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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 cvar_t r_q1bsp_lightmap_updates_enabled = {CF_CLIENT | CF_ARCHIVE, "r_q1bsp_lightmap_updates_enabled", "1", "allow lightmaps to be updated on Q1BSP maps (don't turn this off except for debugging)"};
260 cvar_t r_q1bsp_lightmap_updates_combine = {CF_CLIENT | CF_ARCHIVE, "r_q1bsp_lightmap_updates_combine", "2", "combine lightmap texture updates to make fewer glTexSubImage2D calls, modes: 0 = immediately upload lightmaps (may be thousands of small 3x3 updates), 1 = combine to one call, 2 = combine to one full texture update (glTexImage2D) which tells the driver it does not need to lock the resource (faster on most drivers)"};
261 cvar_t r_q1bsp_lightmap_updates_hidden_surfaces = {CF_CLIENT | CF_ARCHIVE, "r_q1bsp_lightmap_updates_hidden_surfaces", "0", "update lightmaps on surfaces that are not visible, so that updates only occur on frames where lightstyles changed value (animation or light switches), only makes sense with combine = 2"};
262
263 extern cvar_t v_glslgamma_2d;
264
265 extern qbool v_flipped_state;
266
267 r_framebufferstate_t r_fb;
268
269 /// shadow volume bsp struct with automatically growing nodes buffer
270 svbsp_t r_svbsp;
271
272 int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
273
274 rtexture_t *r_texture_blanknormalmap;
275 rtexture_t *r_texture_white;
276 rtexture_t *r_texture_grey128;
277 rtexture_t *r_texture_black;
278 rtexture_t *r_texture_notexture;
279 rtexture_t *r_texture_whitecube;
280 rtexture_t *r_texture_normalizationcube;
281 rtexture_t *r_texture_fogattenuation;
282 rtexture_t *r_texture_fogheighttexture;
283 rtexture_t *r_texture_gammaramps;
284 unsigned int r_texture_gammaramps_serial;
285 //rtexture_t *r_texture_fogintensity;
286 rtexture_t *r_texture_reflectcube;
287
288 // TODO: hash lookups?
289 typedef struct cubemapinfo_s
290 {
291         char basename[64];
292         rtexture_t *texture;
293 }
294 cubemapinfo_t;
295
296 int r_texture_numcubemaps;
297 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
298
299 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
300 unsigned int r_numqueries;
301 unsigned int r_maxqueries;
302
303 typedef struct r_qwskincache_s
304 {
305         char name[MAX_QPATH];
306         skinframe_t *skinframe;
307 }
308 r_qwskincache_t;
309
310 static r_qwskincache_t *r_qwskincache;
311 static int r_qwskincache_size;
312
313 /// vertex coordinates for a quad that covers the screen exactly
314 extern const float r_screenvertex3f[12];
315 const float r_screenvertex3f[12] =
316 {
317         0, 0, 0,
318         1, 0, 0,
319         1, 1, 0,
320         0, 1, 0
321 };
322
323 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
324 {
325         int i;
326         for (i = 0;i < verts;i++)
327         {
328                 out[0] = in[0] * r;
329                 out[1] = in[1] * g;
330                 out[2] = in[2] * b;
331                 out[3] = in[3];
332                 in += 4;
333                 out += 4;
334         }
335 }
336
337 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
338 {
339         int i;
340         for (i = 0;i < verts;i++)
341         {
342                 out[0] = r;
343                 out[1] = g;
344                 out[2] = b;
345                 out[3] = a;
346                 out += 4;
347         }
348 }
349
350 // FIXME: move this to client?
351 void FOG_clear(void)
352 {
353         if (gamemode == GAME_NEHAHRA)
354         {
355                 Cvar_Set(&cvars_all, "gl_fogenable", "0");
356                 Cvar_Set(&cvars_all, "gl_fogdensity", "0.2");
357                 Cvar_Set(&cvars_all, "gl_fogred", "0.3");
358                 Cvar_Set(&cvars_all, "gl_foggreen", "0.3");
359                 Cvar_Set(&cvars_all, "gl_fogblue", "0.3");
360         }
361         r_refdef.fog_density = 0;
362         r_refdef.fog_red = 0;
363         r_refdef.fog_green = 0;
364         r_refdef.fog_blue = 0;
365         r_refdef.fog_alpha = 1;
366         r_refdef.fog_start = 0;
367         r_refdef.fog_end = 16384;
368         r_refdef.fog_height = 1<<30;
369         r_refdef.fog_fadedepth = 128;
370         memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
371 }
372
373 static void R_BuildBlankTextures(void)
374 {
375         unsigned char data[4];
376         data[2] = 128; // normal X
377         data[1] = 128; // normal Y
378         data[0] = 255; // normal Z
379         data[3] = 255; // height
380         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
381         data[0] = 255;
382         data[1] = 255;
383         data[2] = 255;
384         data[3] = 255;
385         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
386         data[0] = 128;
387         data[1] = 128;
388         data[2] = 128;
389         data[3] = 255;
390         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
391         data[0] = 0;
392         data[1] = 0;
393         data[2] = 0;
394         data[3] = 255;
395         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
396 }
397
398 static void R_BuildNoTexture(void)
399 {
400         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, Image_GenerateNoTexture(), TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
401 }
402
403 static void R_BuildWhiteCube(void)
404 {
405         unsigned char data[6*1*1*4];
406         memset(data, 255, sizeof(data));
407         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
408 }
409
410 static void R_BuildNormalizationCube(void)
411 {
412         int x, y, side;
413         vec3_t v;
414         vec_t s, t, intensity;
415 #define NORMSIZE 64
416         unsigned char *data;
417         data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
418         for (side = 0;side < 6;side++)
419         {
420                 for (y = 0;y < NORMSIZE;y++)
421                 {
422                         for (x = 0;x < NORMSIZE;x++)
423                         {
424                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
425                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
426                                 switch(side)
427                                 {
428                                 default:
429                                 case 0:
430                                         v[0] = 1;
431                                         v[1] = -t;
432                                         v[2] = -s;
433                                         break;
434                                 case 1:
435                                         v[0] = -1;
436                                         v[1] = -t;
437                                         v[2] = s;
438                                         break;
439                                 case 2:
440                                         v[0] = s;
441                                         v[1] = 1;
442                                         v[2] = t;
443                                         break;
444                                 case 3:
445                                         v[0] = s;
446                                         v[1] = -1;
447                                         v[2] = -t;
448                                         break;
449                                 case 4:
450                                         v[0] = s;
451                                         v[1] = -t;
452                                         v[2] = 1;
453                                         break;
454                                 case 5:
455                                         v[0] = -s;
456                                         v[1] = -t;
457                                         v[2] = -1;
458                                         break;
459                                 }
460                                 intensity = 127.0f / sqrt(DotProduct(v, v));
461                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
462                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
463                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
464                                 data[((side*64+y)*64+x)*4+3] = 255;
465                         }
466                 }
467         }
468         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
469         Mem_Free(data);
470 }
471
472 static void R_BuildFogTexture(void)
473 {
474         int x, b;
475 #define FOGWIDTH 256
476         unsigned char data1[FOGWIDTH][4];
477         //unsigned char data2[FOGWIDTH][4];
478         double d, r, alpha;
479
480         r_refdef.fogmasktable_start = r_refdef.fog_start;
481         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
482         r_refdef.fogmasktable_range = r_refdef.fogrange;
483         r_refdef.fogmasktable_density = r_refdef.fog_density;
484
485         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
486         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
487         {
488                 d = (x * r - r_refdef.fogmasktable_start);
489                 if(developer_extra.integer)
490                         Con_DPrintf("%f ", d);
491                 d = max(0, d);
492                 if (r_fog_exp2.integer)
493                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
494                 else
495                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
496                 if(developer_extra.integer)
497                         Con_DPrintf(" : %f ", alpha);
498                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
499                 if(developer_extra.integer)
500                         Con_DPrintf(" = %f\n", alpha);
501                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
502         }
503
504         for (x = 0;x < FOGWIDTH;x++)
505         {
506                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
507                 data1[x][0] = b;
508                 data1[x][1] = b;
509                 data1[x][2] = b;
510                 data1[x][3] = 255;
511                 //data2[x][0] = 255 - b;
512                 //data2[x][1] = 255 - b;
513                 //data2[x][2] = 255 - b;
514                 //data2[x][3] = 255;
515         }
516         if (r_texture_fogattenuation)
517         {
518                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1, 0);
519                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1, 0);
520         }
521         else
522         {
523                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
524                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
525         }
526 }
527
528 static void R_BuildFogHeightTexture(void)
529 {
530         unsigned char *inpixels;
531         int size;
532         int x;
533         int y;
534         int j;
535         float c[4];
536         float f;
537         inpixels = NULL;
538         strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
539         if (r_refdef.fogheighttexturename[0])
540                 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
541         if (!inpixels)
542         {
543                 r_refdef.fog_height_tablesize = 0;
544                 if (r_texture_fogheighttexture)
545                         R_FreeTexture(r_texture_fogheighttexture);
546                 r_texture_fogheighttexture = NULL;
547                 if (r_refdef.fog_height_table2d)
548                         Mem_Free(r_refdef.fog_height_table2d);
549                 r_refdef.fog_height_table2d = NULL;
550                 if (r_refdef.fog_height_table1d)
551                         Mem_Free(r_refdef.fog_height_table1d);
552                 r_refdef.fog_height_table1d = NULL;
553                 return;
554         }
555         size = image_width;
556         r_refdef.fog_height_tablesize = size;
557         r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
558         r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
559         memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
560         Mem_Free(inpixels);
561         // LadyHavoc: now the magic - what is that table2d for?  it is a cooked
562         // average fog color table accounting for every fog layer between a point
563         // and the camera.  (Note: attenuation is handled separately!)
