
3755                         p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
3756                         while (*p)
3757                         {
3758                                 mem = *p;
3759                                 *p = (*p)->purge;
3760                                 if (mem->buffer)
3761                                         R_Mesh_DestroyMeshBuffer(mem->buffer);
3762                                 Mem_Free(mem);
3763                         }
3764                         // reset the current offset
3765                         r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
3766                 }
3767         }
3768 }
3769
3770 r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
3771 {
3772         r_bufferdata_buffer_t *mem;
3773         int offset = 0;
3774         int padsize;
3775
3776         *returnbufferoffset = 0;
3777
3778         // align size to a byte boundary appropriate for the buffer type, this
3779         // makes all allocations have aligned start offsets
3780         if (type == R_BUFFERDATA_UNIFORM)
3781                 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
3782         else
3783                 padsize = (datasize + 15) & ~15;
3784
3785         // if we ran out of space in this buffer we must allocate a new one
3786         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)
3787                 R_BufferData_Resize(type, true, padsize);
3788
3789         // if the resize did not give us enough memory, fail
3790         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)
3791                 Sys_Error("R_BufferData_Store: failed to create a new buffer of sufficient size\n");
3792
3793         mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3794         offset = (int)mem->current;
3795         mem->current += padsize;
3796
3797         // upload the data to the buffer at the chosen offset
3798         if (offset == 0)
3799                 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
3800         R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
3801
3802         // count the usage for stats
3803         r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
3804         r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
3805
3806         // return the buffer offset
3807         *returnbufferoffset = offset;
3808
3809         return mem->buffer;
3810 }
3811
3812 //==================================================================================
3813
3814 // LadyHavoc: animcache originally written by Echon, rewritten since then
3815
3816 /**
3817  * Animation cache prevents re-generating mesh data for an animated model
3818  * multiple times in one frame for lighting, shadowing, reflections, etc.
3819  */
3820
3821 void R_AnimCache_Free(void)
3822 {
3823 }
3824
3825 void R_AnimCache_ClearCache(void)
3826 {
3827         int i;
3828         entity_render_t *ent;
3829
3830         for (i = 0;i < r_refdef.scene.numentities;i++)
3831         {
3832                 ent = r_refdef.scene.entities[i];
3833                 ent->animcache_vertex3f = NULL;
3834                 ent->animcache_vertex3f_vertexbuffer = NULL;
3835                 ent->animcache_vertex3f_bufferoffset = 0;
3836                 ent->animcache_normal3f = NULL;
3837                 ent->animcache_normal3f_vertexbuffer = NULL;
3838                 ent->animcache_normal3f_bufferoffset = 0;
3839                 ent->animcache_svector3f = NULL;
3840                 ent->animcache_svector3f_vertexbuffer = NULL;
3841                 ent->animcache_svector3f_bufferoffset = 0;
3842                 ent->animcache_tvector3f = NULL;
3843                 ent->animcache_tvector3f_vertexbuffer = NULL;
3844                 ent->animcache_tvector3f_bufferoffset = 0;
3845                 ent->animcache_skeletaltransform3x4 = NULL;
3846                 ent->animcache_skeletaltransform3x4buffer = NULL;
3847                 ent->animcache_skeletaltransform3x4offset = 0;
3848                 ent->animcache_skeletaltransform3x4size = 0;
3849         }
3850 }
3851
3852 qbool R_AnimCache_GetEntity(entity_render_t *ent, qbool wantnormals, qbool wanttangents)
3853 {
3854         model_t *model = ent->model;
3855         int numvertices;
3856
3857         // see if this ent is worth caching
3858         if (!model || !model->Draw || !model->AnimateVertices)
3859                 return false;
3860         // nothing to cache if it contains no animations and has no skeleton
3861         if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
3862                 return false;
3863         // see if it is already cached for gpuskeletal
3864         if (ent->animcache_skeletaltransform3x4)
3865                 return false;
3866         // see if it is already cached as a mesh
3867         if (ent->animcache_vertex3f)
3868         {
3869                 // check if we need to add normals or tangents
3870                 if (ent->animcache_normal3f)
3871                         wantnormals = false;
3872                 if (ent->animcache_svector3f)
3873                         wanttangents = false;
3874                 if (!wantnormals && !wanttangents)
3875                         return false;
3876         }
3877
3878         // check which kind of cache we need to generate
3879         if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
3880         {
3881                 // cache the skeleton so the vertex shader can use it
3882                 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
3883                 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
3884                 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
3885                 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
3886                 Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4); 
3887                 // note: this can fail if the buffer is at the grow limit
3888                 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
3889                 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset);
3890         }
3891         else if (ent->animcache_vertex3f)
3892         {
3893                 // mesh was already cached but we may need to add normals/tangents
3894                 // (this only happens with multiple views, reflections, cameras, etc)
3895                 if (wantnormals || wanttangents)
3896                 {
3897                         numvertices = model->surfmesh.num_vertices;
3898                         if (wantnormals)
3899                                 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3900                         if (wanttangents)
3901                         {
3902                                 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3903                                 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3904                         }
3905                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
3906                         r_refdef.stats[r_stat_animcache_shade_count] += 1;
3907                         r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3908                         r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3909                 }
3910         }
3911         else
3912         {
3913                 // generate mesh cache
3914                 numvertices = model->surfmesh.num_vertices;
3915                 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3916                 if (wantnormals)
3917                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3918                 if (wanttangents)
3919                 {
3920                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3921                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3922                 }
3923                 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
3924                 if (wantnormals || wanttangents)
3925                 {
3926                         r_refdef.stats[r_stat_animcache_shade_count] += 1;
3927                         r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3928                         r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3929                 }
3930                 r_refdef.stats[r_stat_animcache_shape_count] += 1;
3931                 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
3932                 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
3933         }
3934         return true;
3935 }
3936
3937 void R_AnimCache_CacheVisibleEntities(void)
3938 {
3939         int i;
3940
3941         // TODO: thread this
3942         // NOTE: R_PrepareRTLights() also caches entities
3943
3944         for (i = 0;i < r_refdef.scene.numentities;i++)
3945                 if (r_refdef.viewcache.entityvisible[i])
3946                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], true, true);
3947 }
3948
3949 //==================================================================================
3950
3951 qbool R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec_t entboxexpand, vec_t pad, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
3952 {
3953         long unsigned int i;
3954         int j;
3955         vec3_t eyemins, eyemaxs;
3956         vec3_t boxmins, boxmaxs;
3957         vec3_t padmins, padmaxs;
3958         vec3_t start;
3959         vec3_t end;
3960         model_t *model = r_refdef.scene.worldmodel;
3961         static vec3_t positions[] = {
3962                 { 0.5f, 0.5f, 0.5f },
3963                 { 0.0f, 0.0f, 0.0f },
3964                 { 0.0f, 0.0f, 1.0f },
3965                 { 0.0f, 1.0f, 0.0f },
3966                 { 0.0f, 1.0f, 1.0f },
3967                 { 1.0f, 0.0f, 0.0f },
3968                 { 1.0f, 0.0f, 1.0f },
3969                 { 1.0f, 1.0f, 0.0f },
3970                 { 1.0f, 1.0f, 1.0f },
3971         };
3972
3973         // sample count can be set to -1 to skip this logic, for flicker-prone objects
3974         if (numsamples < 0)
3975                 return true;
3976
3977         // view origin is not used for culling in portal/reflection/refraction renders or isometric views
3978         if (!r_refdef.view.usevieworiginculling)
3979                 return true;
3980
3981         if (!r_cullentities_trace_entityocclusion.integer && (!model || !model->brush.TraceLineOfSight))
3982                 return true;
3983
3984         // expand the eye box a little
3985         eyemins[0] = eye[0] - eyejitter;
3986         eyemaxs[0] = eye[0] + eyejitter;
3987         eyemins[1] = eye[1] - eyejitter;
3988         eyemaxs[1] = eye[1] + eyejitter;
3989         eyemins[2] = eye[2] - eyejitter;
3990         eyemaxs[2] = eye[2] + eyejitter;
3991         // expand the box a little
3992         boxmins[0] = (entboxenlarge + 1) * entboxmins[0] - entboxenlarge * entboxmaxs[0] - entboxexpand;
3993         boxmaxs[0] = (entboxenlarge + 1) * entboxmaxs[0] - entboxenlarge * entboxmins[0] + entboxexpand;
3994         boxmins[1] = (entboxenlarge + 1) * entboxmins[1] - entboxenlarge * entboxmaxs[1] - entboxexpand;
3995         boxmaxs[1] = (entboxenlarge + 1) * entboxmaxs[1] - entboxenlarge * entboxmins[1] + entboxexpand;
3996         boxmins[2] = (entboxenlarge + 1) * entboxmins[2] - entboxenlarge * entboxmaxs[2] - entboxexpand;
3997         boxmaxs[2] = (entboxenlarge + 1) * entboxmaxs[2] - entboxenlarge * entboxmins[2] + entboxexpand;
3998         // make an even larger box for the acceptable area
3999         padmins[0] = boxmins[0] - pad;
4000         padmaxs[0] = boxmaxs[0] + pad;
4001         padmins[1] = boxmins[1] - pad;
4002         padmaxs[1] = boxmaxs[1] + pad;
4003         padmins[2] = boxmins[2] - pad;
4004         padmaxs[2] = boxmaxs[2] + pad;
4005
4006         // return true if eye overlaps enlarged box
4007         if (BoxesOverlap(boxmins, boxmaxs, eyemins, eyemaxs))
4008                 return true;
4009
4010         // try specific positions in the box first - note that these can be cached
4011         if (r_cullentities_trace_entityocclusion.integer)
4012         {
4013                 for (i = 0; i < sizeof(positions) / sizeof(positions[0]); i++)
4014                 {
4015                         trace_t trace;
4016                         VectorCopy(eye, start);
4017                         end[0] = boxmins[0] + (boxmaxs[0] - boxmins[0]) * positions[i][0];
4018                         end[1] = boxmins[1] + (boxmaxs[1] - boxmins[1]) * positions[i][1];
4019                         end[2] = boxmins[2] + (boxmaxs[2] - boxmins[2]) * positions[i][2];
4020                         //trace_t trace = CL_TraceLine(start, end, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, MATERIALFLAGMASK_TRANSLUCENT, 0.0f, true, false, NULL, true, true);
4021                         trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
4022                         // not picky - if the trace ended anywhere in the box we're good
4023                         if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
4024                                 return true;
4025                 }
4026         }
4027         else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
4028                 return true;
4029
4030         // try various random positions
4031         for (j = 0; j < numsamples; j++)
4032         {
4033                 VectorSet(start, lhrandom(eyemins[0], eyemaxs[0]), lhrandom(eyemins[1], eyemaxs[1]), lhrandom(eyemins[2], eyemaxs[2]));
4034                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4035                 if (r_cullentities_trace_entityocclusion.integer)
4036                 {
4037                         trace_t trace = CL_TraceLine(start, end, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, MATERIALFLAGMASK_TRANSLUCENT, 0.0f, true, false, NULL, true, true);
4038                         // not picky - if the trace ended anywhere in the box we're good
4039                         if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
4040                                 return true;
4041                 }
4042                 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
4043                         return true;
4044         }
4045
4046         return false;
4047 }
4048
4049
4050 static void R_View_UpdateEntityVisible (void)
4051 {
4052         int i;
4053         int renderimask;
4054         int samples;
4055         entity_render_t *ent;
4056
4057         if (r_refdef.envmap || r_fb.water.hideplayer)
4058                 renderimask = RENDER_EXTERIORMODEL | RENDER_VIEWMODEL;
4059         else if (chase_active.integer || r_fb.water.renderingscene)
4060                 renderimask = RENDER_VIEWMODEL;
4061         else
4062                 renderimask = RENDER_EXTERIORMODEL;
4063         if (!r_drawviewmodel.integer)
4064                 renderimask |= RENDER_VIEWMODEL;
4065         if (!r_drawexteriormodel.integer)
4066                 renderimask |= RENDER_EXTERIORMODEL;
4067         memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4068         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4069         {
4070                 // worldmodel can check visibility
4071                 for (i = 0;i < r_refdef.scene.numentities;i++)
4072                 {
4073                         ent = r_refdef.scene.entities[i];
4074                         if (!(ent->flags & renderimask))
4075                         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)))
4076                         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))
4077                                 r_refdef.viewcache.entityvisible[i] = true;
4078                 }
4079         }
4080         else
4081         {
4082                 // no worldmodel or it can't check visibility
4083                 for (i = 0;i < r_refdef.scene.numentities;i++)
4084                 {
4085                         ent = r_refdef.scene.entities[i];
4086                         if (!(ent->flags & renderimask))
4087                         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)))
4088                                 r_refdef.viewcache.entityvisible[i] = true;
4089                 }
4090         }
4091         if (r_cullentities_trace.integer)
4092         {
4093                 for (i = 0;i < r_refdef.scene.numentities;i++)
4094                 {
4095                         if (!r_refdef.viewcache.entityvisible[i])
4096                                 continue;
4097                         ent = r_refdef.scene.entities[i];
4098                         if (!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4099                         {
4100                                 samples = ent->last_trace_visibility == 0 ? r_cullentities_trace_tempentitysamples.integer : r_cullentities_trace_samples.integer;
4101                                 if (R_CanSeeBox(samples, r_cullentities_trace_eyejitter.value, r_cullentities_trace_enlarge.value, r_cullentities_trace_expand.value, r_cullentities_trace_pad.value, r_refdef.view.origin, ent->mins, ent->maxs))
4102                                         ent->last_trace_visibility = host.realtime;
4103                                 if (ent->last_trace_visibility < host.realtime - r_cullentities_trace_delay.value)
4104                                         r_refdef.viewcache.entityvisible[i] = 0;
4105                         }
4106                 }
4107         }
4108 }
4109
4110 /// only used if skyrendermasked, and normally returns false
4111 static int R_DrawBrushModelsSky (void)
4112 {
4113         int i, sky;
4114         entity_render_t *ent;
4115
4116         sky = false;
4117         for (i = 0;i < r_refdef.scene.numentities;i++)
4118         {
4119                 if (!r_refdef.viewcache.entityvisible[i])
4120                         continue;
4121                 ent = r_refdef.scene.entities[i];
4122                 if (!ent->model || !ent->model->DrawSky)
4123                         continue;
4124                 ent->model->DrawSky(ent);
4125                 sky = true;
4126         }
4127         return sky;
4128 }
4129
4130 static void R_DrawNoModel(entity_render_t *ent);
4131 static void R_DrawModels(void)
4132 {
4133         int i;
4134         entity_render_t *ent;
4135
4136         for (i = 0;i < r_refdef.scene.numentities;i++)
4137         {
4138                 if (!r_refdef.viewcache.entityvisible[i])
4139                         continue;
4140                 ent = r_refdef.scene.entities[i];
4141                 r_refdef.stats[r_stat_entities]++;
4142
4143                 if (ent->model && ent->model->Draw != NULL)
4144                         ent->model->Draw(ent);
4145                 else
4146                         R_DrawNoModel(ent);
4147         }
4148 }
4149
4150 static void R_DrawModelsDepth(void)
4151 {
4152         int i;
4153         entity_render_t *ent;
4154
4155         for (i = 0;i < r_refdef.scene.numentities;i++)
4156         {
4157                 if (!r_refdef.viewcache.entityvisible[i])
4158                         continue;
4159                 ent = r_refdef.scene.entities[i];
4160                 if (ent->model && ent->model->DrawDepth != NULL)
4161                         ent->model->DrawDepth(ent);
4162         }
4163 }
4164
4165 static void R_DrawModelsDebug(void)
4166 {
4167         int i;
4168         entity_render_t *ent;
4169
4170         for (i = 0;i < r_refdef.scene.numentities;i++)
4171         {
4172                 if (!r_refdef.viewcache.entityvisible[i])
4173                         continue;
4174                 ent = r_refdef.scene.entities[i];
4175                 if (ent->model && ent->model->DrawDebug != NULL)
4176                         ent->model->DrawDebug(ent);
4177         }
4178 }
4179
4180 static void R_DrawModelsAddWaterPlanes(void)
4181 {
4182         int i;
4183         entity_render_t *ent;
4184
4185         for (i = 0;i < r_refdef.scene.numentities;i++)
4186         {
4187                 if (!r_refdef.viewcache.entityvisible[i])
4188                         continue;
4189                 ent = r_refdef.scene.entities[i];
4190                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
4191                         ent->model->DrawAddWaterPlanes(ent);
4192         }
4193 }
4194
4195 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}};
4196
4197 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
4198 {
4199         if (r_hdr_irisadaptation.integer)
4200         {
4201                 vec3_t p;
4202                 vec3_t ambient;
4203                 vec3_t diffuse;
4204                 vec3_t diffusenormal;
4205                 vec3_t forward;
4206                 vec_t brightness = 0.0f;
4207                 vec_t goal;
4208                 vec_t current;
4209                 vec_t d;
4210                 int c;
4211                 VectorCopy(r_refdef.view.forward, forward);
4212                 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
4213                 {
4214                         p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
4215                         p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
4216                         p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
4217                         R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
4218                         d = DotProduct(forward, diffusenormal);
4219                         brightness += VectorLength(ambient);
4220                         if (d > 0)
4221                                 brightness += d * VectorLength(diffuse);
4222                 }
4223                 brightness *= 1.0f / c;
4224                 brightness += 0.00001f; // make sure it's never zero
4225                 goal = r_hdr_irisadaptation_multiplier.value / brightness;
4226                 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
4227                 current = r_hdr_irisadaptation_value.value;
4228                 if (current < goal)
4229                         current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
4230                 else if (current > goal)
4231                         current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
4232                 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
4233                         Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
4234         }
4235         else if (r_hdr_irisadaptation_value.value != 1.0f)
4236                 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
4237 }
4238
4239 extern cvar_t r_lockvisibility;
4240 extern cvar_t r_lockpvs;
4241
4242 static void R_View_SetFrustum(const int *scissor)
4243 {
4244         int i;
4245         double fpx = +1, fnx = -1, fpy = +1, fny = -1;
4246         vec3_t forward, left, up, origin, v;
4247         if(r_lockvisibility.integer || r_lockpvs.integer)
4248                 return;
4249         if(scissor)
4250         {
4251                 // flipped x coordinates (because x points left here)
4252                 fpx =  1.0 - 2.0 * (scissor[0]              - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4253                 fnx =  1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4254                 // non-flipped y coordinates
4255                 fny = -1.0 + 2.0 * (scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4256                 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4257         }
4258
4259         // we can't trust r_refdef.view.forward and friends in reflected scenes
4260         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
4261
4262 #if 0
4263         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
4264         r_refdef.view.frustum[0].normal[1] = 0 - 0;
4265         r_refdef.view.frustum[0].normal[2] = -1 - 0;
4266         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
4267         r_refdef.view.frustum[1].normal[1] = 0 + 0;
4268         r_refdef.view.frustum[1].normal[2] = -1 + 0;
4269         r_refdef.view.frustum[2].normal[0] = 0 - 0;
4270         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
4271         r_refdef.view.frustum[2].normal[2] = -1 - 0;
4272         r_refdef.view.frustum[3].normal[0] = 0 + 0;
4273         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
4274         r_refdef.view.frustum[3].normal[2] = -1 + 0;
4275 #endif
4276
4277 #if 0
4278         zNear = r_refdef.nearclip;
4279         nudge = 1.0 - 1.0 / (1<<23);
4280         r_refdef.view.frustum[4].normal[0] = 0 - 0;
4281         r_refdef.view.frustum[4].normal[1] = 0 - 0;
4282         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
4283         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
4284         r_refdef.view.frustum[5].normal[0] = 0 + 0;
4285         r_refdef.view.frustum[5].normal[1] = 0 + 0;
4286         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
4287         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
4288 #endif
4289
4290
4291
4292 #if 0
4293         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
4294         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
4295         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
4296         r_refdef.view.frustum[0].dist = m[15] - m[12];
4297
4298         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
4299         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
4300         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
4301         r_refdef.view.frustum[1].dist = m[15] + m[12];
4302
4303         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
4304         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
4305         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
4306         r_refdef.view.frustum[2].dist = m[15] - m[13];
4307
4308         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
4309         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
4310         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
4311         r_refdef.view.frustum[3].dist = m[15] + m[13];
4312
4313         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
4314         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
4315         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
4316         r_refdef.view.frustum[4].dist = m[15] - m[14];
4317
4318         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
4319         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
4320         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
4321         r_refdef.view.frustum[5].dist = m[15] + m[14];
4322 #endif
4323
4324         if (r_refdef.view.useperspective)
4325         {
4326                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
4327                 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]);
4328                 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]);
4329                 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]);
4330                 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]);
4331
4332                 // then the normals from the corners relative to origin
4333                 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
4334                 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
4335                 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
4336                 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
4337
4338                 // in a NORMAL view, forward cross left == up
4339                 // in a REFLECTED view, forward cross left == down
4340                 // so our cross products above need to be adjusted for a left handed coordinate system
4341                 CrossProduct(forward, left, v);
4342                 if(DotProduct(v, up) < 0)
4343                 {
4344                         VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
4345                         VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
4346                         VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
4347                         VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
4348                 }
4349
4350                 // Leaving those out was a mistake, those were in the old code, and they
4351                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
4352                 // I couldn't reproduce it after adding those normalizations. --blub
4353                 VectorNormalize(r_refdef.view.frustum[0].normal);
4354                 VectorNormalize(r_refdef.view.frustum[1].normal);
4355                 VectorNormalize(r_refdef.view.frustum[2].normal);
4356                 VectorNormalize(r_refdef.view.frustum[3].normal);
4357
4358                 // make the corners absolute
4359                 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
4360                 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
4361                 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
4362                 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
4363
4364                 // one more normal
4365                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
4366
4367                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
4368                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
4369                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
4370                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
4371                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
4372         }
4373         else
4374         {
4375                 VectorScale(left, -1.0f, r_refdef.view.frustum[0].normal);
4376                 VectorScale(left,  1.0f, r_refdef.view.frustum[1].normal);
4377                 VectorScale(up, -1.0f, r_refdef.view.frustum[2].normal);
4378                 VectorScale(up,  1.0f, r_refdef.view.frustum[3].normal);
4379                 VectorScale(forward, -1.0f, r_refdef.view.frustum[4].normal);
4380                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) - r_refdef.view.ortho_x;
4381                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) - r_refdef.view.ortho_x;
4382                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) - r_refdef.view.ortho_y;
4383                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) - r_refdef.view.ortho_y;
4384                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) - r_refdef.farclip;
4385         }
4386         r_refdef.view.numfrustumplanes = 5;
4387
4388         if (r_refdef.view.useclipplane)
4389         {
4390                 r_refdef.view.numfrustumplanes = 6;
4391                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
4392         }
4393
4394         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4395                 PlaneClassify(r_refdef.view.frustum + i);
4396
4397         // LadyHavoc: note to all quake engine coders, Quake had a special case
4398         // for 90 degrees which assumed a square view (wrong), so I removed it,
4399         // Quake2 has it disabled as well.