564         for (y = 0;y < size;y++)
565         {
566                 for (x = 0;x < size;x++)
567                 {
568                         Vector4Clear(c);
569                         f = 0;
570                         if (x < y)
571                         {
572                                 for (j = x;j <= y;j++)
573                                 {
574                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
575                                         f++;
576                                 }
577                         }
578                         else
579                         {
580                                 for (j = x;j >= y;j--)
581                                 {
582                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
583                                         f++;
584                                 }
585                         }
586                         f = 1.0f / f;
587                         r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
588                         r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
589                         r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
590                         r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
591                 }
592         }
593         r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
594 }
595
596 //=======================================================================================================================================================
597
598 static const char *builtinshaderstrings[] =
599 {
600 #include "shader_glsl.h"
601 0
602 };
603
604 //=======================================================================================================================================================
605
606 typedef struct shaderpermutationinfo_s
607 {
608         const char *pretext;
609         const char *name;
610 }
611 shaderpermutationinfo_t;
612
613 typedef struct shadermodeinfo_s
614 {
615         const char *sourcebasename;
616         const char *extension;
617         const char **builtinshaderstrings;
618         const char *pretext;
619         const char *name;
620         char *filename;
621         char *builtinstring;
622         int builtincrc;
623 }
624 shadermodeinfo_t;
625
626 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
627 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
628 {
629         {"#define USEDIFFUSE\n", " diffuse"},
630         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
631         {"#define USEVIEWTINT\n", " viewtint"},
632         {"#define USECOLORMAPPING\n", " colormapping"},
633         {"#define USESATURATION\n", " saturation"},
634         {"#define USEFOGINSIDE\n", " foginside"},
635         {"#define USEFOGOUTSIDE\n", " fogoutside"},
636         {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
637         {"#define USEFOGALPHAHACK\n", " fogalphahack"},
638         {"#define USEGAMMARAMPS\n", " gammaramps"},
639         {"#define USECUBEFILTER\n", " cubefilter"},
640         {"#define USEGLOW\n", " glow"},
641         {"#define USEBLOOM\n", " bloom"},
642         {"#define USESPECULAR\n", " specular"},
643         {"#define USEPOSTPROCESSING\n", " postprocessing"},
644         {"#define USEREFLECTION\n", " reflection"},
645         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
646         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
647         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
648         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
649         {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
650         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
651         {"#define USEALPHAKILL\n", " alphakill"},
652         {"#define USEREFLECTCUBE\n", " reflectcube"},
653         {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
654         {"#define USEBOUNCEGRID\n", " bouncegrid"},
655         {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
656         {"#define USETRIPPY\n", " trippy"},
657         {"#define USEDEPTHRGB\n", " depthrgb"},
658         {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
659         {"#define USESKELETAL\n", " skeletal"},
660         {"#define USEOCCLUDE\n", " occlude"}
661 };
662
663 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
664 shadermodeinfo_t shadermodeinfo[SHADERLANGUAGE_COUNT][SHADERMODE_COUNT] =
665 {
666         // SHADERLANGUAGE_GLSL
667         {
668                 {"combined", "glsl", builtinshaderstrings, "#define MODE_GENERIC\n", " generic"},
669                 {"combined", "glsl", builtinshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
670                 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
671                 {"combined", "glsl", builtinshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
672                 {"combined", "glsl", builtinshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
673                 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
674                 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
675                 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
676                 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
677                 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
678                 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTGRID\n", " lightgrid"},
679                 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
680                 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
681                 {"combined", "glsl", builtinshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
682                 {"combined", "glsl", builtinshaderstrings, "#define MODE_WATER\n", " water"},
683                 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
684                 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
685         },
686 };
687
688 struct r_glsl_permutation_s;
689 typedef struct r_glsl_permutation_s
690 {
691         /// hash lookup data
692         struct r_glsl_permutation_s *hashnext;
693         unsigned int mode;
694         uint64_t permutation;
695
696         /// indicates if we have tried compiling this permutation already
697         qbool compiled;
698         /// 0 if compilation failed
699         int program;
700         // texture units assigned to each detected uniform
701         int tex_Texture_First;
702         int tex_Texture_Second;
703         int tex_Texture_GammaRamps;
704         int tex_Texture_Normal;
705         int tex_Texture_Color;
706         int tex_Texture_Gloss;
707         int tex_Texture_Glow;
708         int tex_Texture_SecondaryNormal;
709         int tex_Texture_SecondaryColor;
710         int tex_Texture_SecondaryGloss;
711         int tex_Texture_SecondaryGlow;
712         int tex_Texture_Pants;
713         int tex_Texture_Shirt;
714         int tex_Texture_FogHeightTexture;
715         int tex_Texture_FogMask;
716         int tex_Texture_LightGrid;
717         int tex_Texture_Lightmap;
718         int tex_Texture_Deluxemap;
719         int tex_Texture_Attenuation;
720         int tex_Texture_Cube;
721         int tex_Texture_Refraction;
722         int tex_Texture_Reflection;
723         int tex_Texture_ShadowMap2D;
724         int tex_Texture_CubeProjection;
725         int tex_Texture_ScreenNormalMap;
726         int tex_Texture_ScreenDiffuse;
727         int tex_Texture_ScreenSpecular;
728         int tex_Texture_ReflectMask;
729         int tex_Texture_ReflectCube;
730         int tex_Texture_BounceGrid;
731         /// locations of detected uniforms in program object, or -1 if not found
732         int loc_Texture_First;
733         int loc_Texture_Second;
734         int loc_Texture_GammaRamps;
735         int loc_Texture_Normal;
736         int loc_Texture_Color;
737         int loc_Texture_Gloss;
738         int loc_Texture_Glow;
739         int loc_Texture_SecondaryNormal;
740         int loc_Texture_SecondaryColor;
741         int loc_Texture_SecondaryGloss;
742         int loc_Texture_SecondaryGlow;
743         int loc_Texture_Pants;
744         int loc_Texture_Shirt;
745         int loc_Texture_FogHeightTexture;
746         int loc_Texture_FogMask;
747         int loc_Texture_LightGrid;
748         int loc_Texture_Lightmap;
749         int loc_Texture_Deluxemap;
750         int loc_Texture_Attenuation;
751         int loc_Texture_Cube;
752         int loc_Texture_Refraction;
753         int loc_Texture_Reflection;
754         int loc_Texture_ShadowMap2D;
755         int loc_Texture_CubeProjection;
756         int loc_Texture_ScreenNormalMap;
757         int loc_Texture_ScreenDiffuse;
758         int loc_Texture_ScreenSpecular;
759         int loc_Texture_ReflectMask;
760         int loc_Texture_ReflectCube;
761         int loc_Texture_BounceGrid;
762         int loc_Alpha;
763         int loc_BloomBlur_Parameters;
764         int loc_ClientTime;
765         int loc_Color_Ambient;
766         int loc_Color_Diffuse;
767         int loc_Color_Specular;
768         int loc_Color_Glow;
769         int loc_Color_Pants;
770         int loc_Color_Shirt;
771         int loc_DeferredColor_Ambient;
772         int loc_DeferredColor_Diffuse;
773         int loc_DeferredColor_Specular;
774         int loc_DeferredMod_Diffuse;
775         int loc_DeferredMod_Specular;
776         int loc_DistortScaleRefractReflect;
777         int loc_EyePosition;
778         int loc_FogColor;
779         int loc_FogHeightFade;
780         int loc_FogPlane;
781         int loc_FogPlaneViewDist;
782         int loc_FogRangeRecip;
783         int loc_LightColor;
784         int loc_LightDir;
785         int loc_LightGridMatrix;
786         int loc_LightGridNormalMatrix;
787         int loc_LightPosition;
788         int loc_OffsetMapping_ScaleSteps;
789         int loc_OffsetMapping_LodDistance;
790         int loc_OffsetMapping_Bias;
791         int loc_PixelSize;
792         int loc_ReflectColor;
793         int loc_ReflectFactor;
794         int loc_ReflectOffset;
795         int loc_RefractColor;
796         int loc_Saturation;
797         int loc_ScreenCenterRefractReflect;
798         int loc_ScreenScaleRefractReflect;
799         int loc_ScreenToDepth;
800         int loc_ShadowMap_Parameters;
801         int loc_ShadowMap_TextureScale;
802         int loc_SpecularPower;
803         int loc_Skeletal_Transform12;
804         int loc_UserVec1;
805         int loc_UserVec2;
806         int loc_UserVec3;
807         int loc_UserVec4;
808         int loc_ColorFringe;
809         int loc_ViewTintColor;
810         int loc_ViewToLight;
811         int loc_ModelToLight;
812         int loc_TexMatrix;
813         int loc_BackgroundTexMatrix;
814         int loc_ModelViewProjectionMatrix;
815         int loc_ModelViewMatrix;
816         int loc_PixelToScreenTexCoord;
817         int loc_ModelToReflectCube;
818         int loc_ShadowMapMatrix;
819         int loc_BloomColorSubtract;
820         int loc_NormalmapScrollBlend;
821         int loc_BounceGridMatrix;
822         int loc_BounceGridIntensity;
823         /// uniform block bindings
824         int ubibind_Skeletal_Transform12_UniformBlock;
825         /// uniform block indices
826         int ubiloc_Skeletal_Transform12_UniformBlock;
827 }
828 r_glsl_permutation_t;
829
830 #define SHADERPERMUTATION_HASHSIZE 256
831
832
833 // non-degradable "lightweight" shader parameters to keep the permutations simpler
834 // these can NOT degrade! only use for simple stuff
835 enum
836 {
837         SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
838         SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
839         SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
840         SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
841         SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
842         SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5,  ///< postprocess uservec4 is enabled
843         SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
844         SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7,  ///< LOD for offsetmapping
845         SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
846         SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
847         SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
848         SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
849         SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
850         SHADERSTATICPARM_FXAA = 13, ///< fast approximate anti aliasing
851         SHADERSTATICPARM_COLORFRINGE = 14 ///< colorfringe (chromatic aberration)
852 };
853 #define SHADERSTATICPARMS_COUNT 15
854
855 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
856 static int shaderstaticparms_count = 0;
857
858 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
859 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
860
861 extern qbool r_shadow_shadowmapsampler;
862 extern int r_shadow_shadowmappcf;
863 qbool R_CompileShader_CheckStaticParms(void)
864 {
865         static int r_compileshader_staticparms_save[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5];
866         memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
867         memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
868
869         // detect all
870         if (r_glsl_saturation_redcompensate.integer)
871                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
872         if (r_glsl_vertextextureblend_usebothalphas.integer)
873                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
874         if (r_shadow_glossexact.integer)
875                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
876         if (r_glsl_postprocess.integer)
877         {
878                 if (r_glsl_postprocess_uservec1_enable.integer)
879                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
880                 if (r_glsl_postprocess_uservec2_enable.integer)
881                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
882                 if (r_glsl_postprocess_uservec3_enable.integer)
883                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
884                 if (r_glsl_postprocess_uservec4_enable.integer)
885                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
886         }
887         if (r_fxaa.integer)
888                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_FXAA);
889         if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
890                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
891
892         if (r_shadow_shadowmapsampler)
893                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
894         if (r_shadow_shadowmappcf > 1)
895                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
896         else if (r_shadow_shadowmappcf)
897                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
898         if (r_celshading.integer)
899                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
900         if (r_celoutlines.integer)
901                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
902         if (r_colorfringe.value)
903                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_COLORFRINGE);
904
905         return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
906 }
907
908 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
909         if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
910                 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
911         else \
912                 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
913 static void R_CompileShader_AddStaticParms(unsigned int mode, uint64_t permutation)
914 {
915         shaderstaticparms_count = 0;
916
917         // emit all
918         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
919         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
920         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
921         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
922         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
923         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
924         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
925         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
926         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
927         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
928         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
929         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
930         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
931         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_FXAA, "USEFXAA");
932         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_COLORFRINGE, "USECOLORFRINGE");
933 }
934
935 /// information about each possible shader permutation
936 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
937 /// currently selected permutation
938 r_glsl_permutation_t *r_glsl_permutation;
939 /// storage for permutations linked in the hash table
940 memexpandablearray_t r_glsl_permutationarray;
941
942 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, uint64_t permutation)
943 {
944         //unsigned int hashdepth = 0;
945         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
946         r_glsl_permutation_t *p;
947         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
948         {
949                 if (p->mode == mode && p->permutation == permutation)
950                 {
951                         //if (hashdepth > 10)
952                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
953                         return p;
954                 }
955                 //hashdepth++;
956         }
957         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
958         p->mode = mode;
959         p->permutation = permutation;
960         p->hashnext = r_glsl_permutationhash[mode][hashindex];
961         r_glsl_permutationhash[mode][hashindex] = p;
962         //if (hashdepth > 10)
963         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
964         return p;
965 }
966
967 static char *R_ShaderStrCat(const char **strings)
968 {
969         char *string, *s;
970         const char **p = strings;
971         const char *t;
972         size_t len = 0;
973         for (p = strings;(t = *p);p++)
974                 len += strlen(t);
975         len++;
976         s = string = (char *)Mem_Alloc(r_main_mempool, len);
977         len = 0;
978         for (p = strings;(t = *p);p++)
979         {
980                 len = strlen(t);
981                 memcpy(s, t, len);
982                 s += len;
983         }
984         *s = 0;
985         return string;
986 }
987
988 static char *R_ShaderStrCat(const char **strings);
989 static void R_InitShaderModeInfo(void)
990 {
991         int i, language;
992         shadermodeinfo_t *modeinfo;
993         // 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)
994         for (language = 0; language < SHADERLANGUAGE_COUNT; language++)
995         {
996                 for (i = 0; i < SHADERMODE_COUNT; i++)
997                 {
998                         char filename[MAX_QPATH];
999                         modeinfo = &shadermodeinfo[language][i];
1000                         modeinfo->builtinstring = R_ShaderStrCat(modeinfo->builtinshaderstrings);
1001                         modeinfo->builtincrc = CRC_Block((const unsigned char *)modeinfo->builtinstring, strlen(modeinfo->builtinstring));
1002                         dpsnprintf(filename, sizeof(filename), "%s/%s_crc%i.%s", modeinfo->extension, modeinfo->sourcebasename, modeinfo->builtincrc, modeinfo->extension);
1003                         modeinfo->filename = Mem_strdup(r_main_mempool, filename);
1004                 }
1005         }
1006 }
1007
1008 static char *ShaderModeInfo_GetShaderText(shadermodeinfo_t *modeinfo, qbool printfromdisknotice, qbool builtinonly)
1009 {
1010         char *shaderstring;
1011         // if the mode has no filename we have to return the builtin string
1012         if (builtinonly || !modeinfo->filename)
1013                 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1014         // note that FS_LoadFile appends a 0 byte to make it a valid string
1015         shaderstring = (char *)FS_LoadFile(modeinfo->filename, r_main_mempool, false, NULL);
1016         if (shaderstring)
1017         {
1018                 if (printfromdisknotice)
1019                         Con_DPrintf("Loading shaders from file %s...\n", modeinfo->filename);
1020                 return shaderstring;
1021         }
1022         // fall back to builtinstring
1023         return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1024 }
1025
1026 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, uint64_t permutation)
1027 {
1028         int i;
1029         int ubibind;
1030         int sampler;
1031         shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_GLSL][mode];
1032         char *sourcestring;
1033         char permutationname[256];
1034         int vertstrings_count = 0;
1035         int geomstrings_count = 0;
1036         int fragstrings_count = 0;
1037         const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1038         const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1039         const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1040
1041         if (p->compiled)
1042                 return;
1043         p->compiled = true;
1044         p->program = 0;
1045
1046         permutationname[0] = 0;
1047         sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
1048
1049         strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1050
1051         // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
1052         if(vid.support.glshaderversion >= 140)
1053         {
1054                 vertstrings_list[vertstrings_count++] = "#version 140\n";
1055                 geomstrings_list[geomstrings_count++] = "#version 140\n";
1056                 fragstrings_list[fragstrings_count++] = "#version 140\n";
1057                 vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
1058                 geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
1059                 fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
1060         }
1061         // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1062         else if(vid.support.glshaderversion >= 130)
1063         {
1064                 vertstrings_list[vertstrings_count++] = "#version 130\n";
1065                 geomstrings_list[geomstrings_count++] = "#version 130\n";
1066                 fragstrings_list[fragstrings_count++] = "#version 130\n";
1067                 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1068                 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1069                 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1070         }
1071         // if we can do #version 120, we should (this adds the invariant keyword)
1072         else if(vid.support.glshaderversion >= 120)
1073         {
1074                 vertstrings_list[vertstrings_count++] = "#version 120\n";
1075                 geomstrings_list[geomstrings_count++] = "#version 120\n";
1076                 fragstrings_list[fragstrings_count++] = "#version 120\n";
1077                 vertstrings_list[vertstrings_count++] = "#define GLSL120\n";
1078                 geomstrings_list[geomstrings_count++] = "#define GLSL120\n";
1079                 fragstrings_list[fragstrings_count++] = "#define GLSL120\n";
1080         }
1081         // GLES also adds several things from GLSL120
1082         switch(vid.renderpath)
1083         {
1084         case RENDERPATH_GLES2:
1085                 vertstrings_list[vertstrings_count++] = "#define GLES\n";
1086                 geomstrings_list[geomstrings_count++] = "#define GLES\n";
1087                 fragstrings_list[fragstrings_count++] = "#define GLES\n";
1088                 break;
1089         default:
1090                 break;
1091         }
1092
1093         // the first pretext is which type of shader to compile as
1094         // (later these will all be bound together as a program object)
1095         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1096         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1097         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1098
1099         // the second pretext is the mode (for example a light source)
1100         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1101         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1102         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1103         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1104
1105         // now add all the permutation pretexts
1106         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1107         {
1108                 if (permutation & (1ll<<i))
1109                 {
1110                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1111                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1112                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1113                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1114                 }
1115                 else
1116                 {
1117                         // keep line numbers correct
1118                         vertstrings_list[vertstrings_count++] = "\n";
1119                         geomstrings_list[geomstrings_count++] = "\n";
1120                         fragstrings_list[fragstrings_count++] = "\n";
1121                 }
1122         }
1123
1124         // add static parms
1125         R_CompileShader_AddStaticParms(mode, permutation);
1126         memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1127         vertstrings_count += shaderstaticparms_count;
1128         memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1129         geomstrings_count += shaderstaticparms_count;
1130         memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1131         fragstrings_count += shaderstaticparms_count;
1132
1133         // now append the shader text itself
1134         vertstrings_list[vertstrings_count++] = sourcestring;
1135         geomstrings_list[geomstrings_count++] = sourcestring;
1136         fragstrings_list[fragstrings_count++] = sourcestring;
1137
1138         // we don't currently use geometry shaders for anything, so just empty the list
1139         geomstrings_count = 0;
1140
1141         // compile the shader program
1142         if (vertstrings_count + geomstrings_count + fragstrings_count)
1143                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1144         if (p->program)
1145         {
1146                 CHECKGLERROR
1147                 qglUseProgram(p->program);CHECKGLERROR
1148                 // look up all the uniform variable names we care about, so we don't
1149                 // have to look them up every time we set them
1150
1151 #if 0
1152                 // debugging aid
1153                 {
1154                         GLint activeuniformindex = 0;
1155                         GLint numactiveuniforms = 0;
1156                         char uniformname[128];
1157                         GLsizei uniformnamelength = 0;
1158                         GLint uniformsize = 0;
1159                         GLenum uniformtype = 0;
1160                         memset(uniformname, 0, sizeof(uniformname));
1161                         qglGetProgramiv(p->program, GL_ACTIVE_UNIFORMS, &numactiveuniforms);
1162                         Con_Printf("Shader has %i uniforms\n", numactiveuniforms);
1163                         for (activeuniformindex = 0;activeuniformindex < numactiveuniforms;activeuniformindex++)
1164                         {
1165                                 qglGetActiveUniform(p->program, activeuniformindex, sizeof(uniformname) - 1, &uniformnamelength, &uniformsize, &uniformtype, uniformname);
1166                                 Con_Printf("Uniform %i name \"%s\" size %i type %i\n", (int)activeuniformindex, uniformname, (int)uniformsize, (int)uniformtype);
1167                         }
1168                 }
1169 #endif
1170
1171                 p->loc_Texture_First              = qglGetUniformLocation(p->program, "Texture_First");
1172                 p->loc_Texture_Second             = qglGetUniformLocation(p->program, "Texture_Second");
1173                 p->loc_Texture_GammaRamps         = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1174                 p->loc_Texture_Normal             = qglGetUniformLocation(p->program, "Texture_Normal");
1175                 p->loc_Texture_Color              = qglGetUniformLocation(p->program, "Texture_Color");
1176                 p->loc_Texture_Gloss              = qglGetUniformLocation(p->program, "Texture_Gloss");
1177                 p->loc_Texture_Glow               = qglGetUniformLocation(p->program, "Texture_Glow");
1178                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1179                 p->loc_Texture_SecondaryColor     = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1180                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1181                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1182                 p->loc_Texture_Pants              = qglGetUniformLocation(p->program, "Texture_Pants");
1183                 p->loc_Texture_Shirt              = qglGetUniformLocation(p->program, "Texture_Shirt");
1184                 p->loc_Texture_FogHeightTexture   = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1185                 p->loc_Texture_FogMask            = qglGetUniformLocation(p->program, "Texture_FogMask");
1186                 p->loc_Texture_LightGrid          = qglGetUniformLocation(p->program, "Texture_LightGrid");
1187                 p->loc_Texture_Lightmap           = qglGetUniformLocation(p->program, "Texture_Lightmap");
1188                 p->loc_Texture_Deluxemap          = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1189                 p->loc_Texture_Attenuation        = qglGetUniformLocation(p->program, "Texture_Attenuation");
1190                 p->loc_Texture_Cube               = qglGetUniformLocation(p->program, "Texture_Cube");
1191                 p->loc_Texture_Refraction         = qglGetUniformLocation(p->program, "Texture_Refraction");
1192                 p->loc_Texture_Reflection         = qglGetUniformLocation(p->program, "Texture_Reflection");
1193                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1194                 p->loc_Texture_CubeProjection     = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1195                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1196                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1197                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1198                 p->loc_Texture_ReflectMask        = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1199                 p->loc_Texture_ReflectCube        = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1200                 p->loc_Texture_BounceGrid         = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1201                 p->loc_Alpha                      = qglGetUniformLocation(p->program, "Alpha");
1202                 p->loc_BloomBlur_Parameters       = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1203                 p->loc_ClientTime                 = qglGetUniformLocation(p->program, "ClientTime");
1204                 p->loc_Color_Ambient              = qglGetUniformLocation(p->program, "Color_Ambient");