4400
4401         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
4402         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
4403         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
4404         //PlaneClassify(&frustum[0]);
4405
4406         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
4407         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
4408         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
4409         //PlaneClassify(&frustum[1]);
4410
4411         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
4412         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
4413         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
4414         //PlaneClassify(&frustum[2]);
4415
4416         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
4417         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
4418         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
4419         //PlaneClassify(&frustum[3]);
4420
4421         // nearclip plane
4422         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
4423         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
4424         //PlaneClassify(&frustum[4]);
4425 }
4426
4427 static void R_View_UpdateWithScissor(const int *myscissor)
4428 {
4429         R_Main_ResizeViewCache();
4430         R_View_SetFrustum(myscissor);
4431         R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4432         R_View_UpdateEntityVisible();
4433 }
4434
4435 static void R_View_Update(void)
4436 {
4437         R_Main_ResizeViewCache();
4438         R_View_SetFrustum(NULL);
4439         R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4440         R_View_UpdateEntityVisible();
4441 }
4442
4443 float viewscalefpsadjusted = 1.0f;
4444
4445 void R_SetupView(qbool allowwaterclippingplane, int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4446 {
4447         const float *customclipplane = NULL;
4448         float plane[4];
4449         int /*rtwidth,*/ rtheight;
4450         if (r_refdef.view.useclipplane && allowwaterclippingplane)
4451         {
4452                 // LadyHavoc: couldn't figure out how to make this approach work the same in DPSOFTRAST
4453                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
4454                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
4455                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
4456                         dist = r_refdef.view.clipplane.dist;
4457                 plane[0] = r_refdef.view.clipplane.normal[0];
4458                 plane[1] = r_refdef.view.clipplane.normal[1];
4459                 plane[2] = r_refdef.view.clipplane.normal[2];
4460                 plane[3] = -dist;
4461                 customclipplane = plane;
4462         }
4463
4464         //rtwidth = viewfbo ? R_TextureWidth(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.width;
4465         rtheight = viewfbo ? R_TextureHeight(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.height;
4466
4467         if (!r_refdef.view.useperspective)
4468                 R_Viewport_InitOrtho3D(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
4469         else if (vid.stencil && r_useinfinitefarclip.integer)
4470                 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
4471         else
4472                 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
4473         R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4474         R_SetViewport(&r_refdef.view.viewport);
4475 }
4476
4477 void R_EntityMatrix(const matrix4x4_t *matrix)
4478 {
4479         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
4480         {
4481                 gl_modelmatrixchanged = false;
4482                 gl_modelmatrix = *matrix;
4483                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
4484                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
4485                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
4486                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
4487                 CHECKGLERROR
4488                 switch(vid.renderpath)
4489                 {
4490                 case RENDERPATH_GL32:
4491                 case RENDERPATH_GLES2:
4492                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
4493                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
4494                         break;
4495                 }
4496         }
4497 }
4498
4499 void R_ResetViewRendering2D_Common(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight, float x2, float y2)
4500 {
4501         r_viewport_t viewport;
4502
4503         CHECKGLERROR
4504
4505         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
4506         R_Viewport_InitOrtho(&viewport, &identitymatrix, viewx, vid.height - viewheight - viewy, viewwidth, viewheight, 0, 0, x2, y2, -10, 100, NULL);
4507         R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4508         R_SetViewport(&viewport);
4509         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
4510         GL_Color(1, 1, 1, 1);
4511         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4512         GL_BlendFunc(GL_ONE, GL_ZERO);
4513         GL_ScissorTest(false);
4514         GL_DepthMask(false);
4515         GL_DepthRange(0, 1);
4516         GL_DepthTest(false);
4517         GL_DepthFunc(GL_LEQUAL);
4518         R_EntityMatrix(&identitymatrix);
4519         R_Mesh_ResetTextureState();
4520         GL_PolygonOffset(0, 0);
4521         switch(vid.renderpath)
4522         {
4523         case RENDERPATH_GL32:
4524         case RENDERPATH_GLES2:
4525                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4526                 break;
4527         }
4528         GL_CullFace(GL_NONE);
4529
4530         CHECKGLERROR
4531 }
4532
4533 void R_ResetViewRendering2D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4534 {
4535         R_ResetViewRendering2D_Common(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight, 1.0f, 1.0f);
4536 }
4537
4538 void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4539 {
4540         R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
4541         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4542         GL_Color(1, 1, 1, 1);
4543         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4544         GL_BlendFunc(GL_ONE, GL_ZERO);
4545         GL_ScissorTest(true);
4546         GL_DepthMask(true);
4547         GL_DepthRange(0, 1);
4548         GL_DepthTest(true);
4549         GL_DepthFunc(GL_LEQUAL);
4550         R_EntityMatrix(&identitymatrix);
4551         R_Mesh_ResetTextureState();
4552         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4553         switch(vid.renderpath)
4554         {
4555         case RENDERPATH_GL32:
4556         case RENDERPATH_GLES2:
4557                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4558                 break;
4559         }
4560         GL_CullFace(r_refdef.view.cullface_back);
4561 }
4562
4563 /*
4564 ================
4565 R_RenderView_UpdateViewVectors
4566 ================
4567 */
4568 void R_RenderView_UpdateViewVectors(void)
4569 {
4570         // break apart the view matrix into vectors for various purposes
4571         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4572         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4573         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4574         VectorNegate(r_refdef.view.left, r_refdef.view.right);
4575         // make an inverted copy of the view matrix for tracking sprites
4576         Matrix4x4_Invert_Full(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4577 }
4578
4579 void R_RenderTarget_FreeUnused(qbool force)
4580 {
4581         unsigned int i, j, end;
4582         end = (unsigned int)Mem_ExpandableArray_IndexRange(&r_fb.rendertargets); // checked
4583         for (i = 0; i < end; i++)
4584         {
4585                 r_rendertarget_t *r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4586                 // free resources for rendertargets that have not been used for a while
4587                 // (note: this check is run after the frame render, so any targets used
4588                 // this frame will not be affected even at low framerates)
4589                 if (r && (host.realtime - r->lastusetime > 0.2 || force))
4590                 {
4591                         if (r->fbo)
4592                                 R_Mesh_DestroyFramebufferObject(r->fbo);
4593                         for (j = 0; j < sizeof(r->colortexture) / sizeof(r->colortexture[0]); j++)
4594                                 if (r->colortexture[j])
4595                                         R_FreeTexture(r->colortexture[j]);
4596                         if (r->depthtexture)
4597                                 R_FreeTexture(r->depthtexture);
4598                         Mem_ExpandableArray_FreeRecord(&r_fb.rendertargets, r);
4599                 }
4600         }
4601 }
4602
4603 static void R_CalcTexCoordsForView(float x, float y, float w, float h, float tw, float th, float *texcoord2f)
4604 {
4605         float iw = 1.0f / tw, ih = 1.0f / th, x1, y1, x2, y2;
4606         x1 = x * iw;
4607         x2 = (x + w) * iw;
4608         y1 = (th - y) * ih;
4609         y2 = (th - y - h) * ih;
4610         texcoord2f[0] = x1;
4611         texcoord2f[2] = x2;
4612         texcoord2f[4] = x2;
4613         texcoord2f[6] = x1;
4614         texcoord2f[1] = y1;
4615         texcoord2f[3] = y1;
4616         texcoord2f[5] = y2;
4617         texcoord2f[7] = y2;
4618 }
4619
4620 r_rendertarget_t *R_RenderTarget_Get(int texturewidth, int textureheight, textype_t depthtextype, qbool depthisrenderbuffer, textype_t colortextype0, textype_t colortextype1, textype_t colortextype2, textype_t colortextype3)
4621 {
4622         unsigned int i, j, end;
4623         r_rendertarget_t *r = NULL;
4624         char vabuf[256];
4625         // first try to reuse an existing slot if possible
4626         end = (unsigned int)Mem_ExpandableArray_IndexRange(&r_fb.rendertargets); // checked
4627         for (i = 0; i < end; i++)
4628         {
4629                 r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4630                 if (r && r->lastusetime != host.realtime && r->texturewidth == texturewidth && r->textureheight == textureheight && r->depthtextype == depthtextype && r->colortextype[0] == colortextype0 && r->colortextype[1] == colortextype1 && r->colortextype[2] == colortextype2 && r->colortextype[3] == colortextype3)
4631                         break;
4632         }
4633         if (i == end)
4634         {
4635                 // no unused exact match found, so we have to make one in the first unused slot
4636                 r = (r_rendertarget_t *)Mem_ExpandableArray_AllocRecord(&r_fb.rendertargets);
4637                 r->texturewidth = texturewidth;
4638                 r->textureheight = textureheight;
4639                 r->colortextype[0] = colortextype0;
4640                 r->colortextype[1] = colortextype1;
4641                 r->colortextype[2] = colortextype2;
4642                 r->colortextype[3] = colortextype3;
4643                 r->depthtextype = depthtextype;
4644                 r->depthisrenderbuffer = depthisrenderbuffer;
4645                 for (j = 0; j < 4; j++)
4646                         if (r->colortextype[j])
4647                                 r->colortexture[j] = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_%i_type%i", i, j, (int)r->colortextype[j]), r->texturewidth, r->textureheight, NULL, r->colortextype[j], TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
4648                 if (r->depthtextype)
4649                 {
4650                         if (r->depthisrenderbuffer)
4651                                 r->depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, va(vabuf, sizeof(vabuf), "renderbuffer%i_depth_type%i", i, (int)r->depthtextype), r->texturewidth, r->textureheight, r->depthtextype);
4652                         else
4653                                 r->depthtexture = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_depth_type%i", i, (int)r->depthtextype), r->texturewidth, r->textureheight, NULL, r->depthtextype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
4654                 }
4655                 r->fbo = R_Mesh_CreateFramebufferObject(r->depthtexture, r->colortexture[0], r->colortexture[1], r->colortexture[2], r->colortexture[3]);
4656         }
4657         r_refdef.stats[r_stat_rendertargets_used]++;
4658         r_refdef.stats[r_stat_rendertargets_pixels] += r->texturewidth * r->textureheight;
4659         r->lastusetime = host.realtime;
4660         R_CalcTexCoordsForView(0, 0, r->texturewidth, r->textureheight, r->texturewidth, r->textureheight, r->texcoord2f);
4661         return r;
4662 }
4663
4664 static void R_Water_StartFrame(int viewwidth, int viewheight)
4665 {
4666         int waterwidth, waterheight;
4667
4668         if (viewwidth > (int)vid.maxtexturesize_2d || viewheight > (int)vid.maxtexturesize_2d)
4669                 return;
4670
4671         // set waterwidth and waterheight to the water resolution that will be
4672         // used (often less than the screen resolution for faster rendering)
4673         waterwidth = (int)bound(16, viewwidth * r_water_resolutionmultiplier.value, viewwidth);
4674         waterheight = (int)bound(16, viewheight * r_water_resolutionmultiplier.value, viewheight);
4675
4676         if (!r_water.integer || r_showsurfaces.integer || r_lockvisibility.integer || r_lockpvs.integer)
4677                 waterwidth = waterheight = 0;
4678
4679         // set up variables that will be used in shader setup
4680         r_fb.water.waterwidth = waterwidth;
4681         r_fb.water.waterheight = waterheight;
4682         r_fb.water.texturewidth = waterwidth;
4683         r_fb.water.textureheight = waterheight;
4684         r_fb.water.camerawidth = waterwidth;
4685         r_fb.water.cameraheight = waterheight;
4686         r_fb.water.screenscale[0] = 0.5f;
4687         r_fb.water.screenscale[1] = 0.5f;
4688         r_fb.water.screencenter[0] = 0.5f;
4689         r_fb.water.screencenter[1] = 0.5f;
4690         r_fb.water.enabled = waterwidth != 0;
4691
4692         r_fb.water.maxwaterplanes = MAX_WATERPLANES;
4693         r_fb.water.numwaterplanes = 0;
4694 }
4695
4696 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
4697 {
4698         int planeindex, bestplaneindex, vertexindex;
4699         vec3_t mins, maxs, normal, center, v, n;
4700         vec_t planescore, bestplanescore;
4701         mplane_t plane;
4702         r_waterstate_waterplane_t *p;
4703         texture_t *t = R_GetCurrentTexture(surface->texture);
4704
4705         rsurface.texture = t;
4706         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
4707         // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
4708         if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
4709                 return;
4710         // average the vertex normals, find the surface bounds (after deformvertexes)
4711         Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
4712         Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
4713         VectorCopy(n, normal);
4714         VectorCopy(v, mins);
4715         VectorCopy(v, maxs);
4716         for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
4717         {
4718                 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
4719                 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
4720                 VectorAdd(normal, n, normal);
4721                 mins[0] = min(mins[0], v[0]);
4722                 mins[1] = min(mins[1], v[1]);
4723                 mins[2] = min(mins[2], v[2]);
4724                 maxs[0] = max(maxs[0], v[0]);
4725                 maxs[1] = max(maxs[1], v[1]);
4726                 maxs[2] = max(maxs[2], v[2]);
4727         }
4728         VectorNormalize(normal);
4729         VectorMAM(0.5f, mins, 0.5f, maxs, center);
4730
4731         VectorCopy(normal, plane.normal);
4732         VectorNormalize(plane.normal);
4733         plane.dist = DotProduct(center, plane.normal);
4734         PlaneClassify(&plane);
4735         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
4736         {
4737                 // skip backfaces (except if nocullface is set)
4738 //              if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
4739 //                      return;
4740                 VectorNegate(plane.normal, plane.normal);
4741                 plane.dist *= -1;
4742                 PlaneClassify(&plane);
4743         }
4744
4745
4746         // find a matching plane if there is one
4747         bestplaneindex = -1;
4748         bestplanescore = 1048576.0f;
4749         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4750         {
4751                 if(p->camera_entity == t->camera_entity)
4752                 {
4753                         planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
4754                         if (bestplaneindex < 0 || bestplanescore > planescore)
4755                         {
4756                                 bestplaneindex = planeindex;
4757                                 bestplanescore = planescore;
4758                         }
4759                 }
4760         }
4761         planeindex = bestplaneindex;
4762
4763         // if this surface does not fit any known plane rendered this frame, add one
4764         if (planeindex < 0 || bestplanescore > 0.001f)
4765         {
4766                 if (r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
4767                 {
4768                         // store the new plane
4769                         planeindex = r_fb.water.numwaterplanes++;
4770                         p = r_fb.water.waterplanes + planeindex;
4771                         p->plane = plane;
4772                         // clear materialflags and pvs
4773                         p->materialflags = 0;
4774                         p->pvsvalid = false;
4775                         p->camera_entity = t->camera_entity;
4776                         VectorCopy(mins, p->mins);
4777                         VectorCopy(maxs, p->maxs);
4778                 }
4779                 else
4780                 {
4781                         // We're totally screwed.
4782                         return;
4783                 }
4784         }
4785         else
4786         {
4787                 // merge mins/maxs when we're adding this surface to the plane
4788                 p = r_fb.water.waterplanes + planeindex;
4789                 p->mins[0] = min(p->mins[0], mins[0]);
4790                 p->mins[1] = min(p->mins[1], mins[1]);
4791                 p->mins[2] = min(p->mins[2], mins[2]);
4792                 p->maxs[0] = max(p->maxs[0], maxs[0]);
4793                 p->maxs[1] = max(p->maxs[1], maxs[1]);
4794                 p->maxs[2] = max(p->maxs[2], maxs[2]);
4795         }
4796         // merge this surface's materialflags into the waterplane
4797         p->materialflags |= t->currentmaterialflags;
4798         if(!(p->materialflags & MATERIALFLAG_CAMERA))
4799         {
4800                 // merge this surface's PVS into the waterplane
4801                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
4802                  && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
4803                 {
4804                         r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
4805                         p->pvsvalid = true;
4806                 }
4807         }
4808 }
4809
4810 extern cvar_t r_drawparticles;
4811 extern cvar_t r_drawdecals;
4812
4813 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int viewx, int viewy, int viewwidth, int viewheight)
4814 {
4815         int myscissor[4];
4816         r_refdef_view_t originalview;
4817         r_refdef_view_t myview;
4818         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;
4819         r_waterstate_waterplane_t *p;
4820         vec3_t visorigin;
4821         r_rendertarget_t *rt;
4822
4823         originalview = r_refdef.view;
4824
4825         // lowquality hack, temporarily shut down some cvars and restore afterwards
4826         qualityreduction = r_water_lowquality.integer;
4827         if (qualityreduction > 0)
4828         {
4829                 if (qualityreduction >= 1)
4830                 {
4831                         old_r_shadows = r_shadows.integer;
4832                         old_r_worldrtlight = r_shadow_realtime_world.integer;
4833                         old_r_dlight = r_shadow_realtime_dlight.integer;
4834                         Cvar_SetValueQuick(&r_shadows, 0);
4835                         Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
4836                         Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
4837                 }
4838                 if (qualityreduction >= 2)
4839                 {
4840                         old_r_dynamic = r_dynamic.integer;
4841                         old_r_particles = r_drawparticles.integer;
4842                         old_r_decals = r_drawdecals.integer;
4843                         Cvar_SetValueQuick(&r_dynamic, 0);
4844                         Cvar_SetValueQuick(&r_drawparticles, 0);
4845                         Cvar_SetValueQuick(&r_drawdecals, 0);
4846                 }
4847         }
4848
4849         for (planeindex = 0, p = r_fb.water.waterplanes; planeindex < r_fb.water.numwaterplanes; planeindex++, p++)
4850         {
4851                 p->rt_reflection = NULL;
4852                 p->rt_refraction = NULL;
4853                 p->rt_camera = NULL;
4854         }
4855
4856         // render views
4857         r_refdef.view = originalview;
4858         r_refdef.view.showdebug = false;
4859         r_refdef.view.width = r_fb.water.waterwidth;
4860         r_refdef.view.height = r_fb.water.waterheight;
4861         r_refdef.view.useclipplane = true;
4862         myview = r_refdef.view;
4863         r_fb.water.renderingscene = true;
4864         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4865         {
4866                 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
4867                         continue;
4868
4869                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4870                 {
4871                         rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4872                         if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4873                                 goto error;
4874                         r_refdef.view = myview;
4875                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
4876                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
4877                         if(r_water_scissormode.integer)
4878                         {
4879                                 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4880                                 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4881                                 {
4882                                         p->rt_reflection = NULL;
4883                                         p->rt_refraction = NULL;
4884                                         p->rt_camera = NULL;
4885                                         continue;
4886                                 }
4887                         }
4888
4889                         r_refdef.view.clipplane = p->plane;
4890                         // reflected view origin may be in solid, so don't cull with it
4891                         r_refdef.view.usevieworiginculling = false;
4892                         // reverse the cullface settings for this render
4893                         r_refdef.view.cullface_front = GL_FRONT;
4894                         r_refdef.view.cullface_back = GL_BACK;
4895                         // combined pvs (based on what can be seen from each surface center)
4896                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4897                         {
4898                                 r_refdef.view.usecustompvs = true;
4899                                 if (p->pvsvalid)
4900                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4901                                 else
4902                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4903                         }
4904
4905                         r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer);
4906                         R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4907                         GL_ScissorTest(false);
4908                         R_ClearScreen(r_refdef.fogenabled);
4909                         GL_ScissorTest(true);
4910                         if(r_water_scissormode.integer & 2)
4911                                 R_View_UpdateWithScissor(myscissor);
4912                         else
4913                                 R_View_Update();
4914                         R_AnimCache_CacheVisibleEntities();
4915                         if(r_water_scissormode.integer & 1)
4916                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
4917                         R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4918
4919                         r_fb.water.hideplayer = false;
4920                         p->rt_reflection = rt;
4921                 }
4922
4923                 // render the normal view scene and copy into texture
4924                 // (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)
4925                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4926                 {
4927                         rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4928                         if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4929                                 goto error;
4930                         r_refdef.view = myview;
4931                         if(r_water_scissormode.integer)
4932                         {
4933                                 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4934                                 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4935                                 {
4936                                         p->rt_reflection = NULL;
4937                                         p->rt_refraction = NULL;
4938                                         p->rt_camera = NULL;
4939                                         continue;
4940                                 }
4941                         }
4942
4943                         // combined pvs (based on what can be seen from each surface center)
4944                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4945                         {
4946                                 r_refdef.view.usecustompvs = true;
4947                                 if (p->pvsvalid)
4948                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4949                                 else
4950                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4951                         }
4952
4953                         r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
4954
4955                         r_refdef.view.clipplane = p->plane;
4956                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4957                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4958
4959                         if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
4960                         {
4961                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
4962                                 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
4963                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
4964                                 R_RenderView_UpdateViewVectors();
4965                                 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
4966                                 {
4967                                         r_refdef.view.usecustompvs = true;
4968                                         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);
4969                                 }
4970                         }
4971
4972                         PlaneClassify(&r_refdef.view.clipplane);
4973
4974                         R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4975                         GL_ScissorTest(false);
4976                         R_ClearScreen(r_refdef.fogenabled);
4977                         GL_ScissorTest(true);
4978                         if(r_water_scissormode.integer & 2)
4979                                 R_View_UpdateWithScissor(myscissor);
4980                         else
4981                                 R_View_Update();
4982                         R_AnimCache_CacheVisibleEntities();
4983                         if(r_water_scissormode.integer & 1)
4984                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
4985                         R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4986
4987                         r_fb.water.hideplayer = false;
4988                         p->rt_refraction = rt;
4989                 }
4990                 else if (p->materialflags & MATERIALFLAG_CAMERA)
4991                 {
4992                         rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4993                         if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4994                                 goto error;
4995                         r_refdef.view = myview;
4996
4997                         r_refdef.view.clipplane = p->plane;
4998                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4999                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5000
5001                         r_refdef.view.width = r_fb.water.camerawidth;
5002                         r_refdef.view.height = r_fb.water.cameraheight;
5003                         r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5004                         r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5005                         r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
5006                         r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
5007
5008                         if(p->camera_entity)
5009                         {
5010                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5011                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5012                         }
5013
5014                         // note: all of the view is used for displaying... so
5015                         // there is no use in scissoring
5016
5017                         // reverse the cullface settings for this render
5018                         r_refdef.view.cullface_front = GL_FRONT;
5019                         r_refdef.view.cullface_back = GL_BACK;
5020                         // also reverse the view matrix
5021                         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
5022                         R_RenderView_UpdateViewVectors();
5023                         if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5024                         {
5025                                 r_refdef.view.usecustompvs = true;
5026                                 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);
5027                         }
5028                         
5029                         // camera needs no clipplane
5030                         r_refdef.view.useclipplane = false;
5031                         // TODO: is the camera origin always valid?  if so we don't need to clear this
5032                         r_refdef.view.usevieworiginculling = false;
5033
5034                         PlaneClassify(&r_refdef.view.clipplane);
5035
5036                         r_fb.water.hideplayer = false;
5037
5038                         R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5039                         GL_ScissorTest(false);
5040                         R_ClearScreen(r_refdef.fogenabled);
5041                         GL_ScissorTest(true);
5042                         R_View_Update();
5043                         R_AnimCache_CacheVisibleEntities();
5044                         R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5045
5046                         r_fb.water.hideplayer = false;
5047                         p->rt_camera = rt;
5048                 }
5049
5050         }
5051         r_fb.water.renderingscene = false;
5052         r_refdef.view = originalview;
5053         R_ResetViewRendering3D(fbo, depthtexture, colortexture, viewx, viewy, viewwidth, viewheight);
5054         R_View_Update();
5055         R_AnimCache_CacheVisibleEntities();
5056         goto finish;
5057 error:
5058         r_refdef.view = originalview;
5059         r_fb.water.renderingscene = false;
5060         Cvar_SetValueQuick(&r_water, 0);
5061         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
5062 finish:
5063         // lowquality hack, restore cvars
5064         if (qualityreduction > 0)
5065         {
5066                 if (qualityreduction >= 1)
5067                 {
5068                         Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5069                         Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5070                         Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5071                 }
5072                 if (qualityreduction >= 2)
5073                 {
5074                         Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5075                         Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5076                         Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5077                 }
5078         }
5079 }
5080
5081 static void R_Bloom_StartFrame(void)
5082 {
5083         int screentexturewidth, screentextureheight;
5084         textype_t textype = TEXTYPE_COLORBUFFER;
5085         double scale;
5086
5087         // clear the pointers to rendertargets from last frame as they're stale
5088         r_fb.rt_screen = NULL;
5089         r_fb.rt_bloom = NULL;
5090
5091         switch (vid.renderpath)
5092         {
5093         case RENDERPATH_GL32:
5094                 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
5095                 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5096                 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
5097                 break;
5098         case RENDERPATH_GLES2:
5099                 r_fb.usedepthtextures = false;
5100                 break;
5101         }
5102
5103         if (r_viewscale_fpsscaling.integer)
5104         {
5105                 double actualframetime;
5106                 double targetframetime;
5107                 double adjust;
5108                 actualframetime = r_refdef.lastdrawscreentime;
5109                 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
5110                 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
5111                 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
5112                 if (r_viewscale_fpsscaling_stepsize.value > 0)
5113                 {
5114                         if (adjust > 0)
5115                                 adjust = floor(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5116                         else
5117                                 adjust = ceil(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5118                 }
5119                 viewscalefpsadjusted += adjust;
5120                 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
5121         }
5122         else
5123                 viewscalefpsadjusted = 1.0f;
5124
5125         scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5126         if (vid.samples)
5127                 scale *= sqrt(vid.samples); // supersampling
5128         scale = bound(0.03125f, scale, 4.0f);
5129         screentexturewidth = (int)ceil(r_refdef.view.width * scale);
5130         screentextureheight = (int)ceil(r_refdef.view.height * scale);
5131         screentexturewidth = bound(1, screentexturewidth, (int)vid.maxtexturesize_2d);
5132         screentextureheight = bound(1, screentextureheight, (int)vid.maxtexturesize_2d);
5133
5134         // set bloomwidth and bloomheight to the bloom resolution that will be
5135         // used (often less than the screen resolution for faster rendering)
5136         r_fb.bloomheight = bound(1, r_bloom_resolution.value * 0.75f, screentextureheight);
5137         r_fb.bloomwidth = r_fb.bloomheight * screentexturewidth / screentextureheight;
5138         r_fb.bloomwidth = bound(1, r_fb.bloomwidth, screentexturewidth);
5139         r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
5140         r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
5141
5142         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))
5143         {
5144                 Cvar_SetValueQuick(&r_bloom, 0);
5145                 Cvar_SetValueQuick(&r_motionblur, 0);
5146                 Cvar_SetValueQuick(&r_damageblur, 0);
5147         }
5148         if (!r_bloom.integer)
5149                 r_fb.bloomwidth = r_fb.bloomheight = 0;
5150
5151         // allocate motionblur ghost texture if needed - this is the only persistent texture and is only useful on the main view
5152         if (r_refdef.view.ismain && (r_fb.screentexturewidth != screentexturewidth || r_fb.screentextureheight != screentextureheight || r_fb.textype != textype))
5153         {
5154                 if (r_fb.ghosttexture)
5155                         R_FreeTexture(r_fb.ghosttexture);
5156                 r_fb.ghosttexture = NULL;
5157
5158                 r_fb.screentexturewidth = screentexturewidth;
5159                 r_fb.screentextureheight = screentextureheight;
5160                 r_fb.textype = textype;
5161
5162                 if (r_fb.screentexturewidth && r_fb.screentextureheight)
5163                 {
5164                         if (r_motionblur.value > 0 || r_damageblur.value > 0)
5165                                 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);
5166                         r_fb.ghosttexture_valid = false;
5167                 }
5168         }
5169
5170         r_fb.rt_screen = R_RenderTarget_Get(screentexturewidth, screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5171
5172         r_refdef.view.clear = true;
5173 }
5174
5175 static void R_Bloom_MakeTexture(void)
5176 {
5177         int x, range, dir;
5178         float xoffset, yoffset, r, brighten;
5179         float colorscale = r_bloom_colorscale.value;
5180         r_viewport_t bloomviewport;
5181         r_rendertarget_t *prev, *cur;
5182         textype_t textype = r_fb.rt_screen->colortextype[0];
5183
5184         r_refdef.stats[r_stat_bloom]++;
5185
5186         R_Viewport_InitOrtho(&bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
5187
5188         // scale down screen texture to the bloom texture size
5189         CHECKGLERROR
5190         prev = r_fb.rt_screen;
5191         cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5192         R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5193         R_SetViewport(&bloomviewport);
5194         GL_CullFace(GL_NONE);
5195         GL_DepthTest(false);
5196         GL_BlendFunc(GL_ONE, GL_ZERO);
5197         GL_Color(colorscale, colorscale, colorscale, 1);
5198         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5199         // TODO: do boxfilter scale-down in shader?
5200         R_SetupShader_Generic(prev->colortexture[0], false, true, true);
5201         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5202         r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5203         // we now have a properly scaled bloom image
5204
5205         // multiply bloom image by itself as many times as desired to darken it
5206         // TODO: if people actually use this it could be done more quickly in the previous shader pass
5207         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
5208         {
5209                 prev = cur;
5210                 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5211                 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5212                 x *= 2;
5213                 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
5214                 if(x <= 2)
5215                         GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0);
5216                 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
5217                 GL_Color(1,1,1,1); // no fix factor supported here
5218                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5219                 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5220                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5221                 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5222         }
5223         CHECKGLERROR
5224
5225         range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
5226         brighten = r_bloom_brighten.value;
5227         brighten = sqrt(brighten);
5228         if(range >= 1)
5229                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
5230
5231         for (dir = 0;dir < 2;dir++)
5232         {
5233                 prev = cur;
5234                 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5235                 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5236                 // blend on at multiple vertical offsets to achieve a vertical blur
5237                 // TODO: do offset blends using GLSL
5238                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
5239                 CHECKGLERROR
5240                 GL_BlendFunc(GL_ONE, GL_ZERO);
5241                 CHECKGLERROR
5242                 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5243                 CHECKGLERROR
5244                 for (x = -range;x <= range;x++)
5245                 {
5246                         if (!dir){xoffset = 0;yoffset = x;}
5247                         else {xoffset = x;yoffset = 0;}
5248                         xoffset /= (float)prev->texturewidth;
5249                         yoffset /= (float)prev->textureheight;
5250                         // compute a texcoord array with the specified x and y offset
5251                         r_fb.offsettexcoord2f[0] = xoffset+prev->texcoord2f[0];
5252                         r_fb.offsettexcoord2f[1] = yoffset+prev->texcoord2f[1];
5253                         r_fb.offsettexcoord2f[2] = xoffset+prev->texcoord2f[2];
5254                         r_fb.offsettexcoord2f[3] = yoffset+prev->texcoord2f[3];
5255                         r_fb.offsettexcoord2f[4] = xoffset+prev->texcoord2f[4];
5256                         r_fb.offsettexcoord2f[5] = yoffset+prev->texcoord2f[5];
5257                         r_fb.offsettexcoord2f[6] = xoffset+prev->texcoord2f[6];
5258                         r_fb.offsettexcoord2f[7] = yoffset+prev->texcoord2f[7];
5259                         // this r value looks like a 'dot' particle, fading sharply to
5260                         // black at the edges
5261                         // (probably not realistic but looks good enough)
5262                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
5263                         //r = brighten/(range*2+1);
5264                         r = brighten / (range * 2 + 1);
5265                         if(range >= 1)
5266                                 r *= (1 - x*x/(float)((range+1)*(range+1)));
5267                         if (r <= 0)
5268                                 continue;
5269                         CHECKGLERROR
5270                         GL_Color(r, r, r, 1);
5271                         CHECKGLERROR
5272                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
5273                         CHECKGLERROR
5274                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5275                         r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5276                         CHECKGLERROR
5277                         GL_BlendFunc(GL_ONE, GL_ONE);
5278                         CHECKGLERROR
5279                 }
5280         }
5281
5282         // now we have the bloom image, so keep track of it
5283         r_fb.rt_bloom = cur;
5284 }
5285
5286 static void R_BlendView(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5287 {
5288         uint64_t permutation;
5289         float uservecs[4][4];
5290         rtexture_t *viewtexture;
5291         rtexture_t *bloomtexture;
5292
5293         R_EntityMatrix(&identitymatrix);
5294
5295         if(r_refdef.view.ismain && !R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
5296         {
5297                 // declare variables
5298                 float blur_factor, blur_mouseaccel, blur_velocity;
5299                 static float blur_average; 
5300                 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
5301
5302                 // set a goal for the factoring
5303                 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value) 
5304                         / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
5305                 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value) 
5306                         / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
5307                 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value) 
5308                         + (blur_mouseaccel * r_motionblur_mousefactor.value));
5309
5310                 // from the goal, pick an averaged value between goal and last value
5311                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
5312                 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
5313
5314                 // enforce minimum amount of blur 
5315                 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
5316
5317                 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
5318
5319                 // calculate values into a standard alpha
5320                 cl.motionbluralpha = 1 - exp(-
5321                                 (
5322                                         (r_motionblur.value * blur_factor / 80)
5323                                         +
5324                                         (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
5325                                 )
5326                                 /
5327                                 max(0.0001, cl.time - cl.oldtime) // fps independent
5328                                 );
5329
5330                 // randomization for the blur value to combat persistent ghosting
5331                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
5332                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
5333
5334                 // apply the blur
5335                 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5336                 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
5337                 {
5338                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5339                         GL_Color(1, 1, 1, cl.motionbluralpha);
5340                         R_CalcTexCoordsForView(0, 0, viewwidth, viewheight, viewwidth, viewheight, r_fb.ghosttexcoord2f);
5341                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.ghosttexcoord2f);
5342                         R_SetupShader_Generic(r_fb.ghosttexture, false, true, true);
5343                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5344                         r_refdef.stats[r_stat_bloom_drawpixels] += viewwidth * viewheight;
5345                 }
5346
5347                 // updates old view angles for next pass
5348                 VectorCopy(cl.viewangles, blur_oldangles);
5349
5350                 // copy view into the ghost texture
5351                 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, viewx, viewy, viewwidth, viewheight);
5352                 r_refdef.stats[r_stat_bloom_copypixels] += viewwidth * viewheight;
5353                 r_fb.ghosttexture_valid = true;
5354         }
5355
5356         if (r_fb.bloomwidth)
5357         {
5358                 // make the bloom texture
5359                 R_Bloom_MakeTexture();
5360         }
5361
5362 #if _MSC_VER >= 1400
5363 #define sscanf sscanf_s
5364 #endif
5365         memset(uservecs, 0, sizeof(uservecs));
5366         if (r_glsl_postprocess_uservec1_enable.integer)
5367                 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
5368         if (r_glsl_postprocess_uservec2_enable.integer)
5369                 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
5370         if (r_glsl_postprocess_uservec3_enable.integer)
5371                 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
5372         if (r_glsl_postprocess_uservec4_enable.integer)
5373                 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
5374
5375         // render to the screen fbo
5376         R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5377         GL_Color(1, 1, 1, 1);
5378         GL_BlendFunc(GL_ONE, GL_ZERO);
5379
5380         viewtexture = r_fb.rt_screen->colortexture[0];
5381         bloomtexture = r_fb.rt_bloom ? r_fb.rt_bloom->colortexture[0] : NULL;
5382
5383         if (r_rendertarget_debug.integer >= 0)
5384         {
5385                 r_rendertarget_t *rt = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, r_rendertarget_debug.integer);
5386                 if (rt && rt->colortexture[0])
5387                 {
5388                         viewtexture = rt->colortexture[0];
5389                         bloomtexture = NULL;
5390                 }
5391         }
5392
5393         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.rt_screen->texcoord2f, bloomtexture ? r_fb.rt_bloom->texcoord2f : NULL);
5394         switch(vid.renderpath)
5395         {
5396         case RENDERPATH_GL32:
5397         case RENDERPATH_GLES2:
5398                 permutation =
5399                         (r_fb.bloomwidth ? SHADERPERMUTATION_BLOOM : 0)
5400                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
5401                         | (!vid_gammatables_trivial ? SHADERPERMUTATION_GAMMARAMPS : 0)
5402                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
5403                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
5404                 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
5405                 if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First     , viewtexture);
5406                 if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second    , bloomtexture);
5407                 if (r_glsl_permutation->tex_Texture_GammaRamps      >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps       );
5408                 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]);
5409                 if (r_glsl_permutation->loc_PixelSize               >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize         , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
5410                 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]);
5411                 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]);
5412                 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]);
5413                 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]);
5414                 if (r_glsl_permutation->loc_Saturation              >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
5415                 if (r_glsl_permutation->loc_PixelToScreenTexCoord   >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
5416                 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);
5417                 if (r_glsl_permutation->loc_ColorFringe             >= 0) qglUniform1f(r_glsl_permutation->loc_ColorFringe, r_colorfringe.value );
5418                 break;
5419         }
5420         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5421         r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
5422 }
5423
5424 matrix4x4_t r_waterscrollmatrix;
5425
5426 void R_UpdateFog(void)
5427 {
5428         // Nehahra fog
5429         if (gamemode == GAME_NEHAHRA)
5430         {
5431                 if (gl_fogenable.integer)
5432                 {
5433                         r_refdef.oldgl_fogenable = true;
5434                         r_refdef.fog_density = gl_fogdensity.value;
5435                         r_refdef.fog_red = gl_fogred.value;
5436                         r_refdef.fog_green = gl_foggreen.value;
5437                         r_refdef.fog_blue = gl_fogblue.value;
5438                         r_refdef.fog_alpha = 1;
5439                         r_refdef.fog_start = 0;
5440                         r_refdef.fog_end = gl_skyclip.value;
5441                         r_refdef.fog_height = 1<<30;
5442                         r_refdef.fog_fadedepth = 128;
5443                 }
5444                 else if (r_refdef.oldgl_fogenable)
5445                 {
5446                         r_refdef.oldgl_fogenable = false;
5447                         r_refdef.fog_density = 0;
5448                         r_refdef.fog_red = 0;
5449                         r_refdef.fog_green = 0;
5450                         r_refdef.fog_blue = 0;
5451                         r_refdef.fog_alpha = 0;
5452                         r_refdef.fog_start = 0;
5453                         r_refdef.fog_end = 0;
5454                         r_refdef.fog_height = 1<<30;
5455                         r_refdef.fog_fadedepth = 128;
5456                 }
5457         }
5458
5459         // fog parms
5460         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
5461         r_refdef.fog_start = max(0, r_refdef.fog_start);
5462         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
5463
5464         if (r_refdef.fog_density && r_drawfog.integer)
5465         {
5466                 r_refdef.fogenabled = true;
5467                 // this is the point where the fog reaches 0.9986 alpha, which we
5468                 // consider a good enough cutoff point for the texture
5469                 // (0.9986 * 256 == 255.6)
5470                 if (r_fog_exp2.integer)
5471                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
5472                 else
5473                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
5474                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
5475                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
5476                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
5477                 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
5478                         R_BuildFogHeightTexture();
5479                 // fog color was already set
5480                 // update the fog texture
5481                 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)
5482                         R_BuildFogTexture();
5483                 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
5484                 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
5485         }
5486         else
5487                 r_refdef.fogenabled = false;
5488
5489         // fog color
5490         if (r_refdef.fog_density)
5491         {
5492                 r_refdef.fogcolor[0] = r_refdef.fog_red;
5493                 r_refdef.fogcolor[1] = r_refdef.fog_green;
5494                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
5495
5496                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
5497                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
5498                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
5499                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
5500
5501                 {
5502                         vec3_t fogvec;
5503                         VectorCopy(r_refdef.fogcolor, fogvec);
5504                         //   color.rgb *= ContrastBoost * SceneBrightness;
5505                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
5506                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
5507                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
5508                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
5509                 }
5510         }
5511 }
5512
5513 void R_UpdateVariables(void)
5514 {
5515         R_Textures_Frame();
5516
5517         r_refdef.scene.ambientintensity = r_ambient.value * (1.0f / 64.0f);
5518
5519         r_refdef.farclip = r_farclip_base.value;
5520         if (r_refdef.scene.worldmodel)
5521                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
5522         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
5523
5524         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
5525                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
5526         r_refdef.polygonfactor = 0;
5527         r_refdef.polygonoffset = 0;
5528
5529         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
5530         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
5531         r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
5532         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
5533         r_refdef.scene.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
5534         if (r_refdef.scene.worldmodel)
5535         {
5536                 r_refdef.scene.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
5537         }
5538         if (r_showsurfaces.integer)
5539         {
5540                 r_refdef.scene.rtworld = false;
5541                 r_refdef.scene.rtworldshadows = false;
5542                 r_refdef.scene.rtdlight = false;
5543                 r_refdef.scene.rtdlightshadows = false;
5544                 r_refdef.scene.lightmapintensity = 0;
5545         }
5546
5547         r_gpuskeletal = false;
5548         switch(vid.renderpath)
5549         {
5550         case RENDERPATH_GL32:
5551                 r_gpuskeletal = r_glsl_skeletal.integer && !r_showsurfaces.integer;
5552         case RENDERPATH_GLES2:
5553                 if(!vid_gammatables_trivial)
5554                 {
5555                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
5556                         {
5557                                 // build GLSL gamma texture
5558 #define RAMPWIDTH 256
5559                                 unsigned short ramp[RAMPWIDTH * 3];
5560                                 unsigned char rampbgr[RAMPWIDTH][4];
5561                                 int i;
5562
5563                                 r_texture_gammaramps_serial = vid_gammatables_serial;
5564
5565                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
5566                                 for(i = 0; i < RAMPWIDTH; ++i)
5567                                 {
5568                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5569                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5570                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
5571                                         rampbgr[i][3] = 0;
5572                                 }
5573                                 if (r_texture_gammaramps)
5574                                 {
5575                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
5576                                 }
5577                                 else
5578                                 {
5579                                         r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
5580                                 }
5581                         }
5582                 }
5583                 else
5584                 {
5585                         // remove GLSL gamma texture
5586                 }
5587                 break;
5588         }
5589 }
5590
5591 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
5592 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
5593 /*
5594 ================
5595 R_SelectScene
5596 ================
5597 */
5598 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
5599         if( scenetype != r_currentscenetype ) {
5600                 // store the old scenetype
5601                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
5602                 r_currentscenetype = scenetype;
5603                 // move in the new scene
5604                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
5605         }
5606 }
5607
5608 /*
5609 ================
5610 R_GetScenePointer
5611 ================
5612 */
5613 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
5614 {
5615         // of course, we could also add a qbool that provides a lock state and a ReleaseScenePointer function..
5616         if( scenetype == r_currentscenetype ) {
5617                 return &r_refdef.scene;
5618         } else {
5619                 return &r_scenes_store[ scenetype ];
5620         }
5621 }
5622
5623 static int R_SortEntities_Compare(const void *ap, const void *bp)
5624 {
5625         const entity_render_t *a = *(const entity_render_t **)ap;
5626         const entity_render_t *b = *(const entity_render_t **)bp;
5627
5628         // 1. compare model
5629         if(a->model < b->model)
5630                 return -1;
5631         if(a->model > b->model)
5632                 return +1;
5633
5634         // 2. compare skin
5635         // TODO possibly calculate the REAL skinnum here first using
5636         // skinscenes?
5637         if(a->skinnum < b->skinnum)
5638                 return -1;
5639         if(a->skinnum > b->skinnum)
5640                 return +1;
5641
5642         // everything we compared is equal
5643         return 0;
5644 }
5645 static void R_SortEntities(void)
5646 {
5647         // below or equal 2 ents, sorting never gains anything
5648         if(r_refdef.scene.numentities <= 2)
5649                 return;
5650         // sort
5651         qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
5652 }
5653
5654 /*
5655 ================
5656 R_RenderView
5657 ================
5658 */
5659 extern cvar_t r_shadow_bouncegrid;
5660 extern cvar_t v_isometric;
5661 extern void V_MakeViewIsometric(void);
5662 void R_RenderView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int x, int y, int width, int height)
5663 {
5664         matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
5665         int viewfbo = 0;
5666         rtexture_t *viewdepthtexture = NULL;
5667         rtexture_t *viewcolortexture = NULL;
5668         int viewx = r_refdef.view.x, viewy = r_refdef.view.y, viewwidth = r_refdef.view.width, viewheight = r_refdef.view.height;
5669
5670         // finish any 2D rendering that was queued
5671         DrawQ_Finish();
5672
5673         if (r_timereport_active)
5674                 R_TimeReport("start");
5675         r_textureframe++; // used only by R_GetCurrentTexture
5676         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
5677
5678         if(R_CompileShader_CheckStaticParms())
5679                 R_GLSL_Restart_f(&cmd_client);
5680
5681         if (!r_drawentities.integer)
5682                 r_refdef.scene.numentities = 0;
5683         else if (r_sortentities.integer)
5684                 R_SortEntities();
5685
5686         R_AnimCache_ClearCache();
5687
5688         /* adjust for stereo display */
5689         if(R_Stereo_Active())
5690         {
5691                 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);
5692                 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
5693         }
5694
5695         if (r_refdef.view.isoverlay)
5696         {
5697                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
5698                 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
5699                 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
5700                 R_TimeReport("depthclear");
5701
5702                 r_refdef.view.showdebug = false;
5703
5704                 r_fb.water.enabled = false;
5705                 r_fb.water.numwaterplanes = 0;
5706
5707                 R_RenderScene(0, NULL, NULL, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5708
5709                 r_refdef.view.matrix = originalmatrix;
5710
5711                 CHECKGLERROR
5712                 return;
5713         }
5714
5715         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
5716         {
5717                 r_refdef.view.matrix = originalmatrix;
5718                 return;
5719         }
5720
5721         r_refdef.view.usevieworiginculling = !r_trippy.value && r_refdef.view.useperspective;
5722         if (v_isometric.integer && r_refdef.view.ismain)
5723                 V_MakeViewIsometric();
5724
5725         r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
5726
5727         if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
5728                 // in sRGB fallback, behave similar to true sRGB: convert this
5729                 // value from linear to sRGB
5730                 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
5731
5732         R_RenderView_UpdateViewVectors();
5733
5734         R_Shadow_UpdateWorldLightSelection();
5735
5736         // this will set up r_fb.rt_screen
5737         R_Bloom_StartFrame();
5738
5739         // apply bloom brightness offset
5740         if(r_fb.rt_bloom)
5741                 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
5742
5743         // R_Bloom_StartFrame probably set up an fbo for us to render into, it will be rendered to the window later in R_BlendView
5744         if (r_fb.rt_screen)
5745         {
5746                 viewfbo = r_fb.rt_screen->fbo;
5747                 viewdepthtexture = r_fb.rt_screen->depthtexture;
5748                 viewcolortexture = r_fb.rt_screen->colortexture[0];
5749                 viewx = 0;
5750                 viewy = 0;
5751                 viewwidth = r_fb.rt_screen->texturewidth;
5752                 viewheight = r_fb.rt_screen->textureheight;
5753         }
5754
5755         R_Water_StartFrame(viewwidth, viewheight);
5756
5757         CHECKGLERROR
5758         if (r_timereport_active)
5759                 R_TimeReport("viewsetup");
5760
5761         R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5762
5763         // clear the whole fbo every frame - otherwise the driver will consider
5764         // it to be an inter-frame texture and stall in multi-gpu configurations
5765         if (r_fb.rt_screen)
5766                 GL_ScissorTest(false);
5767         R_ClearScreen(r_refdef.fogenabled);
5768         if (r_timereport_active)
5769                 R_TimeReport("viewclear");
5770
5771         r_refdef.view.clear = true;
5772
5773         r_refdef.view.showdebug = true;
5774
5775         R_View_Update();
5776         if (r_timereport_active)
5777                 R_TimeReport("visibility");
5778
5779         R_AnimCache_CacheVisibleEntities();
5780         if (r_timereport_active)
5781                 R_TimeReport("animcache");
5782
5783         R_Shadow_UpdateBounceGridTexture();
5784         // R_Shadow_UpdateBounceGridTexture called R_TimeReport a few times internally, so we don't need to do that here.
5785
5786         r_fb.water.numwaterplanes = 0;
5787         if (r_fb.water.enabled)
5788                 R_RenderWaterPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5789
5790         // for the actual view render we use scissoring a fair amount, so scissor
5791         // test needs to be on
5792         if (r_fb.rt_screen)
5793                 GL_ScissorTest(true);
5794         GL_Scissor(viewx, viewy, viewwidth, viewheight);
5795         R_RenderScene(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5796         r_fb.water.numwaterplanes = 0;
5797
5798         // postprocess uses textures that are not aligned with the viewport we're rendering, so no scissoring
5799         GL_ScissorTest(false);
5800
5801         R_BlendView(fbo, depthtexture, colortexture, x, y, width, height);
5802         if (r_timereport_active)
5803                 R_TimeReport("blendview");
5804
5805         r_refdef.view.matrix = originalmatrix;
5806
5807         CHECKGLERROR
5808
5809         // go back to 2d rendering
5810         DrawQ_Start();
5811 }
5812
5813 void R_RenderWaterPlanes(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5814 {
5815         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
5816         {
5817                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
5818                 if (r_timereport_active)
5819                         R_TimeReport("waterworld");
5820         }
5821
5822         // don't let sound skip if going slow
5823         if (r_refdef.scene.extraupdate)
5824                 S_ExtraUpdate ();
5825
5826         R_DrawModelsAddWaterPlanes();
5827         if (r_timereport_active)
5828                 R_TimeReport("watermodels");
5829
5830         if (r_fb.water.numwaterplanes)
5831         {
5832                 R_Water_ProcessPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5833                 if (r_timereport_active)
5834                         R_TimeReport("waterscenes");
5835         }
5836 }
5837
5838 extern cvar_t cl_locs_show;
5839 static void R_DrawLocs(void);
5840 static void R_DrawEntityBBoxes(prvm_prog_t *prog);
5841 static void R_DrawModelDecals(void);
5842 extern qbool r_shadow_usingdeferredprepass;
5843 extern int r_shadow_shadowmapatlas_modelshadows_size;
5844 void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5845 {
5846         qbool shadowmapping = false;
5847
5848         if (r_timereport_active)
5849                 R_TimeReport("beginscene");
5850
5851         r_refdef.stats[r_stat_renders]++;
5852
5853         R_UpdateFog();
5854
5855         // don't let sound skip if going slow
5856         if (r_refdef.scene.extraupdate)
5857                 S_ExtraUpdate ();
5858
5859         R_MeshQueue_BeginScene();
5860
5861         R_SkyStartFrame();
5862
5863         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);
5864
5865         if (r_timereport_active)
5866                 R_TimeReport("skystartframe");
5867
5868         if (cl.csqc_vidvars.drawworld)
5869         {
5870                 // don't let sound skip if going slow
5871                 if (r_refdef.scene.extraupdate)
5872                         S_ExtraUpdate ();
5873
5874                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
5875                 {
5876                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
5877                         if (r_timereport_active)
5878                                 R_TimeReport("worldsky");
5879                 }
5880
5881                 if (R_DrawBrushModelsSky() && r_timereport_active)
5882                         R_TimeReport("bmodelsky");
5883
5884                 if (skyrendermasked && skyrenderlater)
5885                 {
5886                         // we have to force off the water clipping plane while rendering sky
5887                         R_SetupView(false, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5888                         R_Sky();
5889                         R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5890                         if (r_timereport_active)
5891                                 R_TimeReport("sky");
5892                 }
5893         }
5894
5895         // save the framebuffer info for R_Shadow_RenderMode_Reset during this view render
5896         r_shadow_viewfbo = viewfbo;
5897         r_shadow_viewdepthtexture = viewdepthtexture;
5898         r_shadow_viewcolortexture = viewcolortexture;
5899         r_shadow_viewx = viewx;
5900         r_shadow_viewy = viewy;
5901         r_shadow_viewwidth = viewwidth;
5902         r_shadow_viewheight = viewheight;
5903
5904         R_Shadow_PrepareModelShadows();
5905         R_Shadow_PrepareLights();
5906         if (r_timereport_active)
5907                 R_TimeReport("preparelights");
5908
5909         // render all the shadowmaps that will be used for this view
5910         shadowmapping = R_Shadow_ShadowMappingEnabled();
5911         if (shadowmapping || r_shadow_shadowmapatlas_modelshadows_size)
5912         {
5913                 R_Shadow_DrawShadowMaps();
5914                 if (r_timereport_active)
5915                         R_TimeReport("shadowmaps");
5916         }
5917
5918         // render prepass deferred lighting if r_shadow_deferred is on, this produces light buffers that will be sampled in forward pass
5919         if (r_shadow_usingdeferredprepass)
5920                 R_Shadow_DrawPrepass();
5921
5922         // now we begin the forward pass of the view render
5923         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
5924         {
5925                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
5926                 if (r_timereport_active)
5927                         R_TimeReport("worlddepth");
5928         }
5929         if (r_depthfirst.integer >= 2)
5930         {
5931                 R_DrawModelsDepth();
5932                 if (r_timereport_active)
5933                         R_TimeReport("modeldepth");
5934         }
5935
5936         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
5937         {
5938                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
5939                 if (r_timereport_active)
5940                         R_TimeReport("world");
5941         }
5942
5943         // don't let sound skip if going slow
5944         if (r_refdef.scene.extraupdate)
5945                 S_ExtraUpdate ();
5946
5947         R_DrawModels();
5948         if (r_timereport_active)
5949                 R_TimeReport("models");
5950
5951         // don't let sound skip if going slow
5952         if (r_refdef.scene.extraupdate)
5953                 S_ExtraUpdate ();
5954
5955         if (!r_shadow_usingdeferredprepass)
5956         {
5957                 R_Shadow_DrawLights();
5958                 if (r_timereport_active)
5959                         R_TimeReport("rtlights");
5960         }
5961
5962         // don't let sound skip if going slow
5963         if (r_refdef.scene.extraupdate)
5964                 S_ExtraUpdate ();
5965
5966         if (cl.csqc_vidvars.drawworld)
5967         {
5968                 R_DrawModelDecals();
5969                 if (r_timereport_active)
5970                         R_TimeReport("modeldecals");
5971
5972                 R_DrawParticles();
5973                 if (r_timereport_active)
5974                         R_TimeReport("particles");
5975
5976                 R_DrawExplosions();
5977                 if (r_timereport_active)
5978                         R_TimeReport("explosions");
5979         }
5980
5981         if (r_refdef.view.showdebug)
5982         {
5983                 if (cl_locs_show.integer)
5984                 {
5985                         R_DrawLocs();
5986                         if (r_timereport_active)
5987                                 R_TimeReport("showlocs");
5988                 }
5989
5990                 if (r_drawportals.integer)
5991                 {
5992                         R_DrawPortals();
5993                         if (r_timereport_active)
5994                                 R_TimeReport("portals");
5995                 }
5996
5997                 if (r_showbboxes_client.value > 0)
5998                 {
5999                         R_DrawEntityBBoxes(CLVM_prog);
6000                         if (r_timereport_active)
6001                                 R_TimeReport("clbboxes");
6002                 }
6003                 if (r_showbboxes.value > 0)
6004                 {
6005                         R_DrawEntityBBoxes(SVVM_prog);
6006                         if (r_timereport_active)
6007                                 R_TimeReport("svbboxes");
6008                 }
6009         }
6010
6011         if (r_transparent.integer)
6012         {
6013                 R_MeshQueue_RenderTransparent();
6014                 if (r_timereport_active)
6015                         R_TimeReport("drawtrans");
6016         }
6017
6018         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))
6019         {
6020                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
6021                 if (r_timereport_active)
6022                         R_TimeReport("worlddebug");
6023                 R_DrawModelsDebug();
6024                 if (r_timereport_active)
6025                         R_TimeReport("modeldebug");
6026         }
6027
6028         if (cl.csqc_vidvars.drawworld)
6029         {
6030                 R_Shadow_DrawCoronas();
6031                 if (r_timereport_active)
6032                         R_TimeReport("coronas");
6033         }
6034
6035         // don't let sound skip if going slow
6036         if (r_refdef.scene.extraupdate)
6037                 S_ExtraUpdate ();
6038 }
6039
6040 static const unsigned short bboxelements[36] =
6041 {
6042         5, 1, 3, 5, 3, 7,
6043         6, 2, 0, 6, 0, 4,
6044         7, 3, 2, 7, 2, 6,
6045         4, 0, 1, 4, 1, 5,
6046         4, 5, 7, 4, 7, 6,
6047         1, 0, 2, 1, 2, 3,
6048 };
6049
6050 #define BBOXEDGES 13
6051 static const float bboxedges[BBOXEDGES][6] = 
6052 {
6053         // whole box
6054         { 0, 0, 0, 1, 1, 1 },
6055         // bottom edges
6056         { 0, 0, 0, 0, 1, 0 },
6057         { 0, 0, 0, 1, 0, 0 },
6058         { 0, 1, 0, 1, 1, 0 },
6059         { 1, 0, 0, 1, 1, 0 },
6060         // top edges
6061         { 0, 0, 1, 0, 1, 1 },
6062         { 0, 0, 1, 1, 0, 1 },
6063         { 0, 1, 1, 1, 1, 1 },
6064         { 1, 0, 1, 1, 1, 1 },
6065         // vertical edges
6066         { 0, 0, 0, 0, 0, 1 },
6067         { 1, 0, 0, 1, 0, 1 },
6068         { 0, 1, 0, 0, 1, 1 },
6069         { 1, 1, 0, 1, 1, 1 },
6070 };
6071
6072 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
6073 {
6074         int numvertices = BBOXEDGES * 8;
6075         float vertex3f[BBOXEDGES * 8 * 3], color4f[BBOXEDGES * 8 * 4];
6076         int numtriangles = BBOXEDGES * 12;
6077         unsigned short elements[BBOXEDGES * 36];
6078         int i, edge;
6079         float *v, *c, f1, f2, edgemins[3], edgemaxs[3];
6080
6081         RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
6082
6083         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6084         GL_DepthMask(false);
6085         GL_DepthRange(0, 1);
6086         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6087
6088         for (edge = 0; edge < BBOXEDGES; edge++)
6089         {
6090                 for (i = 0; i < 3; i++)
6091                 {
6092                         edgemins[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][i] - 0.25f;
6093                         edgemaxs[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][3 + i] + 0.25f;