1205                 p->loc_Color_Diffuse              = qglGetUniformLocation(p->program, "Color_Diffuse");
1206                 p->loc_Color_Specular             = qglGetUniformLocation(p->program, "Color_Specular");
1207                 p->loc_Color_Glow                 = qglGetUniformLocation(p->program, "Color_Glow");
1208                 p->loc_Color_Pants                = qglGetUniformLocation(p->program, "Color_Pants");
1209                 p->loc_Color_Shirt                = qglGetUniformLocation(p->program, "Color_Shirt");
1210                 p->loc_DeferredColor_Ambient      = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1211                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1212                 p->loc_DeferredColor_Specular     = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1213                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1214                 p->loc_DeferredMod_Specular       = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1215                 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1216                 p->loc_EyePosition                = qglGetUniformLocation(p->program, "EyePosition");
1217                 p->loc_FogColor                   = qglGetUniformLocation(p->program, "FogColor");
1218                 p->loc_FogHeightFade              = qglGetUniformLocation(p->program, "FogHeightFade");
1219                 p->loc_FogPlane                   = qglGetUniformLocation(p->program, "FogPlane");
1220                 p->loc_FogPlaneViewDist           = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1221                 p->loc_FogRangeRecip              = qglGetUniformLocation(p->program, "FogRangeRecip");
1222                 p->loc_LightColor                 = qglGetUniformLocation(p->program, "LightColor");
1223                 p->loc_LightGridMatrix            = qglGetUniformLocation(p->program, "LightGridMatrix");
1224                 p->loc_LightGridNormalMatrix      = qglGetUniformLocation(p->program, "LightGridNormalMatrix");
1225                 p->loc_LightDir                   = qglGetUniformLocation(p->program, "LightDir");
1226                 p->loc_LightPosition              = qglGetUniformLocation(p->program, "LightPosition");
1227                 p->loc_OffsetMapping_ScaleSteps   = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1228                 p->loc_OffsetMapping_LodDistance  = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1229                 p->loc_OffsetMapping_Bias         = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1230                 p->loc_PixelSize                  = qglGetUniformLocation(p->program, "PixelSize");
1231                 p->loc_ReflectColor               = qglGetUniformLocation(p->program, "ReflectColor");
1232                 p->loc_ReflectFactor              = qglGetUniformLocation(p->program, "ReflectFactor");
1233                 p->loc_ReflectOffset              = qglGetUniformLocation(p->program, "ReflectOffset");
1234                 p->loc_RefractColor               = qglGetUniformLocation(p->program, "RefractColor");
1235                 p->loc_Saturation                 = qglGetUniformLocation(p->program, "Saturation");
1236                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1237                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1238                 p->loc_ScreenToDepth              = qglGetUniformLocation(p->program, "ScreenToDepth");
1239                 p->loc_ShadowMap_Parameters       = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1240                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1241                 p->loc_SpecularPower              = qglGetUniformLocation(p->program, "SpecularPower");
1242                 p->loc_UserVec1                   = qglGetUniformLocation(p->program, "UserVec1");
1243                 p->loc_UserVec2                   = qglGetUniformLocation(p->program, "UserVec2");
1244                 p->loc_UserVec3                   = qglGetUniformLocation(p->program, "UserVec3");
1245                 p->loc_UserVec4                   = qglGetUniformLocation(p->program, "UserVec4");
1246                 p->loc_ColorFringe                = qglGetUniformLocation(p->program, "ColorFringe");
1247                 p->loc_ViewTintColor              = qglGetUniformLocation(p->program, "ViewTintColor");
1248                 p->loc_ViewToLight                = qglGetUniformLocation(p->program, "ViewToLight");
1249                 p->loc_ModelToLight               = qglGetUniformLocation(p->program, "ModelToLight");
1250                 p->loc_TexMatrix                  = qglGetUniformLocation(p->program, "TexMatrix");
1251                 p->loc_BackgroundTexMatrix        = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1252                 p->loc_ModelViewMatrix            = qglGetUniformLocation(p->program, "ModelViewMatrix");
1253                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1254                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1255                 p->loc_ModelToReflectCube         = qglGetUniformLocation(p->program, "ModelToReflectCube");
1256                 p->loc_ShadowMapMatrix            = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1257                 p->loc_BloomColorSubtract         = qglGetUniformLocation(p->program, "BloomColorSubtract");
1258                 p->loc_NormalmapScrollBlend       = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1259                 p->loc_BounceGridMatrix           = qglGetUniformLocation(p->program, "BounceGridMatrix");
1260                 p->loc_BounceGridIntensity        = qglGetUniformLocation(p->program, "BounceGridIntensity");
1261                 // initialize the samplers to refer to the texture units we use
1262                 p->tex_Texture_First = -1;
1263                 p->tex_Texture_Second = -1;
1264                 p->tex_Texture_GammaRamps = -1;
1265                 p->tex_Texture_Normal = -1;
1266                 p->tex_Texture_Color = -1;
1267                 p->tex_Texture_Gloss = -1;
1268                 p->tex_Texture_Glow = -1;
1269                 p->tex_Texture_SecondaryNormal = -1;
1270                 p->tex_Texture_SecondaryColor = -1;
1271                 p->tex_Texture_SecondaryGloss = -1;
1272                 p->tex_Texture_SecondaryGlow = -1;
1273                 p->tex_Texture_Pants = -1;
1274                 p->tex_Texture_Shirt = -1;
1275                 p->tex_Texture_FogHeightTexture = -1;
1276                 p->tex_Texture_FogMask = -1;
1277                 p->tex_Texture_LightGrid = -1;
1278                 p->tex_Texture_Lightmap = -1;
1279                 p->tex_Texture_Deluxemap = -1;
1280                 p->tex_Texture_Attenuation = -1;
1281                 p->tex_Texture_Cube = -1;
1282                 p->tex_Texture_Refraction = -1;
1283                 p->tex_Texture_Reflection = -1;
1284                 p->tex_Texture_ShadowMap2D = -1;
1285                 p->tex_Texture_CubeProjection = -1;
1286                 p->tex_Texture_ScreenNormalMap = -1;
1287                 p->tex_Texture_ScreenDiffuse = -1;
1288                 p->tex_Texture_ScreenSpecular = -1;
1289                 p->tex_Texture_ReflectMask = -1;
1290                 p->tex_Texture_ReflectCube = -1;
1291                 p->tex_Texture_BounceGrid = -1;
1292                 // bind the texture samplers in use
1293                 sampler = 0;
1294                 if (p->loc_Texture_First           >= 0) {p->tex_Texture_First            = sampler;qglUniform1i(p->loc_Texture_First           , sampler);sampler++;}
1295                 if (p->loc_Texture_Second          >= 0) {p->tex_Texture_Second           = sampler;qglUniform1i(p->loc_Texture_Second          , sampler);sampler++;}
1296                 if (p->loc_Texture_GammaRamps      >= 0) {p->tex_Texture_GammaRamps       = sampler;qglUniform1i(p->loc_Texture_GammaRamps      , sampler);sampler++;}
1297                 if (p->loc_Texture_Normal          >= 0) {p->tex_Texture_Normal           = sampler;qglUniform1i(p->loc_Texture_Normal          , sampler);sampler++;}
1298                 if (p->loc_Texture_Color           >= 0) {p->tex_Texture_Color            = sampler;qglUniform1i(p->loc_Texture_Color           , sampler);sampler++;}
1299                 if (p->loc_Texture_Gloss           >= 0) {p->tex_Texture_Gloss            = sampler;qglUniform1i(p->loc_Texture_Gloss           , sampler);sampler++;}
1300                 if (p->loc_Texture_Glow            >= 0) {p->tex_Texture_Glow             = sampler;qglUniform1i(p->loc_Texture_Glow            , sampler);sampler++;}
1301                 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal  = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1302                 if (p->loc_Texture_SecondaryColor  >= 0) {p->tex_Texture_SecondaryColor   = sampler;qglUniform1i(p->loc_Texture_SecondaryColor  , sampler);sampler++;}
1303                 if (p->loc_Texture_SecondaryGloss  >= 0) {p->tex_Texture_SecondaryGloss   = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss  , sampler);sampler++;}
1304                 if (p->loc_Texture_SecondaryGlow   >= 0) {p->tex_Texture_SecondaryGlow    = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow   , sampler);sampler++;}
1305                 if (p->loc_Texture_Pants           >= 0) {p->tex_Texture_Pants            = sampler;qglUniform1i(p->loc_Texture_Pants           , sampler);sampler++;}
1306                 if (p->loc_Texture_Shirt           >= 0) {p->tex_Texture_Shirt            = sampler;qglUniform1i(p->loc_Texture_Shirt           , sampler);sampler++;}
1307                 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1308                 if (p->loc_Texture_FogMask         >= 0) {p->tex_Texture_FogMask          = sampler;qglUniform1i(p->loc_Texture_FogMask         , sampler);sampler++;}
1309                 if (p->loc_Texture_LightGrid       >= 0) {p->tex_Texture_LightGrid        = sampler;qglUniform1i(p->loc_Texture_LightGrid       , sampler);sampler++;}
1310                 if (p->loc_Texture_Lightmap        >= 0) {p->tex_Texture_Lightmap         = sampler;qglUniform1i(p->loc_Texture_Lightmap        , sampler);sampler++;}
1311                 if (p->loc_Texture_Deluxemap       >= 0) {p->tex_Texture_Deluxemap        = sampler;qglUniform1i(p->loc_Texture_Deluxemap       , sampler);sampler++;}
1312                 if (p->loc_Texture_Attenuation     >= 0) {p->tex_Texture_Attenuation      = sampler;qglUniform1i(p->loc_Texture_Attenuation     , sampler);sampler++;}
1313                 if (p->loc_Texture_Cube            >= 0) {p->tex_Texture_Cube             = sampler;qglUniform1i(p->loc_Texture_Cube            , sampler);sampler++;}
1314                 if (p->loc_Texture_Refraction      >= 0) {p->tex_Texture_Refraction       = sampler;qglUniform1i(p->loc_Texture_Refraction      , sampler);sampler++;}
1315                 if (p->loc_Texture_Reflection      >= 0) {p->tex_Texture_Reflection       = sampler;qglUniform1i(p->loc_Texture_Reflection      , sampler);sampler++;}
1316                 if (p->loc_Texture_ShadowMap2D     >= 0) {p->tex_Texture_ShadowMap2D      = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D     , sampler);sampler++;}
1317                 if (p->loc_Texture_CubeProjection  >= 0) {p->tex_Texture_CubeProjection   = sampler;qglUniform1i(p->loc_Texture_CubeProjection  , sampler);sampler++;}
1318                 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap  = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1319                 if (p->loc_Texture_ScreenDiffuse   >= 0) {p->tex_Texture_ScreenDiffuse    = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse   , sampler);sampler++;}
1320                 if (p->loc_Texture_ScreenSpecular  >= 0) {p->tex_Texture_ScreenSpecular   = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular  , sampler);sampler++;}
1321                 if (p->loc_Texture_ReflectMask     >= 0) {p->tex_Texture_ReflectMask      = sampler;qglUniform1i(p->loc_Texture_ReflectMask     , sampler);sampler++;}
1322                 if (p->loc_Texture_ReflectCube     >= 0) {p->tex_Texture_ReflectCube      = sampler;qglUniform1i(p->loc_Texture_ReflectCube     , sampler);sampler++;}
1323                 if (p->loc_Texture_BounceGrid      >= 0) {p->tex_Texture_BounceGrid       = sampler;qglUniform1i(p->loc_Texture_BounceGrid      , sampler);sampler++;}
1324                 // get the uniform block indices so we can bind them
1325                 p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
1326 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1327                 p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
1328 #endif
1329                 // clear the uniform block bindings
1330                 p->ubibind_Skeletal_Transform12_UniformBlock = -1;
1331                 // bind the uniform blocks in use
1332                 ubibind = 0;
1333 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1334                 if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
1335 #endif
1336                 // we're done compiling and setting up the shader, at least until it is used
1337                 CHECKGLERROR
1338                 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1339         }
1340         else
1341                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1342
1343         // free the strings
1344         if (sourcestring)
1345                 Mem_Free(sourcestring);
1346 }
1347
1348 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, uint64_t permutation)
1349 {
1350         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1351         if (r_glsl_permutation != perm)
1352         {
1353                 r_glsl_permutation = perm;
1354                 if (!r_glsl_permutation->program)
1355                 {
1356                         if (!r_glsl_permutation->compiled)
1357                         {
1358                                 Con_DPrintf("Compiling shader mode %u permutation %" PRIx64 "\n", mode, permutation);
1359                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1360                         }
1361                         if (!r_glsl_permutation->program)
1362                         {
1363                                 // remove features until we find a valid permutation
1364                                 int i;
1365                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1366                                 {
1367                                         // reduce i more quickly whenever it would not remove any bits
1368                                         uint64_t j = 1ll<<(SHADERPERMUTATION_COUNT-1-i);
1369                                         if (!(permutation & j))
1370                                                 continue;
1371                                         permutation -= j;
1372                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1373                                         if (!r_glsl_permutation->compiled)
1374                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1375                                         if (r_glsl_permutation->program)
1376                                                 break;
1377                                 }
1378                                 if (i >= SHADERPERMUTATION_COUNT)
1379                                 {
1380                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1381                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1382                                         qglUseProgram(0);CHECKGLERROR
1383                                         return; // no bit left to clear, entire mode is broken
1384                                 }
1385                         }
1386                 }
1387                 CHECKGLERROR
1388                 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1389         }
1390         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1391         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1392         if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1393         CHECKGLERROR
1394 }
1395
1396 void R_GLSL_Restart_f(cmd_state_t *cmd)
1397 {
1398         unsigned int i, limit;
1399         switch(vid.renderpath)
1400         {
1401         case RENDERPATH_GL32:
1402         case RENDERPATH_GLES2:
1403                 {
1404                         r_glsl_permutation_t *p;
1405                         r_glsl_permutation = NULL;
1406                         limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1407                         for (i = 0;i < limit;i++)
1408                         {
1409                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1410                                 {
1411                                         GL_Backend_FreeProgram(p->program);
1412                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1413                                 }
1414                         }
1415                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1416                 }
1417                 break;
1418         }
1419 }
1420
1421 static void R_GLSL_DumpShader_f(cmd_state_t *cmd)
1422 {
1423         int i, language, mode, dupe;
1424         char *text;
1425         shadermodeinfo_t *modeinfo;
1426         qfile_t *file;
1427
1428         for (language = 0;language < SHADERLANGUAGE_COUNT;language++)
1429         {
1430                 modeinfo = shadermodeinfo[language];
1431                 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1432                 {
1433                         // don't dump the same file multiple times (most or all shaders come from the same file)
1434                         for (dupe = mode - 1;dupe >= 0;dupe--)
1435                                 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1436                                         break;
1437                         if (dupe >= 0)
1438                                 continue;
1439                         text = modeinfo[mode].builtinstring;
1440                         if (!text)
1441                                 continue;
1442                         file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
1443                         if (file)
1444                         {
1445                                 FS_Print(file, "/* The engine may define the following macros:\n");
1446                                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1447                                 for (i = 0;i < SHADERMODE_COUNT;i++)
1448                                         FS_Print(file, modeinfo[i].pretext);
1449                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1450                                         FS_Print(file, shaderpermutationinfo[i].pretext);
1451                                 FS_Print(file, "*/\n");
1452                                 FS_Print(file, text);
1453                                 FS_Close(file);
1454                                 Con_Printf("%s written\n", modeinfo[mode].filename);
1455                         }
1456                         else
1457                                 Con_Printf(CON_ERROR "failed to write to %s\n", modeinfo[mode].filename);
1458                 }
1459         }
1460 }
1461
1462 void R_SetupShader_Generic(rtexture_t *t, qbool usegamma, qbool notrippy, qbool suppresstexalpha)
1463 {
1464         uint64_t permutation = 0;
1465         if (r_trippy.integer && !notrippy)
1466                 permutation |= SHADERPERMUTATION_TRIPPY;
1467         permutation |= SHADERPERMUTATION_VIEWTINT;
1468         if (t)
1469                 permutation |= SHADERPERMUTATION_DIFFUSE;
1470         if (usegamma && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1471                 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1472         if (suppresstexalpha)
1473                 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1474         if (vid.allowalphatocoverage)
1475                 GL_AlphaToCoverage(false);
1476         switch (vid.renderpath)
1477         {
1478         case RENDERPATH_GL32:
1479         case RENDERPATH_GLES2:
1480                 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1481                 if (r_glsl_permutation->tex_Texture_First >= 0)
1482                         R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First, t);
1483                 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1484                         R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1485                 break;
1486         }
1487 }
1488
1489 void R_SetupShader_Generic_NoTexture(qbool usegamma, qbool notrippy)
1490 {
1491         R_SetupShader_Generic(NULL, usegamma, notrippy, false);
1492 }
1493
1494 void R_SetupShader_DepthOrShadow(qbool notrippy, qbool depthrgb, qbool skeletal)
1495 {
1496         uint64_t permutation = 0;
1497         if (r_trippy.integer && !notrippy)
1498                 permutation |= SHADERPERMUTATION_TRIPPY;
1499         if (depthrgb)
1500                 permutation |= SHADERPERMUTATION_DEPTHRGB;
1501         if (skeletal)
1502                 permutation |= SHADERPERMUTATION_SKELETAL;
1503
1504         if (vid.allowalphatocoverage)
1505                 GL_AlphaToCoverage(false);
1506         switch (vid.renderpath)
1507         {
1508         case RENDERPATH_GL32:
1509         case RENDERPATH_GLES2:
1510                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1511 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1512                 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);
1513 #endif
1514                 break;
1515         }
1516 }
1517
1518 #define BLENDFUNC_ALLOWS_COLORMOD      1
1519 #define BLENDFUNC_ALLOWS_FOG           2
1520 #define BLENDFUNC_ALLOWS_FOG_HACK0     4
1521 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
1522 #define BLENDFUNC_ALLOWS_ANYFOG        (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
1523 static int R_BlendFuncFlags(int src, int dst)
1524 {
1525         int r = 0;
1526
1527         // a blendfunc allows colormod if:
1528         // a) it can never keep the destination pixel invariant, or
1529         // b) it can keep the destination pixel invariant, and still can do so if colormodded
1530         // this is to prevent unintended side effects from colormod
1531
1532         // a blendfunc allows fog if:
1533         // blend(fog(src), fog(dst)) == fog(blend(src, dst))
1534         // this is to prevent unintended side effects from fog
1535
1536         // these checks are the output of fogeval.pl
1537
1538         r |= BLENDFUNC_ALLOWS_COLORMOD;
1539         if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1540         if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1541         if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1542         if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1543         if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1544         if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1545         if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1546         if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1547         if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
1548         if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
1549         if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1550         if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1551         if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1552         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1553         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1554         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1555         if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1556         if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1557         if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1558         if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
1559         if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1560
1561         return r;
1562 }
1563
1564 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, qbool ui)
1565 {
1566         // select a permutation of the lighting shader appropriate to this
1567         // combination of texture, entity, light source, and fogging, only use the
1568         // minimum features necessary to avoid wasting rendering time in the
1569         // fragment shader on features that are not being used
1570         uint64_t permutation = 0;
1571         unsigned int mode = 0;
1572         int blendfuncflags;
1573         texture_t *t = rsurface.texture;
1574         float m16f[16];
1575         matrix4x4_t tempmatrix;
1576         r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
1577         if (r_trippy.integer && !notrippy)
1578                 permutation |= SHADERPERMUTATION_TRIPPY;
1579         if (t->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1580                 permutation |= SHADERPERMUTATION_ALPHAKILL;
1581         if (t->currentmaterialflags & MATERIALFLAG_OCCLUDE)
1582                 permutation |= SHADERPERMUTATION_OCCLUDE;
1583         if (t->r_water_waterscroll[0] && t->r_water_waterscroll[1])
1584                 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
1585         if (rsurfacepass == RSURFPASS_BACKGROUND)
1586         {
1587                 // distorted background
1588                 if (t->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1589                 {
1590                         mode = SHADERMODE_WATER;
1591                         if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1592                                 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1593                         if((r_wateralpha.value < 1) && (t->currentmaterialflags & MATERIALFLAG_WATERALPHA))
1594                         {
1595                                 // this is the right thing to do for wateralpha
1596                                 GL_BlendFunc(GL_ONE, GL_ZERO);
1597                                 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1598                         }
1599                         else
1600                         {
1601                                 // this is the right thing to do for entity alpha
1602                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1603                                 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1604                         }
1605                 }
1606                 else if (t->currentmaterialflags & MATERIALFLAG_REFRACTION)
1607                 {
1608                         mode = SHADERMODE_REFRACTION;
1609                         if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1610                                 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1611                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1612                         blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1613                 }
1614                 else
1615                 {
1616                         mode = SHADERMODE_GENERIC;
1617                         permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
1618                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1619                         blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1620                 }
1621                 if (vid.allowalphatocoverage)
1622                         GL_AlphaToCoverage(false);
1623         }
1624         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
1625         {
1626                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1627                 {
1628                         switch(t->offsetmapping)
1629                         {
1630                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1631                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1632                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1633                         case OFFSETMAPPING_OFF: break;
1634                         }
1635                 }
1636                 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1637                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1638                 // normalmap (deferred prepass), may use alpha test on diffuse
1639                 mode = SHADERMODE_DEFERREDGEOMETRY;
1640                 GL_BlendFunc(GL_ONE, GL_ZERO);
1641                 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1642                 if (vid.allowalphatocoverage)
1643                         GL_AlphaToCoverage(false);
1644         }
1645         else if (rsurfacepass == RSURFPASS_RTLIGHT)
1646         {
1647                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1648                 {
1649                         switch(t->offsetmapping)
1650                         {
1651                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1652                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1653                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1654                         case OFFSETMAPPING_OFF: break;
1655                         }
1656                 }
1657                 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1658                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1659                 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1660                         permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1661                 // light source
1662                 mode = SHADERMODE_LIGHTSOURCE;
1663                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1664                         permutation |= SHADERPERMUTATION_CUBEFILTER;
1665                 if (VectorLength2(rtlightdiffuse) > 0)
1666                         permutation |= SHADERPERMUTATION_DIFFUSE;
1667                 if (VectorLength2(rtlightspecular) > 0)
1668                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1669                 if (r_refdef.fogenabled)
1670                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1671                 if (t->colormapping)
1672                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1673                 if (r_shadow_usingshadowmap2d)
1674                 {
1675                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1676                         if(r_shadow_shadowmapvsdct)
1677                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
1678
1679                         if (r_shadow_shadowmap2ddepthbuffer)
1680                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
1681                 }
1682                 if (t->reflectmasktexture)
1683                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
1684                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1685                 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
1686                 if (vid.allowalphatocoverage)
1687                         GL_AlphaToCoverage(false);
1688         }
1689         else if (t->currentmaterialflags & MATERIALFLAG_LIGHTGRID)
1690         {
1691                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1692                 {
1693                         switch(t->offsetmapping)
1694                         {
1695                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1696                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1697                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1698                         case OFFSETMAPPING_OFF: break;