6094                 }
6095                 vertex3f[edge * 24 + 0] = edgemins[0]; vertex3f[edge * 24 + 1] = edgemins[1]; vertex3f[edge * 24 + 2] = edgemins[2];
6096                 vertex3f[edge * 24 + 3] = edgemaxs[0]; vertex3f[edge * 24 + 4] = edgemins[1]; vertex3f[edge * 24 + 5] = edgemins[2];
6097                 vertex3f[edge * 24 + 6] = edgemins[0]; vertex3f[edge * 24 + 7] = edgemaxs[1]; vertex3f[edge * 24 + 8] = edgemins[2];
6098                 vertex3f[edge * 24 + 9] = edgemaxs[0]; vertex3f[edge * 24 + 10] = edgemaxs[1]; vertex3f[edge * 24 + 11] = edgemins[2];
6099                 vertex3f[edge * 24 + 12] = edgemins[0]; vertex3f[edge * 24 + 13] = edgemins[1]; vertex3f[edge * 24 + 14] = edgemaxs[2];
6100                 vertex3f[edge * 24 + 15] = edgemaxs[0]; vertex3f[edge * 24 + 16] = edgemins[1]; vertex3f[edge * 24 + 17] = edgemaxs[2];
6101                 vertex3f[edge * 24 + 18] = edgemins[0]; vertex3f[edge * 24 + 19] = edgemaxs[1]; vertex3f[edge * 24 + 20] = edgemaxs[2];
6102                 vertex3f[edge * 24 + 21] = edgemaxs[0]; vertex3f[edge * 24 + 22] = edgemaxs[1]; vertex3f[edge * 24 + 23] = edgemaxs[2];
6103                 for (i = 0; i < 36; i++)
6104                         elements[edge * 36 + i] = edge * 8 + bboxelements[i];
6105         }
6106         R_FillColors(color4f, numvertices, cr, cg, cb, ca);
6107         if (r_refdef.fogenabled)
6108         {
6109                 for (i = 0, v = vertex3f, c = color4f; i < numvertices; i++, v += 3, c += 4)
6110                 {
6111                         f1 = RSurf_FogVertex(v);
6112                         f2 = 1 - f1;
6113                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
6114                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
6115                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
6116                 }
6117         }
6118         R_Mesh_PrepareVertices_Generic_Arrays(numvertices, vertex3f, color4f, NULL);
6119         R_Mesh_ResetTextureState();
6120         R_SetupShader_Generic_NoTexture(false, false);
6121         R_Mesh_Draw(0, numvertices, 0, numtriangles, NULL, NULL, 0, elements, NULL, 0);
6122 }
6123
6124 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6125 {
6126         // hacky overloading of the parameters
6127         prvm_prog_t *prog = (prvm_prog_t *)rtlight;
6128         int i;
6129         float color[4];
6130         prvm_edict_t *edict;
6131
6132         GL_CullFace(GL_NONE);
6133         R_SetupShader_Generic_NoTexture(false, false);
6134
6135         for (i = 0;i < numsurfaces;i++)
6136         {
6137                 edict = PRVM_EDICT_NUM(surfacelist[i]);
6138                 switch ((int)PRVM_serveredictfloat(edict, solid))
6139                 {
6140                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
6141                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
6142                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
6143                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
6144                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
6145                         case SOLID_CORPSE:   Vector4Set(color, 1, 0.5, 0, 0.05);break;
6146                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
6147                 }
6148                 if (prog == CLVM_prog)
6149                         color[3] *= r_showbboxes_client.value;
6150                 else
6151                         color[3] *= r_showbboxes.value;
6152                 color[3] = bound(0, color[3], 1);
6153                 GL_DepthTest(!r_showdisabledepthtest.integer);
6154                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
6155         }
6156 }
6157
6158 static void R_DrawEntityBBoxes(prvm_prog_t *prog)
6159 {
6160         int i;
6161         prvm_edict_t *edict;
6162         vec3_t center;
6163
6164         if (prog == NULL)
6165                 return;
6166
6167         for (i = 0; i < prog->num_edicts; i++)
6168         {
6169                 edict = PRVM_EDICT_NUM(i);
6170                 if (edict->priv.server->free)
6171                         continue;
6172                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
6173                 if (PRVM_gameedictedict(edict, tag_entity) != 0)
6174                         continue;
6175                 if (prog == SVVM_prog && PRVM_serveredictedict(edict, viewmodelforclient) != 0)
6176                         continue;
6177                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
6178                 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)prog);
6179         }
6180 }
6181
6182 static const int nomodelelement3i[24] =
6183 {
6184         5, 2, 0,
6185         5, 1, 2,
6186         5, 0, 3,
6187         5, 3, 1,
6188         0, 2, 4,
6189         2, 1, 4,
6190         3, 0, 4,
6191         1, 3, 4
6192 };
6193
6194 static const unsigned short nomodelelement3s[24] =
6195 {
6196         5, 2, 0,
6197         5, 1, 2,
6198         5, 0, 3,
6199         5, 3, 1,
6200         0, 2, 4,
6201         2, 1, 4,
6202         3, 0, 4,
6203         1, 3, 4
6204 };
6205
6206 static const float nomodelvertex3f[6*3] =
6207 {
6208         -16,   0,   0,
6209          16,   0,   0,
6210           0, -16,   0,
6211           0,  16,   0,
6212           0,   0, -16,
6213           0,   0,  16
6214 };
6215
6216 static const float nomodelcolor4f[6*4] =
6217 {
6218         0.0f, 0.0f, 0.5f, 1.0f,
6219         0.0f, 0.0f, 0.5f, 1.0f,
6220         0.0f, 0.5f, 0.0f, 1.0f,
6221         0.0f, 0.5f, 0.0f, 1.0f,
6222         0.5f, 0.0f, 0.0f, 1.0f,
6223         0.5f, 0.0f, 0.0f, 1.0f
6224 };
6225
6226 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6227 {
6228         int i;
6229         float f1, f2, *c;
6230         float color4f[6*4];
6231
6232         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);
6233
6234         // this is only called once per entity so numsurfaces is always 1, and
6235         // surfacelist is always {0}, so this code does not handle batches
6236
6237         if (rsurface.ent_flags & RENDER_ADDITIVE)
6238         {
6239                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
6240                 GL_DepthMask(false);
6241         }
6242         else if (ent->alpha < 1)
6243         {
6244                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6245                 GL_DepthMask(false);
6246         }
6247         else
6248         {
6249                 GL_BlendFunc(GL_ONE, GL_ZERO);
6250                 GL_DepthMask(true);
6251         }
6252         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
6253         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
6254         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
6255         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
6256         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
6257         for (i = 0, c = color4f;i < 6;i++, c += 4)
6258         {
6259                 c[0] *= ent->render_fullbright[0] * r_refdef.view.colorscale;
6260                 c[1] *= ent->render_fullbright[1] * r_refdef.view.colorscale;
6261                 c[2] *= ent->render_fullbright[2] * r_refdef.view.colorscale;
6262                 c[3] *= ent->alpha;
6263         }
6264         if (r_refdef.fogenabled)
6265         {
6266                 for (i = 0, c = color4f;i < 6;i++, c += 4)
6267                 {
6268                         f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
6269                         f2 = 1 - f1;
6270                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
6271                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
6272                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
6273                 }
6274         }
6275 //      R_Mesh_ResetTextureState();
6276         R_SetupShader_Generic_NoTexture(false, false);
6277         R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
6278         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
6279 }
6280
6281 void R_DrawNoModel(entity_render_t *ent)
6282 {
6283         vec3_t org;
6284         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6285         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
6286                 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
6287         else
6288                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
6289 }
6290
6291 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
6292 {
6293         vec3_t right1, right2, diff, normal;
6294
6295         VectorSubtract (org2, org1, normal);
6296
6297         // calculate 'right' vector for start
6298         VectorSubtract (r_refdef.view.origin, org1, diff);
6299         CrossProduct (normal, diff, right1);
6300         VectorNormalize (right1);
6301
6302         // calculate 'right' vector for end
6303         VectorSubtract (r_refdef.view.origin, org2, diff);
6304         CrossProduct (normal, diff, right2);
6305         VectorNormalize (right2);
6306
6307         vert[ 0] = org1[0] + width * right1[0];
6308         vert[ 1] = org1[1] + width * right1[1];
6309         vert[ 2] = org1[2] + width * right1[2];
6310         vert[ 3] = org1[0] - width * right1[0];
6311         vert[ 4] = org1[1] - width * right1[1];
6312         vert[ 5] = org1[2] - width * right1[2];
6313         vert[ 6] = org2[0] - width * right2[0];
6314         vert[ 7] = org2[1] - width * right2[1];
6315         vert[ 8] = org2[2] - width * right2[2];
6316         vert[ 9] = org2[0] + width * right2[0];
6317         vert[10] = org2[1] + width * right2[1];
6318         vert[11] = org2[2] + width * right2[2];
6319 }
6320
6321 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)
6322 {
6323         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
6324         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
6325         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
6326         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
6327         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
6328         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
6329         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
6330         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
6331         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
6332         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
6333         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
6334         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
6335 }
6336
6337 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
6338 {
6339         int i;
6340         float *vertex3f;
6341         float v[3];
6342         VectorSet(v, x, y, z);
6343         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
6344                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
6345                         break;
6346         if (i == mesh->numvertices)
6347         {
6348                 if (mesh->numvertices < mesh->maxvertices)
6349                 {
6350                         VectorCopy(v, vertex3f);
6351                         mesh->numvertices++;
6352                 }
6353                 return mesh->numvertices;
6354         }
6355         else
6356                 return i;
6357 }
6358
6359 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
6360 {
6361         int i;
6362         int *e, element[3];
6363         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6364         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6365         e = mesh->element3i + mesh->numtriangles * 3;
6366         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
6367         {
6368                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
6369                 if (mesh->numtriangles < mesh->maxtriangles)
6370                 {
6371                         *e++ = element[0];
6372                         *e++ = element[1];
6373                         *e++ = element[2];
6374                         mesh->numtriangles++;
6375                 }
6376                 element[1] = element[2];
6377         }
6378 }
6379
6380 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
6381 {
6382         int i;
6383         int *e, element[3];
6384         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6385         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6386         e = mesh->element3i + mesh->numtriangles * 3;
6387         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
6388         {
6389                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
6390                 if (mesh->numtriangles < mesh->maxtriangles)
6391                 {
6392                         *e++ = element[0];
6393                         *e++ = element[1];
6394                         *e++ = element[2];
6395                         mesh->numtriangles++;
6396                 }
6397                 element[1] = element[2];
6398         }
6399 }
6400
6401 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
6402 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
6403 {
6404         int planenum, planenum2;
6405         int w;
6406         int tempnumpoints;
6407         mplane_t *plane, *plane2;
6408         double maxdist;
6409         double temppoints[2][256*3];
6410         // figure out how large a bounding box we need to properly compute this brush
6411         maxdist = 0;
6412         for (w = 0;w < numplanes;w++)
6413                 maxdist = max(maxdist, fabs(planes[w].dist));
6414         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
6415         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
6416         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
6417         {
6418                 w = 0;
6419                 tempnumpoints = 4;
6420                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
6421                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
6422                 {
6423                         if (planenum2 == planenum)
6424                                 continue;
6425                         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);
6426                         w = !w;
6427                 }
6428                 if (tempnumpoints < 3)
6429                         continue;
6430                 // generate elements forming a triangle fan for this polygon
6431                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
6432         }
6433 }
6434
6435 static qbool R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
6436 {
6437         if(parms[0] == 0 && parms[1] == 0)
6438                 return false;
6439         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6440                 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
6441                         return false;
6442         return true;
6443 }
6444
6445 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
6446 {
6447         double index, f;
6448         index = parms[2] + rsurface.shadertime * parms[3];
6449         index -= floor(index);
6450         switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
6451         {
6452         default:
6453         case Q3WAVEFUNC_NONE:
6454         case Q3WAVEFUNC_NOISE:
6455         case Q3WAVEFUNC_COUNT:
6456                 f = 0;
6457                 break;
6458         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
6459         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
6460         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
6461         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
6462         case Q3WAVEFUNC_TRIANGLE:
6463                 index *= 4;
6464                 f = index - floor(index);
6465                 if (index < 1)
6466                 {
6467                         // f = f;
6468                 }
6469                 else if (index < 2)
6470                         f = 1 - f;
6471                 else if (index < 3)
6472                         f = -f;
6473                 else
6474                         f = -(1 - f);
6475                 break;
6476         }
6477         f = parms[0] + parms[1] * f;
6478         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6479                 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
6480         return (float) f;
6481 }
6482
6483 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
6484 {
6485         int w, h, idx;
6486         float shadertime;
6487         float f;
6488         float offsetd[2];
6489         float tcmat[12];
6490         matrix4x4_t matrix, temp;
6491         // if shadertime exceeds about 9 hours (32768 seconds), just wrap it,
6492         // it's better to have one huge fixup every 9 hours than gradual
6493         // degradation over time which looks consistently bad after many hours.
6494         //
6495         // tcmod scroll in particular suffers from this degradation which can't be
6496         // effectively worked around even with floor() tricks because we don't
6497         // know if tcmod scroll is the last tcmod being applied, and for clampmap
6498         // a workaround involving floor() would be incorrect anyway...
6499         shadertime = rsurface.shadertime;
6500         if (shadertime >= 32768.0f)
6501                 shadertime -= floor(rsurface.shadertime * (1.0f / 32768.0f)) * 32768.0f;
6502         switch(tcmod->tcmod)
6503         {
6504                 case Q3TCMOD_COUNT:
6505                 case Q3TCMOD_NONE:
6506                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6507                                 matrix = r_waterscrollmatrix;
6508                         else
6509                                 matrix = identitymatrix;
6510                         break;
6511                 case Q3TCMOD_ENTITYTRANSLATE:
6512                         // this is used in Q3 to allow the gamecode to control texcoord
6513                         // scrolling on the entity, which is not supported in darkplaces yet.
6514                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
6515                         break;
6516                 case Q3TCMOD_ROTATE:
6517                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
6518                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
6519                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
6520                         break;
6521                 case Q3TCMOD_SCALE:
6522                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
6523                         break;
6524                 case Q3TCMOD_SCROLL:
6525                         // this particular tcmod is a "bug for bug" compatible one with regards to
6526                         // Quake3, the wrapping is unnecessary with our shadetime fix but quake3
6527                         // specifically did the wrapping and so we must mimic that...
6528                         offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
6529                         offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
6530                         Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
6531                         break;
6532                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
6533                         w = (int) tcmod->parms[0];
6534                         h = (int) tcmod->parms[1];
6535                         f = rsurface.shadertime / (tcmod->parms[2] * w * h);
6536                         f = f - floor(f);
6537                         idx = (int) floor(f * w * h);
6538                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
6539                         break;
6540                 case Q3TCMOD_STRETCH:
6541                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
6542                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
6543                         break;
6544                 case Q3TCMOD_TRANSFORM:
6545                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
6546                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
6547                         VectorSet(tcmat +  6, 0                   , 0                , 1);
6548                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
6549                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
6550                         break;
6551                 case Q3TCMOD_TURBULENT:
6552                         // this is handled in the RSurf_PrepareVertices function
6553                         matrix = identitymatrix;
6554                         break;
6555         }
6556         temp = *texmatrix;
6557         Matrix4x4_Concat(texmatrix, &matrix, &temp);
6558 }
6559
6560 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
6561 {
6562         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
6563         char name[MAX_QPATH];
6564         skinframe_t *skinframe;
6565         unsigned char pixels[296*194];
6566         strlcpy(cache->name, skinname, sizeof(cache->name));
6567         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
6568         if (developer_loading.integer)
6569                 Con_Printf("loading %s\n", name);
6570         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6571         if (!skinframe || !skinframe->base)
6572         {
6573                 unsigned char *f;
6574                 fs_offset_t filesize;
6575                 skinframe = NULL;
6576                 f = FS_LoadFile(name, tempmempool, true, &filesize);
6577                 if (f)
6578                 {
6579                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
6580                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
6581                         Mem_Free(f);
6582                 }
6583         }
6584         cache->skinframe = skinframe;
6585 }
6586
6587 texture_t *R_GetCurrentTexture(texture_t *t)
6588 {
6589         int i, q;
6590         const entity_render_t *ent = rsurface.entity;
6591         model_t *model = ent->model; // when calling this, ent must not be NULL
6592         q3shaderinfo_layer_tcmod_t *tcmod;
6593         float specularscale = 0.0f;
6594
6595         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
6596                 return t->currentframe;
6597         t->update_lastrenderframe = r_textureframe;
6598         t->update_lastrenderentity = (void *)ent;
6599
6600         if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
6601                 t->camera_entity = ent->entitynumber;
6602         else
6603                 t->camera_entity = 0;
6604
6605         // switch to an alternate material if this is a q1bsp animated material
6606         {
6607                 texture_t *texture = t;
6608                 int s = rsurface.ent_skinnum;
6609                 if ((unsigned int)s >= (unsigned int)model->numskins)
6610                         s = 0;
6611                 if (model->skinscenes)
6612                 {
6613                         if (model->skinscenes[s].framecount > 1)
6614                                 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
6615                         else
6616                                 s = model->skinscenes[s].firstframe;
6617                 }
6618                 if (s > 0)
6619                         t = t + s * model->num_surfaces;
6620                 if (t->animated)
6621                 {
6622                         // use an alternate animation if the entity's frame is not 0,
6623                         // and only if the texture has an alternate animation
6624                         if (t->animated == 2) // q2bsp
6625                                 t = t->anim_frames[0][ent->framegroupblend[0].frame % t->anim_total[0]];
6626                         else if (rsurface.ent_alttextures && t->anim_total[1])
6627                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
6628                         else
6629                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
6630                 }
6631                 texture->currentframe = t;
6632         }
6633
6634         // update currentskinframe to be a qw skin or animation frame
6635         if (rsurface.ent_qwskin >= 0)
6636         {
6637                 i = rsurface.ent_qwskin;
6638                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
6639                 {
6640                         r_qwskincache_size = cl.maxclients;
6641                         if (r_qwskincache)
6642                                 Mem_Free(r_qwskincache);
6643                         r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
6644                 }
6645                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
6646                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
6647                 t->currentskinframe = r_qwskincache[i].skinframe;
6648                 if (t->materialshaderpass && t->currentskinframe == NULL)
6649                         t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6650         }
6651         else if (t->materialshaderpass && t->materialshaderpass->numframes >= 2)
6652                 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6653         if (t->backgroundshaderpass && t->backgroundshaderpass->numframes >= 2)
6654                 t->backgroundcurrentskinframe = t->backgroundshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundshaderpass->framerate, t->backgroundshaderpass->numframes)];
6655
6656         t->currentmaterialflags = t->basematerialflags;
6657         t->currentalpha = rsurface.entity->alpha * t->basealpha;
6658         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_water.integer || r_novis.integer || r_trippy.integer))
6659                 t->currentalpha *= r_wateralpha.value;
6660         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
6661                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
6662         if(!r_fb.water.enabled || r_refdef.view.isoverlay)
6663                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
6664
6665         // decide on which type of lighting to use for this surface
6666         if (rsurface.entity->render_modellight_forced)
6667                 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
6668         if (rsurface.entity->render_rtlight_disabled)
6669                 t->currentmaterialflags |= MATERIALFLAG_NORTLIGHT;
6670         if (rsurface.entity->render_lightgrid)
6671                 t->currentmaterialflags |= MATERIALFLAG_LIGHTGRID;
6672         if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND && !(R_BlendFuncFlags(t->customblendfunc[0], t->customblendfunc[1]) & BLENDFUNC_ALLOWS_COLORMOD))
6673         {
6674                 // some CUSTOMBLEND blendfuncs are too weird, we have to ignore colormod and view colorscale
6675                 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NORTLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6676                 for (q = 0; q < 3; q++)
6677                 {
6678                         t->render_glowmod[q] = rsurface.entity->glowmod[q];
6679                         t->render_modellight_lightdir_world[q] = q == 2;
6680                         t->render_modellight_lightdir_local[q] = q == 2;
6681                         t->render_modellight_ambient[q] = 1;
6682                         t->render_modellight_diffuse[q] = 0;
6683                         t->render_modellight_specular[q] = 0;
6684                         t->render_lightmap_ambient[q] = 0;
6685                         t->render_lightmap_diffuse[q] = 0;
6686                         t->render_lightmap_specular[q] = 0;
6687                         t->render_rtlight_diffuse[q] = 0;
6688                         t->render_rtlight_specular[q] = 0;
6689                 }
6690         }
6691         else if ((t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || !(rsurface.ent_flags & RENDER_LIGHT))
6692         {
6693                 // fullbright is basically MATERIALFLAG_MODELLIGHT but with ambient locked to 1,1,1 and no shading
6694                 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_NORTLIGHT | MATERIALFLAG_MODELLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6695                 for (q = 0; q < 3; q++)
6696                 {
6697                         t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6698                         t->render_modellight_ambient[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6699                         t->render_modellight_lightdir_world[q] = q == 2;
6700                         t->render_modellight_lightdir_local[q] = q == 2;
6701                         t->render_modellight_diffuse[q] = 0;
6702                         t->render_modellight_specular[q] = 0;
6703                         t->render_lightmap_ambient[q] = 0;
6704                         t->render_lightmap_diffuse[q] = 0;
6705                         t->render_lightmap_specular[q] = 0;
6706                         t->render_rtlight_diffuse[q] = 0;
6707                         t->render_rtlight_specular[q] = 0;
6708                 }
6709         }
6710         else if (t->currentmaterialflags & MATERIALFLAG_LIGHTGRID)
6711         {
6712                 t->currentmaterialflags &= ~MATERIALFLAG_MODELLIGHT;
6713                 for (q = 0; q < 3; q++)
6714                 {
6715                         t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6716                         t->render_modellight_lightdir_world[q] = q == 2;
6717                         t->render_modellight_lightdir_local[q] = q == 2;
6718                         t->render_modellight_ambient[q] = 0;
6719                         t->render_modellight_diffuse[q] = 0;
6720                         t->render_modellight_specular[q] = 0;
6721                         t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6722                         t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6723                         t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6724                         t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6725                         t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6726                 }
6727         }
6728         else if ((rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT)) || rsurface.modeltexcoordlightmap2f == NULL)
6729         {
6730                 // ambient + single direction light (modellight)
6731                 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_MODELLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6732                 for (q = 0; q < 3; q++)
6733                 {
6734                         t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6735                         t->render_modellight_lightdir_world[q] = rsurface.entity->render_modellight_lightdir_world[q];
6736                         t->render_modellight_lightdir_local[q] = rsurface.entity->render_modellight_lightdir_local[q];
6737                         t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
6738                         t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
6739                         t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
6740                         t->render_lightmap_ambient[q] = 0;
6741                         t->render_lightmap_diffuse[q] = 0;
6742                         t->render_lightmap_specular[q] = 0;
6743                         t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6744                         t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6745                 }
6746         }
6747         else
6748         {
6749                 // lightmap - 2x diffuse and specular brightness because bsp files have 0-2 colors as 0-1
6750                 for (q = 0; q < 3; q++)
6751                 {
6752                         t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6753                         t->render_modellight_lightdir_world[q] = q == 2;
6754                         t->render_modellight_lightdir_local[q] = q == 2;
6755                         t->render_modellight_ambient[q] = 0;
6756                         t->render_modellight_diffuse[q] = 0;
6757                         t->render_modellight_specular[q] = 0;
6758                         t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6759                         t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6760                         t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6761                         t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6762                         t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6763                 }
6764         }
6765
6766         if (t->currentmaterialflags & MATERIALFLAG_VERTEXCOLOR)
6767         {
6768                 // since MATERIALFLAG_VERTEXCOLOR uses the lightmapcolor4f vertex
6769                 // attribute, we punt it to the lightmap path and hope for the best,
6770                 // but lighting doesn't work.
6771                 //
6772                 // FIXME: this is fine for effects but CSQC polygons should be subject
6773                 // to lighting.
6774                 t->currentmaterialflags &= ~(MATERIALFLAG_MODELLIGHT | MATERIALFLAG_LIGHTGRID);
6775                 for (q = 0; q < 3; q++)
6776                 {
6777                         t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6778                         t->render_modellight_lightdir_world[q] = q == 2;
6779                         t->render_modellight_lightdir_local[q] = q == 2;
6780                         t->render_modellight_ambient[q] = 0;
6781                         t->render_modellight_diffuse[q] = 0;
6782                         t->render_modellight_specular[q] = 0;
6783                         t->render_lightmap_ambient[q] = 0;
6784                         t->render_lightmap_diffuse[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6785                         t->render_lightmap_specular[q] = 0;
6786                         t->render_rtlight_diffuse[q] = 0;
6787                         t->render_rtlight_specular[q] = 0;
6788                 }
6789         }
6790
6791         for (q = 0; q < 3; q++)
6792         {
6793                 t->render_colormap_pants[q] = rsurface.entity->colormap_pantscolor[q];
6794                 t->render_colormap_shirt[q] = rsurface.entity->colormap_shirtcolor[q];
6795         }
6796
6797         if (rsurface.ent_flags & RENDER_ADDITIVE)
6798                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6799         else if (t->currentalpha < 1)
6800                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6801         // LadyHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
6802         if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6803                 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
6804         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
6805                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
6806         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
6807                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
6808         if (t->backgroundshaderpass)
6809                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
6810         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
6811         {
6812                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
6813                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
6814         }
6815         else
6816                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
6817         if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
6818         {
6819                 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
6820                 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
6821         }
6822         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
6823                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
6824
6825         // there is no tcmod
6826         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6827         {
6828                 t->currenttexmatrix = r_waterscrollmatrix;
6829                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
6830         }
6831         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
6832         {
6833                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
6834                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
6835         }
6836
6837         if (t->materialshaderpass)
6838                 for (i = 0, tcmod = t->materialshaderpass->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
6839                         R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
6840
6841         t->colormapping = VectorLength2(t->render_colormap_pants) + VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f);
6842         if (t->currentskinframe->qpixels)
6843                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
6844         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
6845         if (!t->basetexture)
6846                 t->basetexture = r_texture_notexture;
6847         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
6848         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
6849         t->nmaptexture = t->currentskinframe->nmap;
6850         if (!t->nmaptexture)
6851                 t->nmaptexture = r_texture_blanknormalmap;
6852         t->glosstexture = r_texture_black;
6853         t->glowtexture = t->currentskinframe->glow;
6854         t->fogtexture = t->currentskinframe->fog;
6855         t->reflectmasktexture = t->currentskinframe->reflect;
6856         if (t->backgroundshaderpass)
6857         {
6858                 for (i = 0, tcmod = t->backgroundshaderpass->tcmods; i < Q3MAXTCMODS && tcmod->tcmod; i++, tcmod++)
6859                         R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
6860                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
6861                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
6862                 t->backgroundglosstexture = r_texture_black;
6863                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
6864                 if (!t->backgroundnmaptexture)
6865                         t->backgroundnmaptexture = r_texture_blanknormalmap;
6866                 // make sure that if glow is going to be used, both textures are not NULL
6867                 if (!t->backgroundglowtexture && t->glowtexture)
6868                         t->backgroundglowtexture = r_texture_black;
6869                 if (!t->glowtexture && t->backgroundglowtexture)
6870                         t->glowtexture = r_texture_black;
6871         }
6872         else
6873         {
6874                 t->backgroundbasetexture = r_texture_white;
6875                 t->backgroundnmaptexture = r_texture_blanknormalmap;
6876                 t->backgroundglosstexture = r_texture_black;
6877                 t->backgroundglowtexture = NULL;
6878         }
6879         t->specularpower = r_shadow_glossexponent.value;
6880         // TODO: store reference values for these in the texture?