1699                         }
1700                 }
1701                 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1702                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1703                 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1704                         permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1705                 // directional model lighting
1706                 mode = SHADERMODE_LIGHTGRID;
1707                 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1708                         permutation |= SHADERPERMUTATION_GLOW;
1709                 permutation |= SHADERPERMUTATION_DIFFUSE;
1710                 if (t->glosstexture || t->backgroundglosstexture)
1711                         permutation |= SHADERPERMUTATION_SPECULAR;
1712                 if (r_refdef.fogenabled)
1713                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1714                 if (t->colormapping)
1715                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1716                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1717                 {
1718                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1719                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1720
1721                         if (r_shadow_shadowmap2ddepthbuffer)
1722                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
1723                 }
1724                 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1725                         permutation |= SHADERPERMUTATION_REFLECTION;
1726                 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1727                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1728                 if (t->reflectmasktexture)
1729                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
1730                 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1731                 {
1732                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
1733                         if (r_shadow_bouncegrid_state.directional)
1734                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1735                 }
1736                 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1737                 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1738                 // when using alphatocoverage, we don't need alphakill
1739                 if (vid.allowalphatocoverage)
1740                 {
1741                         if (r_transparent_alphatocoverage.integer)
1742                         {
1743                                 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1744                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1745                         }
1746                         else
1747                                 GL_AlphaToCoverage(false);
1748                 }
1749         }
1750         else if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1751         {
1752                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1753                 {
1754                         switch(t->offsetmapping)
1755                         {
1756                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1757                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1758                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1759                         case OFFSETMAPPING_OFF: break;
1760                         }
1761                 }
1762                 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1763                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1764                 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1765                         permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1766                 // directional model lighting
1767                 mode = SHADERMODE_LIGHTDIRECTION;
1768                 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1769                         permutation |= SHADERPERMUTATION_GLOW;
1770                 if (VectorLength2(t->render_modellight_diffuse))
1771                         permutation |= SHADERPERMUTATION_DIFFUSE;
1772                 if (VectorLength2(t->render_modellight_specular) > 0)
1773                         permutation |= SHADERPERMUTATION_SPECULAR;
1774                 if (r_refdef.fogenabled)
1775                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1776                 if (t->colormapping)
1777                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1778                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1779                 {
1780                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1781                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1782
1783                         if (r_shadow_shadowmap2ddepthbuffer)
1784                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
1785                 }
1786                 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1787                         permutation |= SHADERPERMUTATION_REFLECTION;
1788                 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1789                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1790                 if (t->reflectmasktexture)
1791                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
1792                 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1793                 {
1794                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
1795                         if (r_shadow_bouncegrid_state.directional)
1796                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1797                 }
1798                 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1799                 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1800                 // when using alphatocoverage, we don't need alphakill
1801                 if (vid.allowalphatocoverage)
1802                 {
1803                         if (r_transparent_alphatocoverage.integer)
1804                         {
1805                                 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1806                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1807                         }
1808                         else
1809                                 GL_AlphaToCoverage(false);
1810                 }
1811         }
1812         else
1813         {
1814                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1815                 {
1816                         switch(t->offsetmapping)
1817                         {
1818                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1819                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1820                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1821                         case OFFSETMAPPING_OFF: break;
1822                         }
1823                 }
1824                 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1825                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1826                 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1827                         permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1828                 // lightmapped wall
1829                 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1830                         permutation |= SHADERPERMUTATION_GLOW;
1831                 if (r_refdef.fogenabled && !ui)
1832                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1833                 if (t->colormapping)
1834                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1835                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1836                 {
1837                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1838                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1839
1840                         if (r_shadow_shadowmap2ddepthbuffer)
1841                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
1842                 }
1843                 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1844                         permutation |= SHADERPERMUTATION_REFLECTION;
1845                 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1846                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1847                 if (t->reflectmasktexture)
1848                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
1849                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1850                 {
1851                         // deluxemapping (light direction texture)
1852                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1853                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1854                         else
1855                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1856                         permutation |= SHADERPERMUTATION_DIFFUSE;
1857                         if (VectorLength2(t->render_lightmap_specular) > 0)
1858                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1859                 }
1860                 else if (r_glsl_deluxemapping.integer >= 2)
1861                 {
1862                         // fake deluxemapping (uniform light direction in tangentspace)
1863                         if (rsurface.uselightmaptexture)
1864                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
1865                         else
1866                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
1867                         permutation |= SHADERPERMUTATION_DIFFUSE;
1868                         if (VectorLength2(t->render_lightmap_specular) > 0)
1869                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1870                 }
1871                 else if (rsurface.uselightmaptexture)
1872                 {
1873                         // ordinary lightmapping (q1bsp, q3bsp)
1874                         mode = SHADERMODE_LIGHTMAP;
1875                 }
1876                 else
1877                 {
1878                         // ordinary vertex coloring (q3bsp)
1879                         mode = SHADERMODE_VERTEXCOLOR;
1880                 }
1881                 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1882                 {
1883                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
1884                         if (r_shadow_bouncegrid_state.directional)
1885                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1886                 }
1887                 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1888                 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1889                 // when using alphatocoverage, we don't need alphakill
1890                 if (vid.allowalphatocoverage)
1891                 {
1892                         if (r_transparent_alphatocoverage.integer)
1893                         {
1894                                 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1895                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1896                         }
1897                         else
1898                                 GL_AlphaToCoverage(false);
1899                 }
1900         }
1901         if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
1902                 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
1903         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA && !ui)
1904                 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
1905         switch(vid.renderpath)
1906         {
1907         case RENDERPATH_GL32:
1908         case RENDERPATH_GLES2:
1909                 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);
1910                 RSurf_UploadBuffersForBatch();
1911                 // this has to be after RSurf_PrepareVerticesForBatch
1912                 if (rsurface.batchskeletaltransform3x4buffer)
1913                         permutation |= SHADERPERMUTATION_SKELETAL;
1914                 R_SetupShader_SetPermutationGLSL(mode, permutation);
1915 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1916                 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);
1917 #endif
1918                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
1919                 if (mode == SHADERMODE_LIGHTSOURCE)
1920                 {
1921                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
1922                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1923                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1924                         if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
1925                         if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
1926                         if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
1927         
1928                         // additive passes are only darkened by fog, not tinted
1929                         if (r_glsl_permutation->loc_FogColor >= 0)
1930                                 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1931                         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);
1932                 }
1933                 else
1934                 {
1935                         if (mode == SHADERMODE_FLATCOLOR)
1936                         {
1937                                 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]);
1938                         }
1939                         else if (mode == SHADERMODE_LIGHTGRID)
1940                         {
1941                                 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]);
1942                                 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]);
1943                                 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]);
1944                                 // other LightGrid uniforms handled below
1945                         }
1946                         else if (mode == SHADERMODE_LIGHTDIRECTION)
1947                         {
1948                                 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]);
1949                                 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]);
1950                                 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]);
1951                                 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]);
1952                                 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]);
1953                                 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1954                                 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]);
1955                         }
1956                         else
1957                         {
1958                                 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]);
1959                                 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]);
1960                                 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]);
1961                                 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]);
1962                                 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]);
1963                         }
1964                         // additive passes are only darkened by fog, not tinted
1965                         if (r_glsl_permutation->loc_FogColor >= 0 && !ui)
1966                         {
1967                                 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