6881         if (r_shadow_gloss.integer > 0)
6882         {
6883                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
6884                 {
6885                         if (r_shadow_glossintensity.value > 0)
6886                         {
6887                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
6888                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
6889                                 specularscale = r_shadow_glossintensity.value;
6890                         }
6891                 }
6892                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
6893                 {
6894                         t->glosstexture = r_texture_white;
6895                         t->backgroundglosstexture = r_texture_white;
6896                         specularscale = r_shadow_gloss2intensity.value;
6897                         t->specularpower = r_shadow_gloss2exponent.value;
6898                 }
6899         }
6900         specularscale *= t->specularscalemod;
6901         t->specularpower *= t->specularpowermod;
6902
6903         // lightmaps mode looks bad with dlights using actual texturing, so turn
6904         // off the colormap and glossmap, but leave the normalmap on as it still
6905         // accurately represents the shading involved
6906         if (gl_lightmaps.integer && ent != &cl_meshentities[MESH_UI].render)
6907         {
6908                 t->basetexture = r_texture_grey128;
6909                 t->pantstexture = r_texture_black;
6910                 t->shirttexture = r_texture_black;
6911                 if (gl_lightmaps.integer < 2)
6912                         t->nmaptexture = r_texture_blanknormalmap;
6913                 t->glosstexture = r_texture_black;
6914                 t->glowtexture = NULL;
6915                 t->fogtexture = NULL;
6916                 t->reflectmasktexture = NULL;
6917                 t->backgroundbasetexture = NULL;
6918                 if (gl_lightmaps.integer < 2)
6919                         t->backgroundnmaptexture = r_texture_blanknormalmap;
6920                 t->backgroundglosstexture = r_texture_black;
6921                 t->backgroundglowtexture = NULL;
6922                 specularscale = 0;
6923                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
6924         }
6925
6926         if (specularscale != 1.0f)
6927         {
6928                 for (q = 0; q < 3; q++)
6929                 {
6930                         t->render_modellight_specular[q] *= specularscale;
6931                         t->render_lightmap_specular[q] *= specularscale;
6932                         t->render_rtlight_specular[q] *= specularscale;
6933                 }
6934         }
6935
6936         t->currentblendfunc[0] = GL_ONE;
6937         t->currentblendfunc[1] = GL_ZERO;
6938         if (t->currentmaterialflags & MATERIALFLAG_ADD)
6939         {
6940                 t->currentblendfunc[0] = GL_SRC_ALPHA;
6941                 t->currentblendfunc[1] = GL_ONE;
6942         }
6943         else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
6944         {
6945                 t->currentblendfunc[0] = GL_SRC_ALPHA;
6946                 t->currentblendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
6947         }
6948         else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6949         {
6950                 t->currentblendfunc[0] = t->customblendfunc[0];
6951                 t->currentblendfunc[1] = t->customblendfunc[1];
6952         }
6953
6954         return t;
6955 }
6956
6957 rsurfacestate_t rsurface;
6958
6959 void RSurf_ActiveModelEntity(const entity_render_t *ent, qbool wantnormals, qbool wanttangents, qbool prepass)
6960 {
6961         model_t *model = ent->model;
6962         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
6963         //      return;
6964         rsurface.entity = (entity_render_t *)ent;
6965         rsurface.skeleton = ent->skeleton;
6966         memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
6967         rsurface.ent_skinnum = ent->skinnum;
6968         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;
6969         rsurface.ent_flags = ent->flags;
6970         if (r_fullbright_directed.integer && (r_fullbright.integer || !model->lit))
6971                 rsurface.ent_flags |= RENDER_LIGHT | RENDER_DYNAMICMODELLIGHT;
6972         rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
6973         rsurface.matrix = ent->matrix;
6974         rsurface.inversematrix = ent->inversematrix;
6975         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
6976         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
6977         R_EntityMatrix(&rsurface.matrix);
6978         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
6979         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
6980         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist * rsurface.inversematrixscale;
6981         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
6982         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
6983         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6984         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
6985         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
6986         rsurface.basepolygonfactor = r_refdef.polygonfactor;
6987         rsurface.basepolygonoffset = r_refdef.polygonoffset;
6988         if (ent->model->brush.submodel && !prepass)
6989         {
6990                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
6991                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
6992         }
6993         // if the animcache code decided it should use the shader path, skip the deform step
6994         rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
6995         rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
6996         rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
6997         rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
6998         rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
6999         if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
7000         {
7001                 if (ent->animcache_vertex3f)
7002                 {
7003                         r_refdef.stats[r_stat_batch_entitycache_count]++;
7004                         r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
7005                         r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
7006                         r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
7007                         rsurface.modelvertex3f = ent->animcache_vertex3f;
7008                         rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
7009                         rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
7010                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
7011                         rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
7012                         rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
7013                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
7014                         rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
7015                         rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
7016                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
7017                         rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
7018                         rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
7019                 }
7020                 else if (wanttangents)
7021                 {
7022                         r_refdef.stats[r_stat_batch_entityanimate_count]++;
7023                         r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7024                         r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7025                         r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7026                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7027                         rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7028                         rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7029                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7030                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
7031                         rsurface.modelvertex3f_vertexbuffer = NULL;
7032                         rsurface.modelvertex3f_bufferoffset = 0;
7033                         rsurface.modelvertex3f_vertexbuffer = 0;
7034                         rsurface.modelvertex3f_bufferoffset = 0;
7035                         rsurface.modelsvector3f_vertexbuffer = 0;
7036                         rsurface.modelsvector3f_bufferoffset = 0;
7037                         rsurface.modeltvector3f_vertexbuffer = 0;
7038                         rsurface.modeltvector3f_bufferoffset = 0;
7039                         rsurface.modelnormal3f_vertexbuffer = 0;
7040                         rsurface.modelnormal3f_bufferoffset = 0;
7041                 }
7042                 else if (wantnormals)
7043                 {
7044                         r_refdef.stats[r_stat_batch_entityanimate_count]++;
7045                         r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7046                         r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7047                         r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7048                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7049                         rsurface.modelsvector3f = NULL;
7050                         rsurface.modeltvector3f = NULL;
7051                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7052                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
7053                         rsurface.modelvertex3f_vertexbuffer = NULL;
7054                         rsurface.modelvertex3f_bufferoffset = 0;
7055                         rsurface.modelvertex3f_vertexbuffer = 0;
7056                         rsurface.modelvertex3f_bufferoffset = 0;
7057                         rsurface.modelsvector3f_vertexbuffer = 0;
7058                         rsurface.modelsvector3f_bufferoffset = 0;
7059                         rsurface.modeltvector3f_vertexbuffer = 0;
7060                         rsurface.modeltvector3f_bufferoffset = 0;
7061                         rsurface.modelnormal3f_vertexbuffer = 0;
7062                         rsurface.modelnormal3f_bufferoffset = 0;
7063                 }
7064                 else
7065                 {
7066                         r_refdef.stats[r_stat_batch_entityanimate_count]++;
7067                         r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7068                         r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7069                         r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7070                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7071                         rsurface.modelsvector3f = NULL;
7072                         rsurface.modeltvector3f = NULL;
7073                         rsurface.modelnormal3f = NULL;
7074                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
7075                         rsurface.modelvertex3f_vertexbuffer = NULL;
7076                         rsurface.modelvertex3f_bufferoffset = 0;
7077                         rsurface.modelvertex3f_vertexbuffer = 0;
7078                         rsurface.modelvertex3f_bufferoffset = 0;
7079                         rsurface.modelsvector3f_vertexbuffer = 0;
7080                         rsurface.modelsvector3f_bufferoffset = 0;
7081                         rsurface.modeltvector3f_vertexbuffer = 0;
7082                         rsurface.modeltvector3f_bufferoffset = 0;
7083                         rsurface.modelnormal3f_vertexbuffer = 0;
7084                         rsurface.modelnormal3f_bufferoffset = 0;
7085                 }
7086                 rsurface.modelgeneratedvertex = true;
7087         }
7088         else
7089         {
7090                 if (rsurface.entityskeletaltransform3x4)
7091                 {
7092                         r_refdef.stats[r_stat_batch_entityskeletal_count]++;
7093                         r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
7094                         r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
7095                         r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
7096                 }
7097                 else
7098                 {
7099                         r_refdef.stats[r_stat_batch_entitystatic_count]++;
7100                         r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
7101                         r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
7102                         r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
7103                 }
7104                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
7105                 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.data_vertex3f_vertexbuffer;
7106                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.data_vertex3f_bufferoffset;
7107                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
7108                 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.data_svector3f_vertexbuffer;
7109                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.data_svector3f_bufferoffset;
7110                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
7111                 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.data_tvector3f_vertexbuffer;
7112                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.data_tvector3f_bufferoffset;
7113                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
7114                 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.data_normal3f_vertexbuffer;
7115                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.data_normal3f_bufferoffset;
7116                 rsurface.modelgeneratedvertex = false;
7117         }
7118         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
7119         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.data_lightmapcolor4f_vertexbuffer;
7120         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.data_lightmapcolor4f_bufferoffset;
7121         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
7122         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.data_texcoordtexture2f_vertexbuffer;
7123         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.data_texcoordtexture2f_bufferoffset;
7124         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
7125         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.data_texcoordlightmap2f_vertexbuffer;
7126         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.data_texcoordlightmap2f_bufferoffset;
7127         rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
7128         rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.data_skeletalindex4ub_vertexbuffer;
7129         rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.data_skeletalindex4ub_bufferoffset;
7130         rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
7131         rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.data_skeletalweight4ub_vertexbuffer;
7132         rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.data_skeletalweight4ub_bufferoffset;
7133         rsurface.modelelement3i = model->surfmesh.data_element3i;
7134         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
7135         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
7136         rsurface.modelelement3s = model->surfmesh.data_element3s;
7137         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
7138         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
7139         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
7140         rsurface.modelnumvertices = model->surfmesh.num_vertices;
7141         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
7142         rsurface.modelsurfaces = model->data_surfaces;
7143         rsurface.batchgeneratedvertex = false;
7144         rsurface.batchfirstvertex = 0;
7145         rsurface.batchnumvertices = 0;
7146         rsurface.batchfirsttriangle = 0;
7147         rsurface.batchnumtriangles = 0;
7148         rsurface.batchvertex3f  = NULL;
7149         rsurface.batchvertex3f_vertexbuffer = NULL;
7150         rsurface.batchvertex3f_bufferoffset = 0;
7151         rsurface.batchsvector3f = NULL;
7152         rsurface.batchsvector3f_vertexbuffer = NULL;
7153         rsurface.batchsvector3f_bufferoffset = 0;
7154         rsurface.batchtvector3f = NULL;
7155         rsurface.batchtvector3f_vertexbuffer = NULL;
7156         rsurface.batchtvector3f_bufferoffset = 0;
7157         rsurface.batchnormal3f  = NULL;
7158         rsurface.batchnormal3f_vertexbuffer = NULL;
7159         rsurface.batchnormal3f_bufferoffset = 0;
7160         rsurface.batchlightmapcolor4f = NULL;
7161         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7162         rsurface.batchlightmapcolor4f_bufferoffset = 0;
7163         rsurface.batchtexcoordtexture2f = NULL;
7164         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7165         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7166         rsurface.batchtexcoordlightmap2f = NULL;
7167         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7168         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7169         rsurface.batchskeletalindex4ub = NULL;
7170         rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7171         rsurface.batchskeletalindex4ub_bufferoffset = 0;
7172         rsurface.batchskeletalweight4ub = NULL;
7173         rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7174         rsurface.batchskeletalweight4ub_bufferoffset = 0;
7175         rsurface.batchelement3i = NULL;
7176         rsurface.batchelement3i_indexbuffer = NULL;
7177         rsurface.batchelement3i_bufferoffset = 0;
7178         rsurface.batchelement3s = NULL;
7179         rsurface.batchelement3s_indexbuffer = NULL;
7180         rsurface.batchelement3s_bufferoffset = 0;
7181         rsurface.forcecurrenttextureupdate = false;
7182 }
7183
7184 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, qbool wantnormals, qbool wanttangents)
7185 {
7186         rsurface.entity = r_refdef.scene.worldentity;
7187         if (r != 1.0f || g != 1.0f || b != 1.0f || a != 1.0f) {
7188                 // HACK to provide a valid entity with modded colors to R_GetCurrentTexture.
7189                 // A better approach could be making this copy only once per frame.
7190                 static entity_render_t custom_entity;
7191                 int q;
7192                 custom_entity = *rsurface.entity;
7193                 for (q = 0; q < 3; ++q) {
7194                         float colormod = q == 0 ? r : q == 1 ? g : b;
7195                         custom_entity.render_fullbright[q] *= colormod;
7196                         custom_entity.render_modellight_ambient[q] *= colormod;
7197                         custom_entity.render_modellight_diffuse[q] *= colormod;
7198                         custom_entity.render_lightmap_ambient[q] *= colormod;
7199                         custom_entity.render_lightmap_diffuse[q] *= colormod;
7200                         custom_entity.render_rtlight_diffuse[q] *= colormod;
7201                 }
7202                 custom_entity.alpha *= a;
7203                 rsurface.entity = &custom_entity;
7204         }
7205         rsurface.skeleton = NULL;
7206         rsurface.ent_skinnum = 0;
7207         rsurface.ent_qwskin = -1;
7208         rsurface.ent_flags = entflags;
7209         rsurface.shadertime = r_refdef.scene.time - shadertime;
7210         rsurface.modelnumvertices = numvertices;
7211         rsurface.modelnumtriangles = numtriangles;
7212         rsurface.matrix = *matrix;
7213         rsurface.inversematrix = *inversematrix;
7214         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7215         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7216         R_EntityMatrix(&rsurface.matrix);
7217         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7218         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7219         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
7220         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7221         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7222         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7223         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
7224         rsurface.frameblend[0].lerp = 1;
7225         rsurface.ent_alttextures = false;
7226         rsurface.basepolygonfactor = r_refdef.polygonfactor;
7227         rsurface.basepolygonoffset = r_refdef.polygonoffset;
7228         rsurface.entityskeletaltransform3x4 = NULL;
7229         rsurface.entityskeletaltransform3x4buffer = NULL;
7230         rsurface.entityskeletaltransform3x4offset = 0;
7231         rsurface.entityskeletaltransform3x4size = 0;
7232         rsurface.entityskeletalnumtransforms = 0;
7233         r_refdef.stats[r_stat_batch_entitycustom_count]++;
7234         r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
7235         r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
7236         r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
7237         if (wanttangents)
7238         {
7239                 rsurface.modelvertex3f = (float *)vertex3f;
7240                 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7241                 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7242                 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7243         }
7244         else if (wantnormals)
7245         {
7246                 rsurface.modelvertex3f = (float *)vertex3f;
7247                 rsurface.modelsvector3f = NULL;
7248                 rsurface.modeltvector3f = NULL;
7249                 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7250         }
7251         else
7252         {
7253                 rsurface.modelvertex3f = (float *)vertex3f;
7254                 rsurface.modelsvector3f = NULL;
7255                 rsurface.modeltvector3f = NULL;
7256                 rsurface.modelnormal3f = NULL;
7257         }
7258         rsurface.modelvertex3f_vertexbuffer = 0;
7259         rsurface.modelvertex3f_bufferoffset = 0;
7260         rsurface.modelsvector3f_vertexbuffer = 0;
7261         rsurface.modelsvector3f_bufferoffset = 0;
7262         rsurface.modeltvector3f_vertexbuffer = 0;
7263         rsurface.modeltvector3f_bufferoffset = 0;
7264         rsurface.modelnormal3f_vertexbuffer = 0;
7265         rsurface.modelnormal3f_bufferoffset = 0;
7266         rsurface.modelgeneratedvertex = true;
7267         rsurface.modellightmapcolor4f  = (float *)color4f;
7268         rsurface.modellightmapcolor4f_vertexbuffer = 0;
7269         rsurface.modellightmapcolor4f_bufferoffset = 0;
7270         rsurface.modeltexcoordtexture2f  = (float *)texcoord2f;
7271         rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
7272         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
7273         rsurface.modeltexcoordlightmap2f  = NULL;
7274         rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
7275         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
7276         rsurface.modelskeletalindex4ub = NULL;
7277         rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
7278         rsurface.modelskeletalindex4ub_bufferoffset = 0;
7279         rsurface.modelskeletalweight4ub = NULL;
7280         rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
7281         rsurface.modelskeletalweight4ub_bufferoffset = 0;
7282         rsurface.modelelement3i = (int *)element3i;
7283         rsurface.modelelement3i_indexbuffer = NULL;
7284         rsurface.modelelement3i_bufferoffset = 0;
7285         rsurface.modelelement3s = (unsigned short *)element3s;
7286         rsurface.modelelement3s_indexbuffer = NULL;
7287         rsurface.modelelement3s_bufferoffset = 0;
7288         rsurface.modellightmapoffsets = NULL;
7289         rsurface.modelsurfaces = NULL;
7290         rsurface.batchgeneratedvertex = false;
7291         rsurface.batchfirstvertex = 0;
7292         rsurface.batchnumvertices = 0;
7293         rsurface.batchfirsttriangle = 0;
7294         rsurface.batchnumtriangles = 0;
7295         rsurface.batchvertex3f  = NULL;
7296         rsurface.batchvertex3f_vertexbuffer = NULL;
7297         rsurface.batchvertex3f_bufferoffset = 0;
7298         rsurface.batchsvector3f = NULL;
7299         rsurface.batchsvector3f_vertexbuffer = NULL;
7300         rsurface.batchsvector3f_bufferoffset = 0;
7301         rsurface.batchtvector3f = NULL;
7302         rsurface.batchtvector3f_vertexbuffer = NULL;
7303         rsurface.batchtvector3f_bufferoffset = 0;
7304         rsurface.batchnormal3f  = NULL;
7305         rsurface.batchnormal3f_vertexbuffer = NULL;
7306         rsurface.batchnormal3f_bufferoffset = 0;
7307         rsurface.batchlightmapcolor4f = NULL;
7308         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7309         rsurface.batchlightmapcolor4f_bufferoffset = 0;
7310         rsurface.batchtexcoordtexture2f = NULL;
7311         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7312         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7313         rsurface.batchtexcoordlightmap2f = NULL;
7314         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7315         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7316         rsurface.batchskeletalindex4ub = NULL;
7317         rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7318         rsurface.batchskeletalindex4ub_bufferoffset = 0;
7319         rsurface.batchskeletalweight4ub = NULL;
7320         rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7321         rsurface.batchskeletalweight4ub_bufferoffset = 0;
7322         rsurface.batchelement3i = NULL;
7323         rsurface.batchelement3i_indexbuffer = NULL;
7324         rsurface.batchelement3i_bufferoffset = 0;
7325         rsurface.batchelement3s = NULL;
7326         rsurface.batchelement3s_indexbuffer = NULL;
7327         rsurface.batchelement3s_bufferoffset = 0;
7328         rsurface.forcecurrenttextureupdate = true;
7329
7330         if (rsurface.modelnumvertices && rsurface.modelelement3i)
7331         {
7332                 if ((wantnormals || wanttangents) && !normal3f)
7333                 {
7334                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7335                         Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
7336                 }
7337                 if (wanttangents && !svector3f)
7338                 {
7339                         rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7340                         rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7341                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
7342                 }
7343         }
7344 }
7345
7346 float RSurf_FogPoint(const float *v)
7347 {
7348         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7349         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
7350         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
7351         float FogHeightFade = r_refdef.fogheightfade;
7352         float fogfrac;
7353         unsigned int fogmasktableindex;
7354         if (r_refdef.fogplaneviewabove)
7355                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7356         else
7357                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7358         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
7359         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7360 }
7361
7362 float RSurf_FogVertex(const float *v)
7363 {
7364         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7365         float FogPlaneViewDist = rsurface.fogplaneviewdist;
7366         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
7367         float FogHeightFade = rsurface.fogheightfade;
7368         float fogfrac;
7369         unsigned int fogmasktableindex;
7370         if (r_refdef.fogplaneviewabove)
7371                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7372         else
7373                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7374         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
7375         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7376 }
7377
7378 void RSurf_UploadBuffersForBatch(void)
7379 {
7380         // upload buffer data for generated vertex data (dynamicvertex case) or index data (copytriangles case) and models that lack it to begin with (e.g. DrawQ_FlushUI)
7381         // note that if rsurface.batchvertex3f_vertexbuffer is NULL, dynamicvertex is forced as we don't account for the proper base vertex here.
7382         if (rsurface.batchvertex3f && !rsurface.batchvertex3f_vertexbuffer)
7383                 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
7384         if (rsurface.batchsvector3f && !rsurface.batchsvector3f_vertexbuffer)
7385                 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
7386         if (rsurface.batchtvector3f && !rsurface.batchtvector3f_vertexbuffer)
7387                 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
7388         if (rsurface.batchnormal3f && !rsurface.batchnormal3f_vertexbuffer)
7389                 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
7390         if (rsurface.batchlightmapcolor4f && !rsurface.batchlightmapcolor4f_vertexbuffer)
7391                 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
7392         if (rsurface.batchtexcoordtexture2f && !rsurface.batchtexcoordtexture2f_vertexbuffer)
7393                 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
7394         if (rsurface.batchtexcoordlightmap2f && !rsurface.batchtexcoordlightmap2f_vertexbuffer)
7395                 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
7396         if (rsurface.batchskeletalindex4ub && !rsurface.batchskeletalindex4ub_vertexbuffer)
7397                 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
7398         if (rsurface.batchskeletalweight4ub && !rsurface.batchskeletalweight4ub_vertexbuffer)
7399                 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
7400
7401         if (rsurface.batchelement3s && !rsurface.batchelement3s_indexbuffer)
7402                 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
7403         else if (rsurface.batchelement3i && !rsurface.batchelement3i_indexbuffer)
7404                 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
7405
7406         R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
7407         R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
7408         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
7409         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
7410         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
7411         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
7412         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
7413         R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
7414         R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
7415         R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
7416 }
7417
7418 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
7419 {
7420         int i;
7421         for (i = 0;i < numelements;i++)
7422                 outelement3i[i] = inelement3i[i] + adjust;
7423 }
7424
7425 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
7426 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
7427 {
7428         int deformindex;
7429         int firsttriangle;
7430         int numtriangles;
7431         int firstvertex;
7432         int endvertex;
7433         int numvertices;
7434         int surfacefirsttriangle;
7435         int surfacenumtriangles;
7436         int surfacefirstvertex;
7437         int surfaceendvertex;
7438         int surfacenumvertices;
7439         int batchnumsurfaces = texturenumsurfaces;
7440         int batchnumvertices;
7441         int batchnumtriangles;
7442         int i, j;
7443         qbool gaps;
7444         qbool dynamicvertex;
7445         float amplitude;
7446         float animpos;
7447         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
7448         float waveparms[4];
7449         unsigned char *ub;
7450         q3shaderinfo_deform_t *deform;
7451         const msurface_t *surface, *firstsurface;
7452         if (!texturenumsurfaces)
7453                 return;
7454         // find vertex range of this surface batch
7455         gaps = false;
7456         firstsurface = texturesurfacelist[0];
7457         firsttriangle = firstsurface->num_firsttriangle;
7458         batchnumvertices = 0;
7459         batchnumtriangles = 0;
7460         firstvertex = endvertex = firstsurface->num_firstvertex;
7461         for (i = 0;i < texturenumsurfaces;i++)
7462         {
7463                 surface = texturesurfacelist[i];
7464                 if (surface != firstsurface + i)
7465                         gaps = true;
7466                 surfacefirstvertex = surface->num_firstvertex;
7467                 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
7468                 surfacenumvertices = surface->num_vertices;
7469                 surfacenumtriangles = surface->num_triangles;
7470                 if (firstvertex > surfacefirstvertex)
7471                         firstvertex = surfacefirstvertex;
7472                 if (endvertex < surfaceendvertex)
7473                         endvertex = surfaceendvertex;
7474                 batchnumvertices += surfacenumvertices;
7475                 batchnumtriangles += surfacenumtriangles;
7476         }
7477
7478         r_refdef.stats[r_stat_batch_batches]++;
7479         if (gaps)
7480                 r_refdef.stats[r_stat_batch_withgaps]++;
7481         r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
7482         r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
7483         r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
7484
7485         // we now know the vertex range used, and if there are any gaps in it
7486         rsurface.batchfirstvertex = firstvertex;
7487         rsurface.batchnumvertices = endvertex - firstvertex;
7488         rsurface.batchfirsttriangle = firsttriangle;
7489         rsurface.batchnumtriangles = batchnumtriangles;
7490
7491         // check if any dynamic vertex processing must occur
7492         dynamicvertex = false;
7493
7494         // we must use vertexbuffers for rendering, we can upload vertex buffers
7495         // easily enough but if the basevertex is non-zero it becomes more
7496         // difficult, so force dynamicvertex path in that case - it's suboptimal
7497         // but the most optimal case is to have the geometry sources provide their
7498         // own anyway.
7499         if (!rsurface.modelvertex3f_vertexbuffer && firstvertex != 0)
7500                 dynamicvertex = true;
7501
7502         // a cvar to force the dynamic vertex path to be taken, for debugging
7503         if (r_batch_debugdynamicvertexpath.integer)
7504         {
7505                 if (!dynamicvertex)
7506                 {
7507                         r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
7508                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
7509                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
7510                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
7511                 }
7512                 dynamicvertex = true;
7513         }
7514
7515         // if there is a chance of animated vertex colors, it's a dynamic batch
7516         if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
7517         {
7518                 if (!dynamicvertex)
7519                 {
7520                         r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
7521                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
7522                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
7523                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
7524                 }
7525                 dynamicvertex = true;
7526         }
7527
7528         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
7529         {
7530                 switch (deform->deform)
7531                 {
7532                 default:
7533                 case Q3DEFORM_PROJECTIONSHADOW:
7534                 case Q3DEFORM_TEXT0:
7535                 case Q3DEFORM_TEXT1:
7536                 case Q3DEFORM_TEXT2:
7537                 case Q3DEFORM_TEXT3:
7538                 case Q3DEFORM_TEXT4:
7539                 case Q3DEFORM_TEXT5:
7540                 case Q3DEFORM_TEXT6:
7541                 case Q3DEFORM_TEXT7:
7542                 case Q3DEFORM_NONE:
7543                         break;
7544                 case Q3DEFORM_AUTOSPRITE:
7545                         if (!dynamicvertex)
7546                         {
7547                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
7548                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
7549                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
7550                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
7551                         }
7552                         dynamicvertex = true;
7553                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
7554                         break;
7555                 case Q3DEFORM_AUTOSPRITE2:
7556                         if (!dynamicvertex)
7557                         {
7558                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
7559                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
7560                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
7561                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
7562                         }
7563                         dynamicvertex = true;
7564                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7565                         break;
7566                 case Q3DEFORM_NORMAL:
7567                         if (!dynamicvertex)
7568                         {
7569                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
7570                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
7571                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
7572                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
7573                         }
7574                         dynamicvertex = true;
7575                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7576                         break;
7577                 case Q3DEFORM_WAVE:
7578                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7579                                 break; // if wavefunc is a nop, ignore this transform
7580                         if (!dynamicvertex)
7581                         {
7582                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
7583                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
7584                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
7585                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
7586                         }
7587                         dynamicvertex = true;
7588                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7589                         break;
7590                 case Q3DEFORM_BULGE:
7591                         if (!dynamicvertex)
7592                         {
7593                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
7594                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
7595                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
7596                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
7597                         }
7598                         dynamicvertex = true;
7599                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7600                         break;
7601                 case Q3DEFORM_MOVE:
7602                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7603                                 break; // if wavefunc is a nop, ignore this transform
7604                         if (!dynamicvertex)
7605                         {
7606                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
7607                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
7608                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
7609                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
7610                         }
7611                         dynamicvertex = true;
7612                         batchneed |= BATCHNEED_ARRAY_VERTEX;
7613                         break;
7614                 }
7615         }
7616         if (rsurface.texture->materialshaderpass)
7617         {
7618                 switch (rsurface.texture->materialshaderpass->tcgen.tcgen)
7619                 {
7620                 default:
7621                 case Q3TCGEN_TEXTURE:
7622                         break;
7623                 case Q3TCGEN_LIGHTMAP:
7624                         if (!dynamicvertex)
7625                         {
7626                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
7627                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
7628                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
7629                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
7630                         }
7631                         dynamicvertex = true;
7632                         batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
7633                         break;
7634                 case Q3TCGEN_VECTOR:
7635                         if (!dynamicvertex)
7636                         {
7637                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
7638                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
7639                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
7640                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
7641                         }
7642                         dynamicvertex = true;
7643                         batchneed |= BATCHNEED_ARRAY_VERTEX;
7644                         break;
7645                 case Q3TCGEN_ENVIRONMENT:
7646                         if (!dynamicvertex)
7647                         {
7648                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
7649                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
7650                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
7651                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
7652                         }
7653                         dynamicvertex = true;
7654                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
7655                         break;
7656                 }
7657                 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
7658                 {
7659                         if (!dynamicvertex)
7660                         {
7661                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
7662                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
7663                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
7664                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
7665                         }
7666                         dynamicvertex = true;
7667                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7668                 }
7669         }
7670
7671         // the caller can specify BATCHNEED_NOGAPS to force a batch with
7672         // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
7673         // we ensure this by treating the vertex batch as dynamic...