1968                                         qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1969                                 else
1970                                         qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1971                         }
1972                         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);
1973                         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]);
1974                         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]);
1975                         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);
1976                         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);
1977                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, t->reflectmax - t->reflectmin);
1978                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, t->reflectmin);
1979                         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);
1980                         if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]);
1981                 }
1982                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
1983                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
1984                 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
1985                 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
1986                 {
1987                         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]);
1988                         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]);
1989                 }
1990                 else
1991                 {
1992                         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]);
1993                         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]);
1994                 }
1995
1996                 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]);
1997                 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));
1998                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
1999                 if (r_glsl_permutation->loc_Color_Pants >= 0)
2000                 {
2001                         if (t->pantstexture)
2002                                 qglUniform3f(r_glsl_permutation->loc_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]);
2003                         else
2004                                 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2005                 }
2006                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2007                 {
2008                         if (t->shirttexture)
2009                                 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]);
2010                         else
2011                                 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2012                 }
2013                 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]);
2014                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2015                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2016                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2017                 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2018                                 r_glsl_offsetmapping_scale.value*t->offsetscale,
2019                                 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2020                                 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2021                                 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2022                         );
2023                 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);
2024                 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, t->offsetbias);
2025                 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]);
2026                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
2027                 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);}
2028                 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegrid_state.intensity*r_refdef.view.colorscale);
2029                 if (r_glsl_permutation->loc_LightGridMatrix >= 0 && r_refdef.scene.worldmodel)
2030                 {
2031                         float m9f[9];
2032                         Matrix4x4_Concat(&tempmatrix, &r_refdef.scene.worldmodel->brushq3.lightgridworldtotexturematrix, &rsurface.matrix);
2033                         Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);
2034                         qglUniformMatrix4fv(r_glsl_permutation->loc_LightGridMatrix, 1, false, m16f);
2035                         Matrix4x4_Normalize3(&tempmatrix, &rsurface.matrix);
2036                         Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);
2037                         m9f[0] = m16f[0];m9f[1] = m16f[1];m9f[2] = m16f[2];
2038                         m9f[3] = m16f[4];m9f[4] = m16f[5];m9f[5] = m16f[6];
2039                         m9f[6] = m16f[8];m9f[7] = m16f[9];m9f[8] = m16f[10];
2040                         qglUniformMatrix3fv(r_glsl_permutation->loc_LightGridNormalMatrix, 1, false, m9f);
2041                 }
2042
2043                 if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First            , r_texture_white                                     );
2044                 if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second           , r_texture_white                                     );
2045                 if (r_glsl_permutation->tex_Texture_GammaRamps      >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps       , r_texture_gammaramps                                );
2046                 if (r_glsl_permutation->tex_Texture_Normal          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal           , t->nmaptexture                       );
2047                 if (r_glsl_permutation->tex_Texture_Color           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color            , t->basetexture                       );
2048                 if (r_glsl_permutation->tex_Texture_Gloss           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss            , t->glosstexture                      );
2049                 if (r_glsl_permutation->tex_Texture_Glow            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow             , t->glowtexture                       );
2050                 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal  , t->backgroundnmaptexture             );
2051                 if (r_glsl_permutation->tex_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor   , t->backgroundbasetexture             );
2052                 if (r_glsl_permutation->tex_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss   , t->backgroundglosstexture            );
2053                 if (r_glsl_permutation->tex_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow    , t->backgroundglowtexture             );
2054                 if (r_glsl_permutation->tex_Texture_Pants           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants            , t->pantstexture                      );
2055                 if (r_glsl_permutation->tex_Texture_Shirt           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt            , t->shirttexture                      );
2056                 if (r_glsl_permutation->tex_Texture_ReflectMask     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask      , t->reflectmasktexture                );
2057                 if (r_glsl_permutation->tex_Texture_ReflectCube     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube      , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube);
2058                 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture                          );
2059                 if (r_glsl_permutation->tex_Texture_FogMask         >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask          , r_texture_fogattenuation                            );
2060                 if (r_glsl_permutation->tex_Texture_Lightmap        >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap         , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2061                 if (r_glsl_permutation->tex_Texture_Deluxemap       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap        , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2062                 if (r_glsl_permutation->tex_Texture_Attenuation     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation      , r_shadow_attenuationgradienttexture                 );
2063                 if (rsurfacepass == RSURFPASS_BACKGROUND)
2064                 {
2065                         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);
2066                         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);
2067                         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);
2068                 }
2069                 else
2070                 {
2071                         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);
2072                 }
2073                 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap   , r_shadow_prepassgeometrynormalmaptexture            );
2074                 if (r_glsl_permutation->tex_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse     , r_shadow_prepasslightingdiffusetexture              );
2075                 if (r_glsl_permutation->tex_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular    , r_shadow_prepasslightingspeculartexture             );
2076                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2077                 {
2078                         if (r_glsl_permutation->tex_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture                           );
2079                         if (rsurface.rtlight)
2080                         {
2081                                 if (r_glsl_permutation->tex_Texture_Cube            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube              , rsurface.rtlight->currentcubemap                    );
2082                                 if (r_glsl_permutation->tex_Texture_CubeProjection  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection    , r_shadow_shadowmapvsdcttexture                      );
2083                         }
2084                 }
2085                 if (r_glsl_permutation->tex_Texture_BounceGrid  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegrid_state.texture);
2086                 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);
2087                 CHECKGLERROR
2088                 break;
2089         }
2090 }
2091
2092 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2093 {
2094         // select a permutation of the lighting shader appropriate to this
2095         // combination of texture, entity, light source, and fogging, only use the
2096         // minimum features necessary to avoid wasting rendering time in the
2097         // fragment shader on features that are not being used
2098         uint64_t permutation = 0;
2099         unsigned int mode = 0;
2100         const float *lightcolorbase = rtlight->currentcolor;
2101         float ambientscale = rtlight->ambientscale;
2102         float diffusescale = rtlight->diffusescale;
2103         float specularscale = rtlight->specularscale;
2104         // this is the location of the light in view space
2105         vec3_t viewlightorigin;
2106         // this transforms from view space (camera) to light space (cubemap)
2107         matrix4x4_t viewtolight;
2108         matrix4x4_t lighttoview;
2109         float viewtolight16f[16];
2110         // light source
2111         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2112         if (rtlight->currentcubemap != r_texture_whitecube)
2113                 permutation |= SHADERPERMUTATION_CUBEFILTER;
2114         if (diffusescale > 0)
2115                 permutation |= SHADERPERMUTATION_DIFFUSE;
2116         if (specularscale > 0 && r_shadow_gloss.integer > 0)
2117                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2118         if (r_shadow_usingshadowmap2d)
2119         {
2120                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2121                 if (r_shadow_shadowmapvsdct)
2122                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2123
2124                 if (r_shadow_shadowmap2ddepthbuffer)
2125                         permutation |= SHADERPERMUTATION_DEPTHRGB;
2126         }
2127         if (vid.allowalphatocoverage)
2128                 GL_AlphaToCoverage(false);
2129         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
2130         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
2131         Matrix4x4_Invert_Full(&viewtolight, &lighttoview);
2132         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
2133         switch(vid.renderpath)
2134         {
2135         case RENDERPATH_GL32:
2136         case RENDERPATH_GLES2:
2137                 R_SetupShader_SetPermutationGLSL(mode, permutation);
2138                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3f(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
2139                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
2140                 if (r_glsl_permutation->loc_DeferredColor_Ambient     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
2141                 if (r_glsl_permutation->loc_DeferredColor_Diffuse     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
2142                 if (r_glsl_permutation->loc_DeferredColor_Specular    >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Specular   , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
2143                 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]);
2144                 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]);
2145                 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);
2146                 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]);
2147                 if (r_glsl_permutation->loc_PixelToScreenTexCoord     >= 0) qglUniform2f(       r_glsl_permutation->loc_PixelToScreenTexCoord    , 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
2148
2149                 if (r_glsl_permutation->tex_Texture_Attenuation       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation        , r_shadow_attenuationgradienttexture                 );
2150                 if (r_glsl_permutation->tex_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap    , r_shadow_prepassgeometrynormalmaptexture            );
2151                 if (r_glsl_permutation->tex_Texture_Cube              >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube               , rsurface.rtlight->currentcubemap                    );
2152                 if (r_glsl_permutation->tex_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D        , r_shadow_shadowmap2ddepthtexture                    );
2153                 if (r_glsl_permutation->tex_Texture_CubeProjection    >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection     , r_shadow_shadowmapvsdcttexture                      );
2154                 break;
2155         }
2156 }
2157
2158 #define SKINFRAME_HASH 1024
2159
2160 typedef struct
2161 {
2162         unsigned int loadsequence; // incremented each level change
2163         memexpandablearray_t array;
2164         skinframe_t *hash[SKINFRAME_HASH];
2165 }
2166 r_skinframe_t;
2167 r_skinframe_t r_skinframe;
2168
2169 void R_SkinFrame_PrepareForPurge(void)
2170 {
2171         r_skinframe.loadsequence++;
2172         // wrap it without hitting zero
2173         if (r_skinframe.loadsequence >= 200)
2174                 r_skinframe.loadsequence = 1;
2175 }
2176
2177 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2178 {
2179         if (!skinframe)
2180                 return;
2181         // mark the skinframe as used for the purging code