7674         if ((batchneed & BATCHNEED_ALWAYSCOPY) || ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0)))
7675         {
7676                 if (!dynamicvertex)
7677                 {
7678                         r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
7679                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
7680                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
7681                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
7682                 }
7683                 dynamicvertex = true;
7684         }
7685
7686         // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
7687         if (dynamicvertex && rsurface.entityskeletaltransform3x4)
7688                 batchneed |= BATCHNEED_ARRAY_SKELETAL;
7689
7690         rsurface.batchvertex3f = rsurface.modelvertex3f;
7691         rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
7692         rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
7693         rsurface.batchsvector3f = rsurface.modelsvector3f;
7694         rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
7695         rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
7696         rsurface.batchtvector3f = rsurface.modeltvector3f;
7697         rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
7698         rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
7699         rsurface.batchnormal3f = rsurface.modelnormal3f;
7700         rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
7701         rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
7702         rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
7703         rsurface.batchlightmapcolor4f_vertexbuffer  = rsurface.modellightmapcolor4f_vertexbuffer;
7704         rsurface.batchlightmapcolor4f_bufferoffset  = rsurface.modellightmapcolor4f_bufferoffset;
7705         rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
7706         rsurface.batchtexcoordtexture2f_vertexbuffer  = rsurface.modeltexcoordtexture2f_vertexbuffer;
7707         rsurface.batchtexcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
7708         rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
7709         rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
7710         rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
7711         rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
7712         rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
7713         rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
7714         rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
7715         rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
7716         rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
7717         rsurface.batchelement3i = rsurface.modelelement3i;
7718         rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
7719         rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
7720         rsurface.batchelement3s = rsurface.modelelement3s;
7721         rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
7722         rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
7723         rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
7724         rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
7725         rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
7726         rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
7727         rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
7728
7729         // if any dynamic vertex processing has to occur in software, we copy the
7730         // entire surface list together before processing to rebase the vertices
7731         // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
7732         //
7733         // if any gaps exist and we do not have a static vertex buffer, we have to
7734         // copy the surface list together to avoid wasting upload bandwidth on the
7735         // vertices in the gaps.
7736         //
7737         // if gaps exist and we have a static vertex buffer, we can choose whether
7738         // to combine the index buffer ranges into one dynamic index buffer or
7739         // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
7740         //
7741         // in many cases the batch is reduced to one draw call.
7742
7743         rsurface.batchmultidraw = false;
7744         rsurface.batchmultidrawnumsurfaces = 0;
7745         rsurface.batchmultidrawsurfacelist = NULL;
7746
7747         if (!dynamicvertex)
7748         {
7749                 // static vertex data, just set pointers...
7750                 rsurface.batchgeneratedvertex = false;
7751                 // if there are gaps, we want to build a combined index buffer,
7752                 // otherwise use the original static buffer with an appropriate offset
7753                 if (gaps)
7754                 {
7755                         r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
7756                         r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
7757                         r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
7758                         r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
7759                         if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
7760                         {
7761                                 rsurface.batchmultidraw = true;
7762                                 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
7763                                 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
7764                                 return;
7765                         }
7766                         // build a new triangle elements array for this batch
7767                         rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7768                         rsurface.batchfirsttriangle = 0;
7769                         numtriangles = 0;
7770                         for (i = 0;i < texturenumsurfaces;i++)
7771                         {
7772                                 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7773                                 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7774                                 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
7775                                 numtriangles += surfacenumtriangles;
7776                         }
7777                         rsurface.batchelement3i_indexbuffer = NULL;
7778                         rsurface.batchelement3i_bufferoffset = 0;
7779                         rsurface.batchelement3s = NULL;
7780                         rsurface.batchelement3s_indexbuffer = NULL;
7781                         rsurface.batchelement3s_bufferoffset = 0;
7782                         if (endvertex <= 65536)
7783                         {
7784                                 // make a 16bit (unsigned short) index array if possible
7785                                 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7786                                 for (i = 0;i < numtriangles*3;i++)
7787                                         rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7788                         }
7789                 }
7790                 else
7791                 {
7792                         r_refdef.stats[r_stat_batch_fast_batches] += 1;
7793                         r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
7794                         r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
7795                         r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
7796                 }
7797                 return;
7798         }
7799
7800         // something needs software processing, do it for real...
7801         // we only directly handle separate array data in this case and then
7802         // generate interleaved data if needed...
7803         rsurface.batchgeneratedvertex = true;
7804         r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
7805         r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
7806         r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
7807         r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
7808
7809         // now copy the vertex data into a combined array and make an index array
7810         // (this is what Quake3 does all the time)
7811         // we also apply any skeletal animation here that would have been done in
7812         // the vertex shader, because most of the dynamic vertex animation cases
7813         // need actual vertex positions and normals
7814         //if (dynamicvertex)
7815         {
7816                 rsurface.batchvertex3f = NULL;
7817                 rsurface.batchvertex3f_vertexbuffer = NULL;
7818                 rsurface.batchvertex3f_bufferoffset = 0;
7819                 rsurface.batchsvector3f = NULL;
7820                 rsurface.batchsvector3f_vertexbuffer = NULL;
7821                 rsurface.batchsvector3f_bufferoffset = 0;
7822                 rsurface.batchtvector3f = NULL;
7823                 rsurface.batchtvector3f_vertexbuffer = NULL;
7824                 rsurface.batchtvector3f_bufferoffset = 0;
7825                 rsurface.batchnormal3f = NULL;
7826                 rsurface.batchnormal3f_vertexbuffer = NULL;
7827                 rsurface.batchnormal3f_bufferoffset = 0;
7828                 rsurface.batchlightmapcolor4f = NULL;
7829                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7830                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7831                 rsurface.batchtexcoordtexture2f = NULL;
7832                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7833                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7834                 rsurface.batchtexcoordlightmap2f = NULL;
7835                 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7836                 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7837                 rsurface.batchskeletalindex4ub = NULL;
7838                 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7839                 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7840                 rsurface.batchskeletalweight4ub = NULL;
7841                 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7842                 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7843                 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7844                 rsurface.batchelement3i_indexbuffer = NULL;
7845                 rsurface.batchelement3i_bufferoffset = 0;
7846                 rsurface.batchelement3s = NULL;
7847                 rsurface.batchelement3s_indexbuffer = NULL;
7848                 rsurface.batchelement3s_bufferoffset = 0;
7849                 rsurface.batchskeletaltransform3x4buffer = NULL;
7850                 rsurface.batchskeletaltransform3x4offset = 0;
7851                 rsurface.batchskeletaltransform3x4size = 0;
7852                 // we'll only be setting up certain arrays as needed
7853                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7854                         rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7855                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7856                         rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7857                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7858                 {
7859                         rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7860                         rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7861                 }
7862                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7863                         rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
7864                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7865                         rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7866                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7867                         rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7868                 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7869                 {
7870                         rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7871                         rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7872                 }
7873                 numvertices = 0;
7874                 numtriangles = 0;
7875                 for (i = 0;i < texturenumsurfaces;i++)
7876                 {
7877                         surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
7878                         surfacenumvertices = texturesurfacelist[i]->num_vertices;
7879                         surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7880                         surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7881                         // copy only the data requested
7882                         if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
7883                         {
7884                                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7885                                 {
7886                                         if (rsurface.batchvertex3f)
7887                                                 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7888                                         else
7889                                                 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7890                                 }
7891                                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7892                                 {
7893                                         if (rsurface.modelnormal3f)
7894                                                 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7895                                         else
7896                                                 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7897                                 }
7898                                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7899                                 {
7900                                         if (rsurface.modelsvector3f)
7901                                         {
7902                                                 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7903                                                 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7904                                         }
7905                                         else
7906                                         {
7907                                                 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7908                                                 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7909                                         }
7910                                 }
7911                                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7912                                 {
7913                                         if (rsurface.modellightmapcolor4f)
7914                                                 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
7915                                         else
7916                                                 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
7917                                 }
7918                                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7919                                 {
7920                                         if (rsurface.modeltexcoordtexture2f)
7921                                                 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7922                                         else
7923                                                 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7924                                 }
7925                                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7926                                 {
7927                                         if (rsurface.modeltexcoordlightmap2f)
7928                                                 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7929                                         else
7930                                                 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7931                                 }
7932                                 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7933                                 {
7934                                         if (rsurface.modelskeletalindex4ub)
7935                                         {
7936                                                 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7937                                                 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7938                                         }
7939                                         else
7940                                         {
7941                                                 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7942                                                 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7943                                                 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
7944                                                 for (j = 0;j < surfacenumvertices;j++)
7945                                                         ub[j*4] = 255;
7946                                         }
7947                                 }
7948                         }
7949                         RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
7950                         numvertices += surfacenumvertices;
7951                         numtriangles += surfacenumtriangles;
7952                 }
7953
7954                 // generate a 16bit index array as well if possible
7955                 // (in general, dynamic batches fit)
7956                 if (numvertices <= 65536)
7957                 {
7958                         rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7959                         for (i = 0;i < numtriangles*3;i++)
7960                                 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7961                 }
7962
7963                 // since we've copied everything, the batch now starts at 0
7964                 rsurface.batchfirstvertex = 0;
7965                 rsurface.batchnumvertices = batchnumvertices;
7966                 rsurface.batchfirsttriangle = 0;
7967                 rsurface.batchnumtriangles = batchnumtriangles;
7968         }
7969
7970         // apply skeletal animation that would have been done in the vertex shader
7971         if (rsurface.batchskeletaltransform3x4)
7972         {
7973                 const unsigned char *si;
7974                 const unsigned char *sw;
7975                 const float *t[4];
7976                 const float *b = rsurface.batchskeletaltransform3x4;
7977                 float *vp, *vs, *vt, *vn;
7978                 float w[4];
7979                 float m[3][4], n[3][4];
7980                 float tp[3], ts[3], tt[3], tn[3];
7981                 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
7982                 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
7983                 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
7984                 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
7985                 si = rsurface.batchskeletalindex4ub;
7986                 sw = rsurface.batchskeletalweight4ub;
7987                 vp = rsurface.batchvertex3f;
7988                 vs = rsurface.batchsvector3f;
7989                 vt = rsurface.batchtvector3f;
7990                 vn = rsurface.batchnormal3f;
7991                 memset(m[0], 0, sizeof(m));
7992                 memset(n[0], 0, sizeof(n));
7993                 for (i = 0;i < batchnumvertices;i++)
7994                 {
7995                         t[0] = b + si[0]*12;
7996                         if (sw[0] == 255)
7997                         {
7998                                 // common case - only one matrix
7999                                 m[0][0] = t[0][ 0];
8000                                 m[0][1] = t[0][ 1];
8001                                 m[0][2] = t[0][ 2];
8002                                 m[0][3] = t[0][ 3];
8003                                 m[1][0] = t[0][ 4];
8004                                 m[1][1] = t[0][ 5];
8005                                 m[1][2] = t[0][ 6];
8006                                 m[1][3] = t[0][ 7];
8007                                 m[2][0] = t[0][ 8];
8008                                 m[2][1] = t[0][ 9];
8009                                 m[2][2] = t[0][10];
8010                                 m[2][3] = t[0][11];
8011                         }
8012                         else if (sw[2] + sw[3])
8013                         {
8014                                 // blend 4 matrices
8015                                 t[1] = b + si[1]*12;
8016                                 t[2] = b + si[2]*12;
8017                                 t[3] = b + si[3]*12;
8018                                 w[0] = sw[0] * (1.0f / 255.0f);
8019                                 w[1] = sw[1] * (1.0f / 255.0f);
8020                                 w[2] = sw[2] * (1.0f / 255.0f);
8021                                 w[3] = sw[3] * (1.0f / 255.0f);
8022                                 // blend the matrices
8023                                 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
8024                                 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
8025                                 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
8026                                 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
8027                                 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
8028                                 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
8029                                 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
8030                                 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
8031                                 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
8032                                 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
8033                                 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
8034                                 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
8035                         }
8036                         else
8037                         {
8038                                 // blend 2 matrices
8039                                 t[1] = b + si[1]*12;
8040                                 w[0] = sw[0] * (1.0f / 255.0f);
8041                                 w[1] = sw[1] * (1.0f / 255.0f);
8042                                 // blend the matrices
8043                                 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
8044                                 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
8045                                 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
8046                                 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
8047                                 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
8048                                 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
8049                                 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
8050                                 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
8051                                 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
8052                                 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
8053                                 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
8054                                 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
8055                         }
8056                         si += 4;
8057                         sw += 4;
8058                         // modify the vertex
8059                         VectorCopy(vp, tp);
8060                         vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
8061                         vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
8062                         vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
8063                         vp += 3;
8064                         if (vn)
8065                         {
8066                                 // the normal transformation matrix is a set of cross products...
8067                                 CrossProduct(m[1], m[2], n[0]);
8068                                 CrossProduct(m[2], m[0], n[1]);
8069                                 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
8070                                 VectorCopy(vn, tn);
8071                                 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
8072                                 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
8073                                 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
8074                                 VectorNormalize(vn);
8075                                 vn += 3;
8076                                 if (vs)
8077                                 {
8078                                         VectorCopy(vs, ts);
8079                                         vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
8080                                         vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
8081                                         vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
8082                                         VectorNormalize(vs);
8083                                         vs += 3;
8084                                         VectorCopy(vt, tt);
8085                                         vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
8086                                         vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
8087                                         vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
8088                                         VectorNormalize(vt);
8089                                         vt += 3;
8090                                 }
8091                         }
8092                 }
8093                 rsurface.batchskeletaltransform3x4 = NULL;
8094                 rsurface.batchskeletalnumtransforms = 0;
8095         }
8096
8097         // q1bsp surfaces rendered in vertex color mode have to have colors
8098         // calculated based on lightstyles
8099         if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
8100         {
8101                 // generate color arrays for the surfaces in this list
8102                 int c[4];
8103                 int scale;
8104                 int size3;
8105                 const int *offsets;
8106                 const unsigned char *lm;
8107                 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8108                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8109                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8110                 numvertices = 0;
8111                 for (i = 0;i < texturenumsurfaces;i++)
8112                 {
8113                         surface = texturesurfacelist[i];
8114                         offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8115                         surfacenumvertices = surface->num_vertices;
8116                         if (surface->lightmapinfo->samples)
8117                         {
8118                                 for (j = 0;j < surfacenumvertices;j++)
8119                                 {
8120                                         lm = surface->lightmapinfo->samples + offsets[j];
8121                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8122                                         VectorScale(lm, scale, c);
8123                                         if (surface->lightmapinfo->styles[1] != 255)
8124                                         {
8125                                                 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8126                                                 lm += size3;
8127                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8128                                                 VectorMA(c, scale, lm, c);
8129                                                 if (surface->lightmapinfo->styles[2] != 255)
8130                                                 {
8131                                                         lm += size3;
8132                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8133                                                         VectorMA(c, scale, lm, c);
8134                                                         if (surface->lightmapinfo->styles[3] != 255)
8135                                                         {
8136                                                                 lm += size3;
8137                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8138                                                                 VectorMA(c, scale, lm, c);
8139                                                         }
8140                                                 }
8141                                         }
8142                                         c[0] >>= 7;
8143                                         c[1] >>= 7;
8144                                         c[2] >>= 7;
8145                                         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);
8146                                         numvertices++;
8147                                 }
8148                         }
8149                         else
8150                         {
8151                                 for (j = 0;j < surfacenumvertices;j++)
8152                                 {
8153                                         Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8154                                         numvertices++;
8155                                 }
8156                         }
8157                 }
8158         }
8159
8160         // if vertices are deformed (sprite flares and things in maps, possibly
8161         // water waves, bulges and other deformations), modify the copied vertices
8162         // in place
8163         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8164         {
8165                 float scale;
8166                 switch (deform->deform)
8167                 {
8168                 default:
8169                 case Q3DEFORM_PROJECTIONSHADOW:
8170                 case Q3DEFORM_TEXT0:
8171                 case Q3DEFORM_TEXT1:
8172                 case Q3DEFORM_TEXT2:
8173                 case Q3DEFORM_TEXT3:
8174                 case Q3DEFORM_TEXT4:
8175                 case Q3DEFORM_TEXT5:
8176                 case Q3DEFORM_TEXT6:
8177                 case Q3DEFORM_TEXT7:
8178                 case Q3DEFORM_NONE:
8179                         break;
8180                 case Q3DEFORM_AUTOSPRITE:
8181                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8182                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8183                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8184                         VectorNormalize(newforward);
8185                         VectorNormalize(newright);
8186                         VectorNormalize(newup);
8187 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8188 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
8189 //                      rsurface.batchvertex3f_bufferoffset = 0;
8190 //                      rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
8191 //                      rsurface.batchsvector3f_vertexbuffer = NULL;
8192 //                      rsurface.batchsvector3f_bufferoffset = 0;
8193 //                      rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
8194 //                      rsurface.batchtvector3f_vertexbuffer = NULL;
8195 //                      rsurface.batchtvector3f_bufferoffset = 0;
8196 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8197 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
8198 //                      rsurface.batchnormal3f_bufferoffset = 0;
8199                         // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
8200                         if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
8201                                 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8202                         if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
8203                                 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);
8204                         // a single autosprite surface can contain multiple sprites...
8205                         for (j = 0;j < batchnumvertices - 3;j += 4)
8206                         {
8207                                 VectorClear(center);
8208                                 for (i = 0;i < 4;i++)
8209                                         VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8210                                 VectorScale(center, 0.25f, center);
8211                                 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
8212                                 VectorCopy(rsurface.batchsvector3f + 3*j, right);
8213                                 VectorCopy(rsurface.batchtvector3f + 3*j, up);
8214                                 for (i = 0;i < 4;i++)
8215                                 {
8216                                         VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
8217                                         VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
8218                                 }
8219                         }
8220                         // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
8221                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8222                         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);
8223                         break;
8224                 case Q3DEFORM_AUTOSPRITE2:
8225                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8226                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8227                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8228                         VectorNormalize(newforward);
8229                         VectorNormalize(newright);
8230                         VectorNormalize(newup);
8231 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8232 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
8233 //                      rsurface.batchvertex3f_bufferoffset = 0;
8234                         {
8235                                 const float *v1, *v2;
8236                                 vec3_t start, end;
8237                                 float f, l;
8238                                 struct
8239                                 {
8240                                         float length2;
8241                                         const float *v1;
8242                                         const float *v2;
8243                                 }
8244                                 shortest[2];
8245                                 memset(shortest, 0, sizeof(shortest));
8246                                 // a single autosprite surface can contain multiple sprites...
8247                                 for (j = 0;j < batchnumvertices - 3;j += 4)
8248                                 {
8249                                         VectorClear(center);
8250                                         for (i = 0;i < 4;i++)
8251                                                 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8252                                         VectorScale(center, 0.25f, center);
8253                                         // find the two shortest edges, then use them to define the
8254                                         // axis vectors for rotating around the central axis
8255                                         for (i = 0;i < 6;i++)
8256                                         {
8257                                                 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
8258                                                 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
8259                                                 l = VectorDistance2(v1, v2);
8260                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
8261                                                 if (v1[2] != v2[2])
8262                                                         l += (1.0f / 1024.0f);
8263                                                 if (shortest[0].length2 > l || i == 0)
8264                                                 {
8265                                                         shortest[1] = shortest[0];
8266                                                         shortest[0].length2 = l;
8267                                                         shortest[0].v1 = v1;
8268                                                         shortest[0].v2 = v2;
8269                                                 }
8270                                                 else if (shortest[1].length2 > l || i == 1)
8271                                                 {
8272                                                         shortest[1].length2 = l;
8273                                                         shortest[1].v1 = v1;
8274                                                         shortest[1].v2 = v2;
8275                                                 }
8276                                         }
8277                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
8278                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
8279                                         // this calculates the right vector from the shortest edge
8280                                         // and the up vector from the edge midpoints
8281                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
8282                                         VectorNormalize(right);
8283                                         VectorSubtract(end, start, up);
8284                                         VectorNormalize(up);
8285                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
8286                                         VectorSubtract(rsurface.localvieworigin, center, forward);
8287                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
8288                                         VectorNegate(forward, forward);
8289                                         VectorReflect(forward, 0, up, forward);
8290                                         VectorNormalize(forward);
8291                                         CrossProduct(up, forward, newright);
8292                                         VectorNormalize(newright);
8293                                         // rotate the quad around the up axis vector, this is made
8294                                         // especially easy by the fact we know the quad is flat,
8295                                         // so we only have to subtract the center position and
8296                                         // measure distance along the right vector, and then
8297                                         // multiply that by the newright vector and add back the
8298                                         // center position
8299                                         // we also need to subtract the old position to undo the
8300                                         // displacement from the center, which we do with a
8301                                         // DotProduct, the subtraction/addition of center is also
8302                                         // optimized into DotProducts here
8303                                         l = DotProduct(right, center);
8304                                         for (i = 0;i < 4;i++)
8305                                         {
8306                                                 v1 = rsurface.batchvertex3f + 3*(j+i);
8307                                                 f = DotProduct(right, v1) - l;
8308                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
8309                                         }
8310                                 }
8311                         }
8312                         if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
8313                         {
8314 //                              rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8315 //                              rsurface.batchnormal3f_vertexbuffer = NULL;
8316 //                              rsurface.batchnormal3f_bufferoffset = 0;
8317                                 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8318                         }
8319                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8320                         {
8321 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8322 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
8323 //                              rsurface.batchsvector3f_bufferoffset = 0;
8324 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8325 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
8326 //                              rsurface.batchtvector3f_bufferoffset = 0;
8327                                 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);
8328                         }
8329                         break;
8330                 case Q3DEFORM_NORMAL:
8331                         // deform the normals to make reflections wavey
8332                         rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8333                         rsurface.batchnormal3f_vertexbuffer = NULL;
8334                         rsurface.batchnormal3f_bufferoffset = 0;
8335                         for (j = 0;j < batchnumvertices;j++)
8336                         {
8337                                 float vertex[3];
8338                                 float *normal = rsurface.batchnormal3f + 3*j;
8339                                 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
8340                                 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8341                                 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8342                                 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8343                                 VectorNormalize(normal);
8344                         }
8345                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8346                         {
8347 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8348 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
8349 //                              rsurface.batchsvector3f_bufferoffset = 0;
8350 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8351 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
8352 //                              rsurface.batchtvector3f_bufferoffset = 0;
8353                                 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);
8354                         }
8355                         break;
8356                 case Q3DEFORM_WAVE:
8357                         // deform vertex array to make wavey water and flags and such
8358                         waveparms[0] = deform->waveparms[0];
8359                         waveparms[1] = deform->waveparms[1];
8360                         waveparms[2] = deform->waveparms[2];
8361                         waveparms[3] = deform->waveparms[3];
8362                         if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
8363                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
8364                         // this is how a divisor of vertex influence on deformation
8365                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
8366                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8367 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8368 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
8369 //                      rsurface.batchvertex3f_bufferoffset = 0;
8370 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8371 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
8372 //                      rsurface.batchnormal3f_bufferoffset = 0;
8373                         for (j = 0;j < batchnumvertices;j++)
8374                         {
8375                                 // if the wavefunc depends on time, evaluate it per-vertex
8376                                 if (waveparms[3])
8377                                 {
8378                                         waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
8379                                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8380                                 }
8381                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8382                         }
8383                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8384                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8385                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8386                         {
8387 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8388 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
8389 //                              rsurface.batchsvector3f_bufferoffset = 0;
8390 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8391 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
8392 //                              rsurface.batchtvector3f_bufferoffset = 0;
8393                                 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);
8394                         }
8395                         break;
8396                 case Q3DEFORM_BULGE:
8397                         // deform vertex array to make the surface have moving bulges
8398 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8399 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
8400 //                      rsurface.batchvertex3f_bufferoffset = 0;
8401 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8402 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
8403 //                      rsurface.batchnormal3f_bufferoffset = 0;
8404                         for (j = 0;j < batchnumvertices;j++)
8405                         {
8406                                 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
8407                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8408                         }
8409                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8410                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8411                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8412                         {
8413 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8414 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
8415 //                              rsurface.batchsvector3f_bufferoffset = 0;
8416 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8417 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
8418 //                              rsurface.batchtvector3f_bufferoffset = 0;
8419                                 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);
8420                         }
8421                         break;
8422                 case Q3DEFORM_MOVE:
8423                         // deform vertex array
8424                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8425                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
8426                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
8427                         VectorScale(deform->parms, scale, waveparms);
8428 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8429 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
8430 //                      rsurface.batchvertex3f_bufferoffset = 0;
8431                         for (j = 0;j < batchnumvertices;j++)
8432                                 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
8433                         break;
8434                 }
8435         }
8436
8437         if (rsurface.batchtexcoordtexture2f && rsurface.texture->materialshaderpass)
8438         {
8439         // generate texcoords based on the chosen texcoord source
8440                 switch(rsurface.texture->materialshaderpass->tcgen.tcgen)
8441                 {
8442                 default:
8443                 case Q3TCGEN_TEXTURE:
8444                         break;
8445                 case Q3TCGEN_LIGHTMAP:
8446         //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8447         //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8448         //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8449                         if (rsurface.batchtexcoordlightmap2f)
8450                                 memcpy(rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2]));
8451                         break;
8452                 case Q3TCGEN_VECTOR:
8453         //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8454         //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8455         //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8456                         for (j = 0;j < batchnumvertices;j++)
8457                         {
8458                                 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms);
8459                                 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms + 3);
8460                         }
8461                         break;
8462                 case Q3TCGEN_ENVIRONMENT:
8463                         // make environment reflections using a spheremap
8464                         rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8465                         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8466                         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8467                         for (j = 0;j < batchnumvertices;j++)
8468                         {
8469                                 // identical to Q3A's method, but executed in worldspace so
8470                                 // carried models can be shiny too
8471
8472                                 float viewer[3], d, reflected[3], worldreflected[3];
8473
8474                                 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
8475                                 // VectorNormalize(viewer);
8476
8477                                 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
8478
8479                                 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
8480                                 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
8481                                 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
8482                                 // note: this is proportinal to viewer, so we can normalize later
8483
8484                                 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
8485                                 VectorNormalize(worldreflected);
8486
8487                                 // note: this sphere map only uses world x and z!
8488                                 // so positive and negative y will LOOK THE SAME.
8489                                 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
8490                                 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
8491                         }
8492                         break;
8493                 }
8494                 // the only tcmod that needs software vertex processing is turbulent, so
8495                 // check for it here and apply the changes if needed
8496                 // and we only support that as the first one
8497                 // (handling a mixture of turbulent and other tcmods would be problematic
8498                 //  without punting it entirely to a software path)
8499                 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8500                 {
8501                         amplitude = rsurface.texture->materialshaderpass->tcmods[0].parms[1];
8502                         animpos = rsurface.texture->materialshaderpass->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->materialshaderpass->tcmods[0].parms[3];
8503         //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8504         //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8505         //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8506                         for (j = 0;j < batchnumvertices;j++)
8507                         {
8508                                 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);
8509                                 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1]                                ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
8510                         }
8511                 }
8512         }
8513 }
8514
8515 void RSurf_DrawBatch(void)
8516 {
8517         // sometimes a zero triangle surface (usually a degenerate patch) makes it
8518         // through the pipeline, killing it earlier in the pipeline would have
8519         // per-surface overhead rather than per-batch overhead, so it's best to
8520         // reject it here, before it hits glDraw.
8521         if (rsurface.batchnumtriangles == 0)
8522                 return;
8523 #if 0
8524         // batch debugging code
8525         if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
8526         {
8527                 int i;
8528                 int j;
8529                 int c;
8530                 const int *e;
8531                 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
8532                 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
8533                 {
8534                         c = e[i];
8535                         for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
8536                         {
8537                                 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
8538                                 {
8539                                         if (rsurface.modelsurfaces[j].texture != rsurface.texture)
8540                                                 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);
8541                                         break;
8542                                 }
8543                         }
8544                 }
8545         }
8546 #endif
8547         if (rsurface.batchmultidraw)
8548         {
8549                 // issue multiple draws rather than copying index data
8550                 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
8551                 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
8552                 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
8553                 for (i = 0;i < numsurfaces;)
8554                 {
8555                         // combine consecutive surfaces as one draw
8556                         for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
8557                                 if (surfacelist[j] != surfacelist[k] + 1)
8558                                         break;
8559                         firstvertex = surfacelist[i]->num_firstvertex;
8560                         endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
8561                         firsttriangle = surfacelist[i]->num_firsttriangle;
8562                         endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
8563                         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);
8564                         i = j;
8565                 }
8566         }
8567         else
8568         {
8569                 // there is only one consecutive run of index data (may have been combined)
8570                 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);
8571         }
8572 }
8573
8574 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
8575 {
8576         // pick the closest matching water plane
8577         int planeindex, vertexindex, bestplaneindex = -1;
8578         float d, bestd;
8579         vec3_t vert;
8580         const float *v;
8581         r_waterstate_waterplane_t *p;
8582         qbool prepared = false;
8583         bestd = 0;
8584         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
8585         {
8586                 if(p->camera_entity != rsurface.texture->camera_entity)
8587                         continue;
8588                 d = 0;
8589                 if(!prepared)
8590                 {
8591                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
8592                         prepared = true;
8593                         if(rsurface.batchnumvertices == 0)
8594                                 break;
8595                 }
8596                 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
8597                 {
8598                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
8599                         d += fabs(PlaneDiff(vert, &p->plane));
8600                 }
8601                 if (bestd > d || bestplaneindex < 0)
8602                 {
8603                         bestd = d;
8604                         bestplaneindex = planeindex;
8605                 }
8606         }
8607         return bestplaneindex;
8608         // NOTE: this MAY return a totally unrelated water plane; we can ignore
8609         // this situation though, as it might be better to render single larger
8610         // batches with useless stuff (backface culled for example) than to
8611         // render multiple smaller batches
8612 }
8613
8614 void RSurf_SetupDepthAndCulling(void)
8615 {
8616         // submodels are biased to avoid z-fighting with world surfaces that they
8617         // may be exactly overlapping (avoids z-fighting artifacts on certain
8618         // doors and things in Quake maps)
8619         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
8620         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
8621         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
8622         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
8623 }
8624
8625 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8626 {
8627         int j;
8628         const float *v;
8629         float p[3], mins[3], maxs[3];
8630         int scissor[4];
8631         // transparent sky would be ridiculous
8632         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8633                 return;
8634         R_SetupShader_Generic_NoTexture(false, false);
8635         skyrenderlater = true;
8636         RSurf_SetupDepthAndCulling();
8637         GL_DepthMask(true);
8638
8639         // add the vertices of the surfaces to a world bounding box so we can scissor the sky render later
8640         if (r_sky_scissor.integer)
8641         {
8642                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
8643                 for (j = 0, v = rsurface.batchvertex3f + 3 * rsurface.batchfirstvertex; j < rsurface.batchnumvertices; j++, v += 3)
8644                 {
8645                         Matrix4x4_Transform(&rsurface.matrix, v, p);
8646                         if (j > 0)
8647                         {
8648                                 if (mins[0] > p[0]) mins[0] = p[0];
8649                                 if (mins[1] > p[1]) mins[1] = p[1];
8650                                 if (mins[2] > p[2]) mins[2] = p[2];
8651                                 if (maxs[0] < p[0]) maxs[0] = p[0];
8652                                 if (maxs[1] < p[1]) maxs[1] = p[1];
8653                                 if (maxs[2] < p[2]) maxs[2] = p[2];
8654                         }
8655                         else
8656                         {
8657                                 VectorCopy(p, mins);
8658                                 VectorCopy(p, maxs);
8659                         }
8660                 }
8661                 if (!R_ScissorForBBox(mins, maxs, scissor))
8662                 {
8663                         if (skyscissor[2])
8664                         {
8665                                 if (skyscissor[0] > scissor[0])
8666                                 {
8667                                         skyscissor[2] += skyscissor[0] - scissor[0];
8668                                         skyscissor[0] = scissor[0];
8669                                 }
8670                                 if (skyscissor[1] > scissor[1])
8671                                 {
8672                                         skyscissor[3] += skyscissor[1] - scissor[1];
8673                                         skyscissor[1] = scissor[1];
8674                                 }
8675                                 if (skyscissor[0] + skyscissor[2] < scissor[0] + scissor[2])
8676                                         skyscissor[2] = scissor[0] + scissor[2] - skyscissor[0];
8677                                 if (skyscissor[1] + skyscissor[3] < scissor[1] + scissor[3])
8678                                         skyscissor[3] = scissor[1] + scissor[3] - skyscissor[1];
8679                         }
8680                         else
8681                                 Vector4Copy(scissor, skyscissor);
8682                 }
8683         }
8684
8685         // LadyHavoc: HalfLife maps have freaky skypolys so don't use
8686         // skymasking on them, and Quake3 never did sky masking (unlike
8687         // software Quake and software Quake2), so disable the sky masking
8688         // in Quake3 maps as it causes problems with q3map2 sky tricks,
8689         // and skymasking also looks very bad when noclipping outside the
8690         // level, so don't use it then either.
8691         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.skymasking && (r_refdef.scene.worldmodel->brush.isq3bsp ? r_q3bsp_renderskydepth.integer : r_q1bsp_skymasking.integer) && !r_refdef.viewcache.world_novis && !r_trippy.integer)
8692         {
8693                 R_Mesh_ResetTextureState();
8694                 if (skyrendermasked)
8695                 {
8696                         R_SetupShader_DepthOrShadow(false, false, false);
8697                         // depth-only (masking)
8698                         GL_ColorMask(0, 0, 0, 0);
8699                         // just to make sure that braindead drivers don't draw
8700                         // anything despite that colormask...
8701                         GL_BlendFunc(GL_ZERO, GL_ONE);
8702                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8703                         R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8704                 }
8705                 else
8706                 {
8707                         R_SetupShader_Generic_NoTexture(false, false);
8708                         // fog sky
8709                         GL_BlendFunc(GL_ONE, GL_ZERO);
8710                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
8711                         GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
8712                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
8713                 }
8714                 RSurf_DrawBatch();
8715                 if (skyrendermasked)
8716                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8717         }
8718         R_Mesh_ResetTextureState();
8719         GL_Color(1, 1, 1, 1);
8720 }
8721
8722 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
8723 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
8724 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qbool writedepth, qbool prepass, qbool ui)
8725 {
8726         if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
8727                 return;
8728         if (prepass)
8729         {
8730                 // render screenspace normalmap to texture
8731                 GL_DepthMask(true);
8732                 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
8733                 RSurf_DrawBatch();
8734                 return;
8735         }
8736
8737         // bind lightmap texture
8738
8739         // water/refraction/reflection/camera surfaces have to be handled specially
8740         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
8741         {
8742                 int start, end, startplaneindex;
8743                 for (start = 0;start < texturenumsurfaces;start = end)
8744                 {
8745                         startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
8746                         if(startplaneindex < 0)
8747                         {
8748                                 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
8749                                 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
8750                                 end = start + 1;
8751                                 continue;
8752                         }
8753                         for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
8754                                 ;
8755                         // now that we have a batch using the same planeindex, render it
8756                         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
8757                         {
8758                                 // render water or distortion background
8759                                 GL_DepthMask(true);
8760                                 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
8761                                 RSurf_DrawBatch();
8762                                 // blend surface on top
8763                                 GL_DepthMask(false);
8764                                 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
8765                                 RSurf_DrawBatch();
8766                         }
8767                         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
8768                         {
8769                                 // render surface with reflection texture as input
8770                                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8771                                 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
8772                                 RSurf_DrawBatch();
8773                         }
8774                 }
8775                 return;
8776         }
8777
8778         // render surface batch normally
8779         GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8780         R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0 || ui);
8781         RSurf_DrawBatch();
8782 }
8783
8784 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qbool writedepth)
8785 {
8786         int vi;
8787         int j;
8788         int texturesurfaceindex;
8789         int k;
8790         const msurface_t *surface;
8791         float surfacecolor4f[4];
8792
8793 //      R_Mesh_ResetTextureState();
8794         R_SetupShader_Generic_NoTexture(false, false);
8795
8796         GL_BlendFunc(GL_ONE, GL_ZERO);
8797         GL_DepthMask(writedepth);
8798
8799         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ALWAYSCOPY, texturenumsurfaces, texturesurfacelist);
8800         vi = 0;
8801         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
8802         {
8803                 surface = texturesurfacelist[texturesurfaceindex];
8804                 k = (int)(((size_t)surface) / sizeof(msurface_t));
8805                 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
8806                 for (j = 0;j < surface->num_vertices;j++)
8807                 {
8808                         Vector4Copy(surfacecolor4f, rsurface.batchlightmapcolor4f + 4 * vi);
8809                         vi++;
8810                 }
8811         }
8812         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f);
8813         RSurf_DrawBatch();
8814 }
8815
8816 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qbool writedepth, qbool prepass, qbool ui)
8817 {
8818         CHECKGLERROR
8819         RSurf_SetupDepthAndCulling();
8820         if (r_showsurfaces.integer && r_refdef.view.showdebug)
8821         {
8822                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
8823                 return;
8824         }
8825         switch (vid.renderpath)
8826         {
8827         case RENDERPATH_GL32:
8828         case RENDERPATH_GLES2:
8829                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8830                 break;
8831         }
8832         CHECKGLERROR
8833 }
8834
8835 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8836 {
8837         int i, j;
8838         int texturenumsurfaces, endsurface;
8839         texture_t *texture;
8840         const msurface_t *surface;
8841         const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
8842
8843         RSurf_ActiveModelEntity(ent, true, true, false);
8844
8845         if (r_transparentdepthmasking.integer)
8846         {
8847                 qbool setup = false;
8848                 for (i = 0;i < numsurfaces;i = j)
8849                 {
8850                         j = i + 1;
8851                         surface = rsurface.modelsurfaces + surfacelist[i];
8852                         texture = surface->texture;
8853                         rsurface.texture = R_GetCurrentTexture(texture);
8854                         rsurface.lightmaptexture = NULL;
8855                         rsurface.deluxemaptexture = NULL;
8856                         rsurface.uselightmaptexture = false;
8857                         // scan ahead until we find a different texture
8858                         endsurface = min(i + 1024, numsurfaces);
8859                         texturenumsurfaces = 0;
8860                         texturesurfacelist[texturenumsurfaces++] = surface;
8861                         for (;j < endsurface;j++)
8862                         {
8863                                 surface = rsurface.modelsurfaces + surfacelist[j];
8864                                 if (texture != surface->texture)
8865                                         break;
8866                                 texturesurfacelist[texturenumsurfaces++] = surface;
8867                         }
8868                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
8869                                 continue;
8870                         // render the range of surfaces as depth
8871                         if (!setup)
8872                         {
8873                                 setup = true;
8874                                 GL_ColorMask(0,0,0,0);
8875                                 GL_Color(1,1,1,1);
8876                                 GL_DepthTest(true);
8877                                 GL_BlendFunc(GL_ONE, GL_ZERO);
8878                                 GL_DepthMask(true);
8879 //                              R_Mesh_ResetTextureState();
8880                         }
8881                         RSurf_SetupDepthAndCulling();
8882                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8883                         R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
8884                         R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8885                         RSurf_DrawBatch();
8886                 }
8887                 if (setup)
8888                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8889         }
8890
8891         for (i = 0;i < numsurfaces;i = j)
8892         {
8893                 j = i + 1;
8894                 surface = rsurface.modelsurfaces + surfacelist[i];
8895                 texture = surface->texture;
8896                 rsurface.texture = R_GetCurrentTexture(texture);
8897                 // scan ahead until we find a different texture
8898                 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
8899                 texturenumsurfaces = 0;
8900                 texturesurfacelist[texturenumsurfaces++] = surface;
8901                         rsurface.lightmaptexture = surface->lightmaptexture;
8902                         rsurface.deluxemaptexture = surface->deluxemaptexture;
8903                         rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
8904                         for (;j < endsurface;j++)
8905                         {
8906                                 surface = rsurface.modelsurfaces + surfacelist[j];
8907                                 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
8908                                         break;
8909                                 texturesurfacelist[texturenumsurfaces++] = surface;
8910                         }
8911                 // render the range of surfaces
8912                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false, false);
8913         }
8914         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
8915 }
8916
8917 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8918 {
8919         // transparent surfaces get pushed off into the transparent queue
8920         int surfacelistindex;
8921         const msurface_t *surface;
8922         vec3_t tempcenter, center;
8923         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
8924         {
8925                 surface = texturesurfacelist[surfacelistindex];
8926                 if (r_transparent_sortsurfacesbynearest.integer)
8927                 {
8928                         tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
8929                         tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
8930                         tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
8931                 }
8932                 else
8933                 {
8934                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
8935                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
8936                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
8937                 }
8938                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
8939                 if (rsurface.entity->transparent_offset) // transparent offset
8940                 {
8941                         center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
8942                         center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
8943                         center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
8944                 }
8945                 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);
8946         }
8947 }
8948
8949 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8950 {
8951         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
8952                 return;
8953         if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
8954                 return;
8955         RSurf_SetupDepthAndCulling();
8956         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8957         R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8958         R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
8959         RSurf_DrawBatch();
8960 }
8961
8962 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qbool writedepth, qbool depthonly, qbool prepass, qbool ui)
8963 {
8964         CHECKGLERROR
8965         if (ui)
8966                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8967         else if (depthonly)
8968                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
8969         else if (prepass)
8970         {
8971                 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
8972                         return;
8973                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8974                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
8975                 else
8976                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8977         }
8978         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
8979                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
8980         else if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
8981                 return;
8982         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
8983         {
8984                 // in the deferred case, transparent surfaces were queued during prepass
8985                 if (!r_shadow_usingdeferredprepass)
8986                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
8987         }
8988         else
8989         {
8990                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
8991                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass, ui);
8992         }
8993         CHECKGLERROR
8994 }
8995
8996 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qbool writedepth, qbool depthonly, qbool prepass, qbool ui)
8997 {
8998         int i, j;
8999         texture_t *texture;
9000         R_FrameData_SetMark();
9001         // break the surface list down into batches by texture and use of lightmapping
9002         for (i = 0;i < numsurfaces;i = j)
9003         {
9004                 j = i + 1;
9005                 // texture is the base texture pointer, rsurface.texture is the
9006                 // current frame/skin the texture is directing us to use (for example
9007                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
9008                 // use skin 1 instead)
9009                 texture = surfacelist[i]->texture;
9010                 rsurface.texture = R_GetCurrentTexture(texture);
9011                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
9012                 {
9013                         // if this texture is not the kind we want, skip ahead to the next one
9014                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9015                                 ;
9016                         continue;
9017                 }
9018                 if(depthonly || prepass)
9019                 {
9020                         rsurface.lightmaptexture = NULL;
9021                         rsurface.deluxemaptexture = NULL;
9022                         rsurface.uselightmaptexture = false;
9023                         // simply scan ahead until we find a different texture or lightmap state
9024                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9025                                 ;
9026                 }
9027                 else
9028                 {
9029                         rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
9030                         rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
9031                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
9032                         // simply scan ahead until we find a different texture or lightmap state
9033                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
9034                                 ;
9035                 }
9036                 // render the range of surfaces
9037                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass, ui);
9038         }
9039         R_FrameData_ReturnToMark();
9040 }
9041
9042 float locboxvertex3f[6*4*3] =
9043 {
9044         1,0,1, 1,0,0, 1,1,0, 1,1,1,
9045         0,1,1, 0,1,0, 0,0,0, 0,0,1,
9046         1,1,1, 1,1,0, 0,1,0, 0,1,1,
9047         0,0,1, 0,0,0, 1,0,0, 1,0,1,
9048         0,0,1, 1,0,1, 1,1,1, 0,1,1,
9049         1,0,0, 0,0,0, 0,1,0, 1,1,0
9050 };
9051
9052 unsigned short locboxelements[6*2*3] =
9053 {
9054          0, 1, 2, 0, 2, 3,
9055          4, 5, 6, 4, 6, 7,
9056          8, 9,10, 8,10,11,
9057         12,13,14, 12,14,15,
9058         16,17,18, 16,18,19,
9059         20,21,22, 20,22,23
9060 };
9061
9062 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9063 {
9064         int i, j;
9065         cl_locnode_t *loc = (cl_locnode_t *)ent;
9066         vec3_t mins, size;
9067         float vertex3f[6*4*3];
9068         CHECKGLERROR
9069         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9070         GL_DepthMask(false);
9071         GL_DepthRange(0, 1);
9072         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9073         GL_DepthTest(true);
9074         GL_CullFace(GL_NONE);
9075         R_EntityMatrix(&identitymatrix);
9076
9077 //      R_Mesh_ResetTextureState();
9078
9079         i = surfacelist[0];
9080         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9081                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9082                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9083                         surfacelist[0] < 0 ? 0.5f : 0.125f);
9084
9085         if (VectorCompare(loc->mins, loc->maxs))
9086         {
9087                 VectorSet(size, 2, 2, 2);
9088                 VectorMA(loc->mins, -0.5f, size, mins);
9089         }
9090         else
9091         {
9092                 VectorCopy(loc->mins, mins);
9093                 VectorSubtract(loc->maxs, loc->mins, size);
9094         }
9095
9096         for (i = 0;i < 6*4*3;)
9097                 for (j = 0;j < 3;j++, i++)
9098                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
9099
9100         R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
9101         R_SetupShader_Generic_NoTexture(false, false);
9102         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
9103 }
9104
9105 void R_DrawLocs(void)
9106 {
9107         int index;
9108         cl_locnode_t *loc, *nearestloc;
9109         vec3_t center;
9110         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
9111         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
9112         {
9113                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
9114                 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
9115         }
9116 }
9117
9118 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
9119 {
9120         if (decalsystem->decals)
9121                 Mem_Free(decalsystem->decals);
9122         memset(decalsystem, 0, sizeof(*decalsystem));
9123 }
9124
9125 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)
9126 {
9127         tridecal_t *decal;
9128         tridecal_t *decals;
9129         int i;
9130
9131         // expand or initialize the system
9132         if (decalsystem->maxdecals <= decalsystem->numdecals)
9133         {
9134                 decalsystem_t old = *decalsystem;
9135                 qbool useshortelements;
9136                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
9137                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
9138                 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)));
9139                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
9140                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
9141                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
9142                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
9143                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
9144                 if (decalsystem->numdecals)
9145                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
9146                 if (old.decals)
9147                         Mem_Free(old.decals);
9148                 for (i = 0;i < decalsystem->maxdecals*3;i++)
9149                         decalsystem->element3i[i] = i;
9150                 if (useshortelements)
9151                         for (i = 0;i < decalsystem->maxdecals*3;i++)
9152                                 decalsystem->element3s[i] = i;
9153         }
9154
9155         // grab a decal and search for another free slot for the next one
9156         decals = decalsystem->decals;
9157         decal = decalsystem->decals + (i = decalsystem->freedecal++);
9158         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
9159                 ;
9160         decalsystem->freedecal = i;
9161         if (decalsystem->numdecals <= i)
9162                 decalsystem->numdecals = i + 1;
9163
9164         // initialize the decal
9165         decal->lived = 0;
9166         decal->triangleindex = triangleindex;
9167         decal->surfaceindex = surfaceindex;
9168         decal->decalsequence = decalsequence;
9169         decal->color4f[0][0] = c0[0];
9170         decal->color4f[0][1] = c0[1];
9171         decal->color4f[0][2] = c0[2];
9172         decal->color4f[0][3] = 1;
9173         decal->color4f[1][0] = c1[0];
9174         decal->color4f[1][1] = c1[1];
9175         decal->color4f[1][2] = c1[2];
9176         decal->color4f[1][3] = 1;
9177         decal->color4f[2][0] = c2[0];
9178         decal->color4f[2][1] = c2[1];
9179         decal->color4f[2][2] = c2[2];
9180         decal->color4f[2][3] = 1;
9181         decal->vertex3f[0][0] = v0[0];
9182         decal->vertex3f[0][1] = v0[1];
9183         decal->vertex3f[0][2] = v0[2];
9184         decal->vertex3f[1][0] = v1[0];
9185         decal->vertex3f[1][1] = v1[1];
9186         decal->vertex3f[1][2] = v1[2];
9187         decal->vertex3f[2][0] = v2[0];
9188         decal->vertex3f[2][1] = v2[1];
9189         decal->vertex3f[2][2] = v2[2];
9190         decal->texcoord2f[0][0] = t0[0];
9191         decal->texcoord2f[0][1] = t0[1];
9192         decal->texcoord2f[1][0] = t1[0];
9193         decal->texcoord2f[1][1] = t1[1];
9194         decal->texcoord2f[2][0] = t2[0];
9195         decal->texcoord2f[2][1] = t2[1];
9196         TriangleNormal(v0, v1, v2, decal->plane);
9197         VectorNormalize(decal->plane);
9198         decal->plane[3] = DotProduct(v0, decal->plane);
9199 }
9200
9201 extern cvar_t cl_decals_bias;
9202 extern cvar_t cl_decals_models;
9203 extern cvar_t cl_decals_newsystem_intensitymultiplier;
9204 // baseparms, parms, temps
9205 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, qbool dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
9206 {
9207         int cornerindex;
9208         int index;
9209         float v[9][3];
9210         const float *vertex3f;
9211         const float *normal3f;
9212         int numpoints;
9213         float points[2][9][3];
9214         float temp[3];
9215         float tc[9][2];
9216         float f;
9217         float c[9][4];
9218         const int *e;
9219
9220         e = rsurface.modelelement3i + 3*triangleindex;
9221
9222         vertex3f = rsurface.modelvertex3f;
9223         normal3f = rsurface.modelnormal3f;
9224
9225         if (normal3f)
9226         {
9227                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9228                 {
9229                         index = 3*e[cornerindex];
9230                         VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
9231                 }
9232         }
9233         else
9234         {
9235                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9236                 {
9237                         index = 3*e[cornerindex];
9238                         VectorCopy(vertex3f + index, v[cornerindex]);
9239                 }
9240         }
9241
9242         // cull backfaces
9243         //TriangleNormal(v[0], v[1], v[2], normal);
9244         //if (DotProduct(normal, localnormal) < 0.0f)
9245         //      continue;
9246         // clip by each of the box planes formed from the projection matrix
9247         // if anything survives, we emit the decal
9248         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]);
9249         if (numpoints < 3)
9250                 return;
9251         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]);
9252         if (numpoints < 3)
9253                 return;
9254         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]);
9255         if (numpoints < 3)
9256                 return;
9257         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]);
9258         if (numpoints < 3)
9259                 return;
9260         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]);
9261         if (numpoints < 3)
9262                 return;
9263         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]);
9264         if (numpoints < 3)
9265                 return;
9266         // some part of the triangle survived, so we have to accept it...
9267         if (dynamic)
9268         {
9269                 // dynamic always uses the original triangle
9270                 numpoints = 3;
9271                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9272                 {
9273                         index = 3*e[cornerindex];
9274                         VectorCopy(vertex3f + index, v[cornerindex]);
9275                 }
9276         }
9277         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
9278         {
9279                 // convert vertex positions to texcoords
9280                 Matrix4x4_Transform(projection, v[cornerindex], temp);
9281                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
9282                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
9283                 // calculate distance fade from the projection origin
9284                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
9285                 f = bound(0.0f, f, 1.0f);
9286                 c[cornerindex][0] = r * f;
9287                 c[cornerindex][1] = g * f;
9288                 c[cornerindex][2] = b * f;
9289                 c[cornerindex][3] = 1.0f;
9290                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
9291         }
9292         if (dynamic)
9293                 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);
9294         else
9295                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
9296                         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);
9297 }
9298 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)
9299 {
9300         matrix4x4_t projection;
9301         decalsystem_t *decalsystem;
9302         qbool dynamic;
9303         model_t *model;
9304         const msurface_t *surface;
9305         const msurface_t *surfaces;
9306         const int *surfacelist;
9307         const texture_t *texture;
9308         int numtriangles;
9309         int numsurfacelist;
9310         int surfacelistindex;
9311         int surfaceindex;
9312         int triangleindex;
9313         float localorigin[3];
9314         float localnormal[3];
9315         float localmins[3];
9316         float localmaxs[3];
9317         float localsize;
9318         //float normal[3];
9319         float planes[6][4];
9320         float angles[3];
9321         bih_t *bih;
9322         int bih_triangles_count;
9323         int bih_triangles[256];
9324         int bih_surfaces[256];
9325
9326         decalsystem = &ent->decalsystem;
9327         model = ent->model;
9328         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
9329         {
9330                 R_DecalSystem_Reset(&ent->decalsystem);
9331                 return;
9332         }
9333
9334         if (!model->brush.data_leafs && !cl_decals_models.integer)
9335         {
9336                 if (decalsystem->model)
9337                         R_DecalSystem_Reset(decalsystem);
9338                 return;
9339         }
9340
9341         if (decalsystem->model != model)
9342                 R_DecalSystem_Reset(decalsystem);
9343         decalsystem->model = model;
9344
9345         RSurf_ActiveModelEntity(ent, true, false, false);
9346
9347         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
9348         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
9349         VectorNormalize(localnormal);
9350         localsize = worldsize*rsurface.inversematrixscale;
9351         localmins[0] = localorigin[0] - localsize;
9352         localmins[1] = localorigin[1] - localsize;
9353         localmins[2] = localorigin[2] - localsize;
9354         localmaxs[0] = localorigin[0] + localsize;
9355         localmaxs[1] = localorigin[1] + localsize;
9356         localmaxs[2] = localorigin[2] + localsize;
9357
9358         //VectorCopy(localnormal, planes[4]);
9359         //VectorVectors(planes[4], planes[2], planes[0]);
9360         AnglesFromVectors(angles, localnormal, NULL, false);
9361         AngleVectors(angles, planes[0], planes[2], planes[4]);
9362         VectorNegate(planes[0], planes[1]);
9363         VectorNegate(planes[2], planes[3]);
9364         VectorNegate(planes[4], planes[5]);
9365         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
9366         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
9367         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
9368         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
9369         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
9370         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
9371
9372 #if 1
9373 // works
9374 {
9375         matrix4x4_t forwardprojection;
9376         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
9377         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
9378 }
9379 #else
9380 // broken
9381 {
9382         float projectionvector[4][3];
9383         VectorScale(planes[0], ilocalsize, projectionvector[0]);
9384         VectorScale(planes[2], ilocalsize, projectionvector[1]);
9385         VectorScale(planes[4], ilocalsize, projectionvector[2]);
9386         projectionvector[0][0] = planes[0][0] * ilocalsize;
9387         projectionvector[0][1] = planes[1][0] * ilocalsize;
9388         projectionvector[0][2] = planes[2][0] * ilocalsize;
9389         projectionvector[1][0] = planes[0][1] * ilocalsize;
9390         projectionvector[1][1] = planes[1][1] * ilocalsize;
9391         projectionvector[1][2] = planes[2][1] * ilocalsize;
9392         projectionvector[2][0] = planes[0][2] * ilocalsize;
9393         projectionvector[2][1] = planes[1][2] * ilocalsize;
9394         projectionvector[2][2] = planes[2][2] * ilocalsize;
9395         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
9396         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
9397         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
9398         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
9399 }
9400 #endif
9401
9402         dynamic = model->surfmesh.isanimated;
9403         numsurfacelist = model->nummodelsurfaces;
9404         surfacelist = model->sortedmodelsurfaces;
9405         surfaces = model->data_surfaces;
9406
9407         bih = NULL;
9408         bih_triangles_count = -1;
9409         if(!dynamic)
9410         {
9411                 if(model->render_bih.numleafs)
9412                         bih = &model->render_bih;
9413                 else if(model->collision_bih.numleafs)
9414                         bih = &model->collision_bih;
9415         }
9416         if(bih)
9417                 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
9418         if(bih_triangles_count == 0)
9419                 return;
9420         if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
9421                 return;
9422         if(bih_triangles_count > 0)
9423         {
9424                 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
9425                 {
9426                         surfaceindex = bih_surfaces[triangleindex];
9427                         surface = surfaces + surfaceindex;
9428                         texture = surface->texture;
9429                         if (!texture)
9430                                 continue;
9431                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9432                                 continue;
9433                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9434                                 continue;
9435                         R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
9436                 }
9437         }
9438         else
9439         {
9440                 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
9441                 {
9442                         surfaceindex = surfacelist[surfacelistindex];
9443                         surface = surfaces + surfaceindex;
9444                         // check cull box first because it rejects more than any other check
9445                         if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
9446                                 continue;
9447                         // skip transparent surfaces
9448                         texture = surface->texture;
9449                         if (!texture)
9450                                 continue;
9451                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9452                                 continue;
9453                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9454                                 continue;
9455                         numtriangles = surface->num_triangles;
9456                         for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
9457                                 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
9458                 }
9459         }
9460 }
9461
9462 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
9463 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)
9464 {
9465         int renderentityindex;
9466         float worldmins[3];
9467         float worldmaxs[3];
9468         entity_render_t *ent;
9469
9470         worldmins[0] = worldorigin[0] - worldsize;
9471         worldmins[1] = worldorigin[1] - worldsize;
9472         worldmins[2] = worldorigin[2] - worldsize;
9473         worldmaxs[0] = worldorigin[0] + worldsize;
9474         worldmaxs[1] = worldorigin[1] + worldsize;
9475         worldmaxs[2] = worldorigin[2] + worldsize;
9476
9477         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9478
9479         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
9480         {
9481                 ent = r_refdef.scene.entities[renderentityindex];
9482                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
9483                         continue;
9484
9485                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9486         }
9487 }
9488
9489 typedef struct r_decalsystem_splatqueue_s
9490 {
9491         vec3_t worldorigin;
9492         vec3_t worldnormal;
9493         float color[4];
9494         float tcrange[4];
9495         float worldsize;
9496         unsigned int decalsequence;
9497 }
9498 r_decalsystem_splatqueue_t;
9499
9500 int r_decalsystem_numqueued = 0;
9501 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
9502
9503 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)
9504 {
9505         r_decalsystem_splatqueue_t *queue;
9506
9507         if (r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
9508                 return;
9509
9510         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
9511         VectorCopy(worldorigin, queue->worldorigin);
9512         VectorCopy(worldnormal, queue->worldnormal);
9513         Vector4Set(queue->color, r, g, b, a);
9514         Vector4Set(queue->tcrange, s1, t1, s2, t2);
9515         queue->worldsize = worldsize;
9516         queue->decalsequence = cl.decalsequence++;
9517 }
9518
9519 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
9520 {
9521         int i;
9522         r_decalsystem_splatqueue_t *queue;
9523
9524         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
9525                 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);
9526         r_decalsystem_numqueued = 0;
9527 }
9528
9529 extern cvar_t cl_decals_max;
9530 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
9531 {
9532         int i;
9533         decalsystem_t *decalsystem = &ent->decalsystem;
9534         int numdecals;
9535         unsigned int killsequence;
9536         tridecal_t *decal;
9537         float frametime;
9538         float lifetime;
9539
9540         if (!decalsystem->numdecals)
9541                 return;
9542
9543         if (r_showsurfaces.integer)
9544                 return;
9545
9546         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9547         {
9548                 R_DecalSystem_Reset(decalsystem);
9549                 return;
9550         }
9551
9552         killsequence = cl.decalsequence - bound(1, (unsigned int) cl_decals_max.integer, cl.decalsequence);
9553         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
9554
9555         if (decalsystem->lastupdatetime)
9556                 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
9557         else
9558                 frametime = 0;
9559         decalsystem->lastupdatetime = r_refdef.scene.time;
9560         numdecals = decalsystem->numdecals;
9561
9562         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9563         {
9564                 if (decal->color4f[0][3])
9565                 {
9566                         decal->lived += frametime;
9567                         if (killsequence > decal->decalsequence || decal->lived >= lifetime)
9568                         {
9569                                 memset(decal, 0, sizeof(*decal));
9570                                 if (decalsystem->freedecal > i)
9571                                         decalsystem->freedecal = i;
9572                         }
9573                 }
9574         }
9575         decal = decalsystem->decals;
9576         while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
9577                 numdecals--;
9578
9579         // collapse the array by shuffling the tail decals into the gaps
9580         for (;;)
9581         {
9582                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
9583                         decalsystem->freedecal++;
9584                 if (decalsystem->freedecal == numdecals)
9585                         break;
9586                 decal[decalsystem->freedecal] = decal[--numdecals];
9587         }
9588
9589         decalsystem->numdecals = numdecals;
9590
9591         if (numdecals <= 0)
9592         {
9593                 // if there are no decals left, reset decalsystem
9594                 R_DecalSystem_Reset(decalsystem);
9595         }
9596 }
9597
9598 extern skinframe_t *decalskinframe;
9599 static void R_DrawModelDecals_Entity(entity_render_t *ent)
9600 {
9601         int i;
9602         decalsystem_t *decalsystem = &ent->decalsystem;
9603         int numdecals;
9604         tridecal_t *decal;
9605         float faderate;
9606         float alpha;
9607         float *v3f;
9608         float *c4f;
9609         float *t2f;
9610         const int *e;
9611         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
9612         int numtris = 0;
9613
9614         numdecals = decalsystem->numdecals;
9615         if (!numdecals)
9616                 return;
9617
9618         if (r_showsurfaces.integer)
9619                 return;
9620
9621         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9622         {
9623                 R_DecalSystem_Reset(decalsystem);
9624                 return;
9625         }
9626
9627         // if the model is static it doesn't matter what value we give for
9628         // wantnormals and wanttangents, so this logic uses only rules applicable
9629         // to a model, knowing that they are meaningless otherwise
9630         RSurf_ActiveModelEntity(ent, false, false, false);
9631
9632         decalsystem->lastupdatetime = r_refdef.scene.time;
9633
9634         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
9635
9636         // update vertex positions for animated models
9637         v3f = decalsystem->vertex3f;
9638         c4f = decalsystem->color4f;
9639         t2f = decalsystem->texcoord2f;
9640         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9641         {
9642                 if (!decal->color4f[0][3])
9643                         continue;
9644
9645                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
9646                         continue;
9647
9648                 // skip backfaces
9649                 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
9650                         continue;
9651
9652                 // update color values for fading decals
9653                 if (decal->lived >= cl_decals_time.value)
9654                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
9655                 else
9656                         alpha = 1.0f;
9657
9658                 c4f[ 0] = decal->color4f[0][0] * alpha;
9659                 c4f[ 1] = decal->color4f[0][1] * alpha;
9660                 c4f[ 2] = decal->color4f[0][2] * alpha;
9661                 c4f[ 3] = 1;
9662                 c4f[ 4] = decal->color4f[1][0] * alpha;
9663                 c4f[ 5] = decal->color4f[1][1] * alpha;
9664                 c4f[ 6] = decal->color4f[1][2] * alpha;
9665                 c4f[ 7] = 1;
9666                 c4f[ 8] = decal->color4f[2][0] * alpha;
9667                 c4f[ 9] = decal->color4f[2][1] * alpha;
9668                 c4f[10] = decal->color4f[2][2] * alpha;
9669                 c4f[11] = 1;
9670
9671                 t2f[0] = decal->texcoord2f[0][0];
9672                 t2f[1] = decal->texcoord2f[0][1];
9673                 t2f[2] = decal->texcoord2f[1][0];
9674                 t2f[3] = decal->texcoord2f[1][1];
9675                 t2f[4] = decal->texcoord2f[2][0];
9676                 t2f[5] = decal->texcoord2f[2][1];
9677
9678                 // update vertex positions for animated models
9679                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
9680                 {
9681                         e = rsurface.modelelement3i + 3*decal->triangleindex;
9682                         VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
9683                         VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
9684                         VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
9685                 }
9686                 else
9687                 {
9688                         VectorCopy(decal->vertex3f[0], v3f);
9689                         VectorCopy(decal->vertex3f[1], v3f + 3);
9690                         VectorCopy(decal->vertex3f[2], v3f + 6);
9691                 }
9692
9693                 if (r_refdef.fogenabled)
9694                 {
9695                         alpha = RSurf_FogVertex(v3f);
9696                         VectorScale(c4f, alpha, c4f);
9697                         alpha = RSurf_FogVertex(v3f + 3);
9698                         VectorScale(c4f + 4, alpha, c4f + 4);
9699                         alpha = RSurf_FogVertex(v3f + 6);
9700                         VectorScale(c4f + 8, alpha, c4f + 8);
9701                 }
9702
9703                 v3f += 9;
9704                 c4f += 12;
9705                 t2f += 6;
9706                 numtris++;
9707         }
9708
9709         if (numtris > 0)
9710         {
9711                 r_refdef.stats[r_stat_drawndecals] += numtris;
9712
9713                 // now render the decals all at once
9714                 // (this assumes they all use one particle font texture!)
9715                 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);
9716 //              R_Mesh_ResetTextureState();
9717                 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
9718                 GL_DepthMask(false);
9719                 GL_DepthRange(0, 1);
9720                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
9721                 GL_DepthTest(true);
9722                 GL_CullFace(GL_NONE);
9723                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
9724                 R_SetupShader_Generic(decalskinframe->base, false, false, false);
9725                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
9726         }
9727 }
9728
9729 static void R_DrawModelDecals(void)
9730 {
9731         int i, numdecals;
9732
9733         // fade faster when there are too many decals
9734         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9735         for (i = 0;i < r_refdef.scene.numentities;i++)
9736                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9737
9738         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
9739         for (i = 0;i < r_refdef.scene.numentities;i++)
9740                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9741                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
9742
9743         R_DecalSystem_ApplySplatEntitiesQueue();
9744
9745         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9746         for (i = 0;i < r_refdef.scene.numentities;i++)
9747                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9748
9749         r_refdef.stats[r_stat_totaldecals] += numdecals;
9750
9751         if (r_showsurfaces.integer || !r_drawdecals.integer)
9752                 return;
9753
9754         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
9755
9756         for (i = 0;i < r_refdef.scene.numentities;i++)
9757         {
9758                 if (!r_refdef.viewcache.entityvisible[i])
9759                         continue;
9760                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9761                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
9762         }
9763 }
9764
9765 static void R_DrawDebugModel(void)
9766 {
9767         entity_render_t *ent = rsurface.entity;
9768         int i, j, flagsmask;
9769         const msurface_t *surface;
9770         model_t *model = ent->model;
9771
9772         if (!sv.active  && !cls.demoplayback && ent != r_refdef.scene.worldentity)
9773                 return;
9774
9775         if (r_showoverdraw.value > 0)
9776         {
9777                 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
9778                 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9779                 R_SetupShader_Generic_NoTexture(false, false);
9780                 GL_DepthTest(false);
9781                 GL_DepthMask(false);
9782                 GL_DepthRange(0, 1);
9783                 GL_BlendFunc(GL_ONE, GL_ONE);
9784                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9785                 {
9786                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9787                                 continue;
9788                         rsurface.texture = R_GetCurrentTexture(surface->texture);
9789                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9790                         {
9791                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9792                                 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9793                                 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
9794                                         GL_Color(c, 0, 0, 1.0f);
9795                                 else if (ent == r_refdef.scene.worldentity)
9796                                         GL_Color(c, c, c, 1.0f);
9797                                 else
9798                                         GL_Color(0, c, 0, 1.0f);
9799                                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9800                                 RSurf_DrawBatch();
9801                         }
9802                 }
9803                 rsurface.texture = NULL;
9804         }
9805
9806         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9807
9808 //      R_Mesh_ResetTextureState();
9809         R_SetupShader_Generic_NoTexture(false, false);
9810         GL_DepthRange(0, 1);
9811         GL_DepthTest(!r_showdisabledepthtest.integer);
9812         GL_DepthMask(false);
9813         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9814
9815         if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
9816         {
9817                 int triangleindex;
9818                 int bihleafindex;
9819                 qbool cullbox = false;
9820                 const q3mbrush_t *brush;
9821                 const bih_t *bih = &model->collision_bih;
9822                 const bih_leaf_t *bihleaf;
9823                 float vertex3f[3][3];
9824                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
9825                 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
9826                 {
9827                         if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
9828                                 continue;
9829                         switch (bihleaf->type)
9830                         {
9831                         case BIH_BRUSH:
9832                                 brush = model->brush.data_brushes + bihleaf->itemindex;
9833                                 if (brush->colbrushf && brush->colbrushf->numtriangles)
9834                                 {
9835                                         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);
9836                                         R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
9837                                         R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
9838                                 }
9839                                 break;
9840                         case BIH_COLLISIONTRIANGLE:
9841                                 triangleindex = bihleaf->itemindex;
9842                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
9843                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
9844                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
9845                                 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);
9846                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9847                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9848                                 break;
9849                         case BIH_RENDERTRIANGLE:
9850                                 triangleindex = bihleaf->itemindex;
9851                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
9852                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
9853                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
9854                                 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);
9855                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9856                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9857                                 break;
9858                         }
9859                 }
9860         }
9861
9862         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9863
9864 #ifndef USE_GLES2
9865         if (r_showtris.value > 0 && qglPolygonMode)
9866         {
9867                 if (r_showdisabledepthtest.integer)
9868                 {
9869                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9870                         GL_DepthMask(false);
9871                 }
9872                 else
9873                 {
9874                         GL_BlendFunc(GL_ONE, GL_ZERO);
9875                         GL_DepthMask(true);
9876                 }
9877                 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
9878                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9879                 {
9880                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9881                                 continue;
9882                         rsurface.texture = R_GetCurrentTexture(surface->texture);
9883                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9884                         {
9885                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9886                                 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
9887                                         GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
9888                                 else if (ent == r_refdef.scene.worldentity)
9889                                         GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
9890                                 else
9891                                         GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
9892                                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9893                                 RSurf_DrawBatch();
9894                         }
9895                 }
9896                 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
9897                 rsurface.texture = NULL;
9898         }
9899
9900 # if 0
9901         // FIXME!  implement r_shownormals with just triangles
9902         if (r_shownormals.value != 0 && qglBegin)
9903         {
9904                 int l, k;
9905                 vec3_t v;
9906                 if (r_showdisabledepthtest.integer)
9907                 {
9908                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9909                         GL_DepthMask(false);
9910                 }
9911                 else
9912                 {
9913                         GL_BlendFunc(GL_ONE, GL_ZERO);
9914                         GL_DepthMask(true);
9915                 }
9916                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9917                 {
9918                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9919                                 continue;
9920                         rsurface.texture = R_GetCurrentTexture(surface->texture);
9921                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9922                         {
9923                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9924                                 qglBegin(GL_LINES);
9925                                 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
9926                                 {
9927                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9928                                         {
9929                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9930                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
9931                                                 qglVertex3f(v[0], v[1], v[2]);
9932                                                 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
9933                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9934                                                 qglVertex3f(v[0], v[1], v[2]);
9935                                         }
9936                                 }
9937                                 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
9938                                 {
9939                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9940                                         {
9941                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9942                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
9943                                                 qglVertex3f(v[0], v[1], v[2]);
9944                                                 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
9945                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9946                                                 qglVertex3f(v[0], v[1], v[2]);
9947                                         }
9948                                 }
9949                                 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
9950                                 {
9951                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9952                                         {
9953                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9954                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
9955                                                 qglVertex3f(v[0], v[1], v[2]);
9956                                                 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
9957                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9958                                                 qglVertex3f(v[0], v[1], v[2]);
9959                                         }
9960                                 }
9961                                 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
9962                                 {
9963                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9964                                         {
9965                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9966                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
9967                                                 qglVertex3f(v[0], v[1], v[2]);
9968                                                 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
9969                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9970                                                 qglVertex3f(v[0], v[1], v[2]);
9971                                         }
9972                                 }
9973                                 qglEnd();
9974                                 CHECKGLERROR
9975                         }
9976                 }
9977                 rsurface.texture = NULL;
9978         }
9979 # endif
9980 #endif
9981 }
9982
9983 int r_maxsurfacelist = 0;
9984 const msurface_t **r_surfacelist = NULL;
9985 void R_DrawModelSurfaces(entity_render_t *ent, qbool skysurfaces, qbool writedepth, qbool depthonly, qbool debug, qbool prepass, qbool ui)
9986 {
9987         int i, j, endj, flagsmask;
9988         model_t *model = ent->model;
9989         msurface_t *surfaces;
9990         unsigned char *update;
9991         int numsurfacelist = 0;
9992         if (model == NULL)
9993                 return;
9994
9995         if (r_maxsurfacelist < model->num_surfaces)
9996         {
9997                 r_maxsurfacelist = model->num_surfaces;
9998                 if (r_surfacelist)
9999                         Mem_Free((msurface_t **)r_surfacelist);
10000                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
10001         }
10002
10003         if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10004                 RSurf_ActiveModelEntity(ent, false, false, false);
10005         else if (prepass)
10006                 RSurf_ActiveModelEntity(ent, true, true, true);
10007         else if (depthonly)
10008                 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
10009         else
10010                 RSurf_ActiveModelEntity(ent, true, true, false);
10011
10012         surfaces = model->data_surfaces;
10013         update = model->brushq1.lightmapupdateflags;
10014
10015         // update light styles
10016         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.scene.lightmapintensity > 0)
10017         {
10018                 model_brush_lightstyleinfo_t *style;
10019                 // Iterate over each active style
10020                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
10021                 {
10022                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
10023                         {
10024                                 int *list = style->surfacelist;
10025                                 style->value = r_refdef.scene.lightstylevalue[style->style];
10026                                 // Iterate over every surface this style applies to
10027                                 for (j = 0;j < style->numsurfaces;j++)
10028                                         // Update brush entities even if not visible otherwise they'll render solid black.
10029                                         if(r_refdef.viewcache.world_surfacevisible[list[j]] || ent != r_refdef.scene.worldentity)
10030                                                 update[list[j]] = true;
10031                         }
10032                 }
10033         }
10034
10035         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
10036
10037         if (debug)
10038         {
10039                 R_DrawDebugModel();
10040                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10041                 return;
10042         }
10043
10044         rsurface.lightmaptexture = NULL;
10045         rsurface.deluxemaptexture = NULL;
10046         rsurface.uselightmaptexture = false;
10047         rsurface.texture = NULL;
10048         rsurface.rtlight = NULL;
10049         numsurfacelist = 0;
10050         // add visible surfaces to draw list
10051         if (ent == r_refdef.scene.worldentity)
10052         {
10053                 // for the world entity, check surfacevisible
10054                 for (i = 0;i < model->nummodelsurfaces;i++)
10055                 {
10056                         j = model->sortedmodelsurfaces[i];
10057                         if (r_refdef.viewcache.world_surfacevisible[j])
10058                                 r_surfacelist[numsurfacelist++] = surfaces + j;
10059                 }
10060         }
10061         else if (ui)
10062         {
10063                 // for ui we have to preserve the order of surfaces
10064                 for (i = 0; i < model->nummodelsurfaces; i++)
10065                         r_surfacelist[numsurfacelist++] = surfaces + model->firstmodelsurface + i;
10066         }
10067         else
10068         {
10069                 // add all surfaces
10070                 for (i = 0; i < model->nummodelsurfaces; i++)
10071                         r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
10072         }
10073         // don't do anything if there were no surfaces
10074         if (!numsurfacelist)
10075         {
10076                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10077                 return;
10078         }
10079         // update lightmaps if needed
10080         if (update)
10081         {
10082                 int updated = 0;
10083                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
10084                 {
10085                         if (update[j])
10086                         {
10087                                 updated++;
10088                                 R_BuildLightMap(ent, surfaces + j);
10089                         }
10090                 }
10091         }
10092
10093         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass, ui);
10094
10095         // add to stats if desired
10096         if (r_speeds.integer && !skysurfaces && !depthonly)
10097         {
10098                 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
10099                 for (j = 0;j < numsurfacelist;j++)
10100                         r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
10101         }
10102
10103         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10104 }
10105
10106 void R_DebugLine(vec3_t start, vec3_t end)
10107 {
10108         model_t *mod = CL_Mesh_UI();
10109         msurface_t *surf;
10110         int e0, e1, e2, e3;
10111         float offsetx, offsety, x1, y1, x2, y2, width = 1.0f;
10112         float r1 = 1.0f, g1 = 0.0f, b1 = 0.0f, alpha1 = 0.25f;
10113         float r2 = 1.0f, g2 = 1.0f, b2 = 0.0f, alpha2 = 0.25f;
10114         vec4_t w[2], s[2];
10115
10116         // transform to screen coords first
10117         Vector4Set(w[0], start[0], start[1], start[2], 1);
10118         Vector4Set(w[1], end[0], end[1], end[2], 1);
10119         R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[0], s[0]);
10120         R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[1], s[1]);
10121         x1 = s[0][0] * vid_conwidth.value / vid.width;
10122         y1 = (vid.height - s[0][1]) * vid_conheight.value / vid.height;
10123         x2 = s[1][0] * vid_conwidth.value / vid.width;
10124         y2 = (vid.height - s[1][1]) * vid_conheight.value / vid.height;
10125         //Con_DPrintf("R_DebugLine: %.0f,%.0f to %.0f,%.0f\n", x1, y1, x2, y2);
10126
10127         // add the line to the UI mesh for drawing later
10128
10129         // width is measured in real pixels
10130         if (fabs(x2 - x1) > fabs(y2 - y1))
10131         {
10132                 offsetx = 0;
10133                 offsety = 0.5f * width * vid_conheight.value / vid.height;
10134         }
10135         else
10136         {
10137                 offsetx = 0.5f * width * vid_conwidth.value / vid.width;
10138                 offsety = 0;
10139         }
10140         surf = Mod_Mesh_AddSurface(mod, Mod_Mesh_GetTexture(mod, "white", 0, 0, MATERIALFLAG_WALL | MATERIALFLAG_VERTEXCOLOR | MATERIALFLAG_ALPHAGEN_VERTEX | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW), true);
10141         e0 = Mod_Mesh_IndexForVertex(mod, surf, x1 - offsetx, y1 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10142         e1 = Mod_Mesh_IndexForVertex(mod, surf, x2 - offsetx, y2 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10143         e2 = Mod_Mesh_IndexForVertex(mod, surf, x2 + offsetx, y2 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10144         e3 = Mod_Mesh_IndexForVertex(mod, surf, x1 + offsetx, y1 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10145         Mod_Mesh_AddTriangle(mod, surf, e0, e1, e2);
10146         Mod_Mesh_AddTriangle(mod, surf, e0, e2, e3);
10147
10148 }
10149
10150
10151 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qbool writedepth, qbool prepass, qbool ui)
10152 {
10153         static texture_t texture;
10154
10155         // fake enough texture and surface state to render this geometry
10156
10157         texture.update_lastrenderframe = -1; // regenerate this texture
10158         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
10159         texture.basealpha = 1.0f;
10160         texture.currentskinframe = skinframe;
10161         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
10162         texture.offsetmapping = OFFSETMAPPING_OFF;
10163         texture.offsetscale = 1;
10164         texture.specularscalemod = 1;
10165         texture.specularpowermod = 1;
10166         texture.transparentsort = TRANSPARENTSORT_DISTANCE;
10167
10168         R_DrawCustomSurface_Texture(&texture, texmatrix, materialflags, firstvertex, numvertices, firsttriangle, numtriangles, writedepth, prepass, ui);
10169 }
10170
10171 void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qbool writedepth, qbool prepass, qbool ui)
10172 {
10173         static msurface_t surface;
10174         const msurface_t *surfacelist = &surface;
10175
10176         // fake enough texture and surface state to render this geometry
10177         surface.texture = texture;
10178         surface.num_triangles = numtriangles;
10179         surface.num_firsttriangle = firsttriangle;
10180         surface.num_vertices = numvertices;
10181         surface.num_firstvertex = firstvertex;
10182
10183         // now render it
10184         rsurface.texture = R_GetCurrentTexture(surface.texture);
10185         rsurface.lightmaptexture = NULL;
10186         rsurface.deluxemaptexture = NULL;
10187         rsurface.uselightmaptexture = false;
10188         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass, ui);
10189 }