2182         skinframe->loadsequence = r_skinframe.loadsequence;
2183 }
2184
2185 void R_SkinFrame_PurgeSkinFrame(skinframe_t *s)
2186 {
2187         if (s == NULL)
2188                 return;
2189         if (s->merged == s->base)
2190                 s->merged = NULL;
2191         R_PurgeTexture(s->stain); s->stain = NULL;
2192         R_PurgeTexture(s->merged); s->merged = NULL;
2193         R_PurgeTexture(s->base); s->base = NULL;
2194         R_PurgeTexture(s->pants); s->pants = NULL;
2195         R_PurgeTexture(s->shirt); s->shirt = NULL;
2196         R_PurgeTexture(s->nmap); s->nmap = NULL;
2197         R_PurgeTexture(s->gloss); s->gloss = NULL;
2198         R_PurgeTexture(s->glow); s->glow = NULL;
2199         R_PurgeTexture(s->fog); s->fog = NULL;
2200         R_PurgeTexture(s->reflect); s->reflect = NULL;
2201         s->loadsequence = 0;
2202 }
2203
2204 void R_SkinFrame_Purge(void)
2205 {
2206         int i;
2207         skinframe_t *s;
2208         for (i = 0;i < SKINFRAME_HASH;i++)
2209         {
2210                 for (s = r_skinframe.hash[i];s;s = s->next)
2211                 {
2212                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2213                                 R_SkinFrame_PurgeSkinFrame(s);
2214                 }
2215         }
2216 }
2217
2218 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2219         skinframe_t *item;
2220         char basename[MAX_QPATH];
2221
2222         Image_StripImageExtension(name, basename, sizeof(basename));
2223
2224         if( last == NULL ) {
2225                 int hashindex;
2226                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2227                 item = r_skinframe.hash[hashindex];
2228         } else {
2229                 item = last->next;
2230         }
2231
2232         // linearly search through the hash bucket
2233         for( ; item ; item = item->next ) {
2234                 if( !strcmp( item->basename, basename ) ) {
2235                         return item;
2236                 }
2237         }
2238         return NULL;
2239 }
2240
2241 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qbool add)
2242 {
2243         skinframe_t *item;
2244         int compareflags = textureflags & TEXF_IMPORTANTBITS;
2245         int hashindex;
2246         char basename[MAX_QPATH];
2247
2248         Image_StripImageExtension(name, basename, sizeof(basename));
2249
2250         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2251         for (item = r_skinframe.hash[hashindex];item;item = item->next)
2252                 if (!strcmp(item->basename, basename) &&
2253                         item->textureflags == compareflags &&
2254                         item->comparewidth == comparewidth &&
2255                         item->compareheight == compareheight &&
2256                         item->comparecrc == comparecrc)
2257                         break;
2258
2259         if (!item)
2260         {
2261                 if (!add)
2262                         return NULL;
2263                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2264                 memset(item, 0, sizeof(*item));
2265                 strlcpy(item->basename, basename, sizeof(item->basename));
2266                 item->textureflags = compareflags;
2267                 item->comparewidth = comparewidth;
2268                 item->compareheight = compareheight;
2269                 item->comparecrc = comparecrc;
2270                 item->next = r_skinframe.hash[hashindex];
2271                 r_skinframe.hash[hashindex] = item;
2272         }
2273         else if (textureflags & TEXF_FORCE_RELOAD)
2274                 R_SkinFrame_PurgeSkinFrame(item);
2275
2276         R_SkinFrame_MarkUsed(item);
2277         return item;
2278 }
2279
2280 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2281         { \
2282                 unsigned long long avgcolor[5], wsum; \
2283                 int pix, comp, w; \
2284                 avgcolor[0] = 0; \
2285                 avgcolor[1] = 0; \
2286                 avgcolor[2] = 0; \
2287                 avgcolor[3] = 0; \
2288                 avgcolor[4] = 0; \
2289                 wsum = 0; \
2290                 for(pix = 0; pix < cnt; ++pix) \
2291                 { \
2292                         w = 0; \
2293                         for(comp = 0; comp < 3; ++comp) \
2294                                 w += getpixel; \
2295                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2296                         { \
2297                                 ++wsum; \
2298                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2299                                 w = getpixel; \
2300                                 for(comp = 0; comp < 3; ++comp) \
2301                                         avgcolor[comp] += getpixel * w; \
2302                                 avgcolor[3] += w; \
2303                         } \
2304                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2305                         avgcolor[4] += getpixel; \
2306                 } \
2307                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2308                         avgcolor[3] = 1; \
2309                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2310                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2311                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2312                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2313         }
2314
2315 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qbool complain, qbool fallbacknotexture)
2316 {
2317         skinframe_t *skinframe;
2318
2319         if (cls.state == ca_dedicated)
2320                 return NULL;
2321
2322         // return an existing skinframe if already loaded
2323         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2324         if (skinframe && skinframe->base)
2325                 return skinframe;
2326
2327         // if the skinframe doesn't exist this will create it
2328         return R_SkinFrame_LoadExternal_SkinFrame(skinframe, name, textureflags, complain, fallbacknotexture);
2329 }
2330
2331 extern cvar_t gl_picmip;
2332 skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const char *name, int textureflags, qbool complain, qbool fallbacknotexture)
2333 {
2334         int j;
2335         unsigned char *pixels;
2336         unsigned char *bumppixels;
2337         unsigned char *basepixels = NULL;
2338         int basepixels_width = 0;
2339         int basepixels_height = 0;
2340         rtexture_t *ddsbase = NULL;
2341         qbool ddshasalpha = false;
2342         float ddsavgcolor[4];
2343         char basename[MAX_QPATH];
2344         int miplevel = R_PicmipForFlags(textureflags);
2345         int savemiplevel = miplevel;
2346         int mymiplevel;
2347         char vabuf[1024];
2348
2349         if (cls.state == ca_dedicated)
2350                 return NULL;
2351
2352         Image_StripImageExtension(name, basename, sizeof(basename));
2353
2354         // check for DDS texture file first
2355         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
2356         {
2357                 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
2358                 if (basepixels == NULL && fallbacknotexture)
2359                         basepixels = Image_GenerateNoTexture();
2360                 if (basepixels == NULL)
2361                         return NULL;
2362         }
2363
2364         // FIXME handle miplevel
2365
2366         if (developer_loading.integer)
2367                 Con_Printf("loading skin \"%s\"\n", name);
2368
2369         // we've got some pixels to store, so really allocate this new texture now
2370         if (!skinframe)
2371                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2372         textureflags &= ~TEXF_FORCE_RELOAD;
2373         skinframe->stain = NULL;
2374         skinframe->merged = NULL;
2375         skinframe->base = NULL;
2376         skinframe->pants = NULL;
2377         skinframe->shirt = NULL;
2378         skinframe->nmap = NULL;
2379         skinframe->gloss = NULL;
2380         skinframe->glow = NULL;
2381         skinframe->fog = NULL;
2382         skinframe->reflect = NULL;
2383         skinframe->hasalpha = false;
2384         // we could store the q2animname here too
2385
2386         if (ddsbase)
2387         {
2388                 skinframe->base = ddsbase;
2389                 skinframe->hasalpha = ddshasalpha;
2390                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
2391                 if (r_loadfog && skinframe->hasalpha)
2392                         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);
2393                 //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]);
2394         }
2395         else
2396         {
2397                 basepixels_width = image_width;
2398                 basepixels_height = image_height;
2399                 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);
2400                 if (textureflags & TEXF_ALPHA)
2401                 {
2402                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2403                         {
2404                                 if (basepixels[j] < 255)
2405                                 {
2406                                         skinframe->hasalpha = true;
2407                                         break;
2408                                 }
2409                         }
2410                         if (r_loadfog && skinframe->hasalpha)
2411                         {
2412                                 // has transparent pixels
2413                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2414                                 for (j = 0;j < image_width * image_height * 4;j += 4)
2415                                 {
2416                                         pixels[j+0] = 255;
2417                                         pixels[j+1] = 255;
2418                                         pixels[j+2] = 255;
2419                                         pixels[j+3] = basepixels[j+3];
2420                                 }
2421                                 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);
2422                                 Mem_Free(pixels);
2423                         }
2424                 }
2425                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2426 #ifndef USE_GLES2
2427                 //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]);
2428                 if (r_savedds && skinframe->base)
2429                         R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
2430                 if (r_savedds && skinframe->fog)
2431                         R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2432 #endif
2433         }
2434
2435         if (r_loaddds)
2436         {
2437                 mymiplevel = savemiplevel;
2438                 if (r_loadnormalmap)
2439                         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);
2440                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2441                 if (r_loadgloss)
2442                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2443                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2444                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2445                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2446         }
2447
2448         // _norm is the name used by tenebrae and has been adopted as standard
2449         if (r_loadnormalmap && skinframe->nmap == NULL)
2450         {
2451                 mymiplevel = savemiplevel;
2452                 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2453                 {
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                         pixels = NULL;
2457                 }
2458                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2459                 {
2460                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2461                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2462                         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);
2463                         Mem_Free(pixels);
2464                         Mem_Free(bumppixels);
2465                 }
2466                 else if (r_shadow_bumpscale_basetexture.value > 0)
2467                 {
2468                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2469                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2470                         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);
2471                         Mem_Free(pixels);
2472                 }
2473 #ifndef USE_GLES2
2474                 if (r_savedds && skinframe->nmap)
2475                         R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2476 #endif
2477         }
2478
2479         // _luma is supported only for tenebrae compatibility
2480         // _blend and .blend are supported only for Q3 & QL compatibility, this hack can be removed if better Q3 shader support is implemented
2481         // _glow is the preferred name
2482         mymiplevel = savemiplevel;
2483         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))))
2484         {
2485                 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);
2486 #ifndef USE_GLES2
2487                 if (r_savedds && skinframe->glow)
2488                         R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2489 #endif
2490                 Mem_Free(pixels);pixels = NULL;
2491         }
2492
2493         mymiplevel = savemiplevel;
2494         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
2495         {
2496                 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);
2497 #ifndef USE_GLES2
2498                 if (r_savedds && skinframe->gloss)
2499                         R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2500 #endif
2501                 Mem_Free(pixels);
2502                 pixels = NULL;
2503         }
2504
2505         mymiplevel = savemiplevel;
2506         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
2507         {
2508                 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);
2509 #ifndef USE_GLES2
2510                 if (r_savedds && skinframe->pants)
2511                         R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2512 #endif
2513                 Mem_Free(pixels);
2514                 pixels = NULL;
2515         }
2516
2517         mymiplevel = savemiplevel;
2518         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
2519         {
2520                 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);
2521 #ifndef USE_GLES2
2522                 if (r_savedds && skinframe->shirt)
2523                         R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2524 #endif
2525                 Mem_Free(pixels);
2526                 pixels = NULL;
2527         }
2528
2529         mymiplevel = savemiplevel;
2530         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
2531         {
2532                 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);
2533 #ifndef USE_GLES2
2534                 if (r_savedds && skinframe->reflect)
2535                         R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2536 #endif
2537                 Mem_Free(pixels);
2538                 pixels = NULL;
2539         }
2540
2541         if (basepixels)
2542                 Mem_Free(basepixels);
2543
2544         return skinframe;
2545 }
2546
2547 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)
2548 {
2549         int i;
2550         skinframe_t *skinframe;
2551         char vabuf[1024];
2552
2553         if (cls.state == ca_dedicated)
2554                 return NULL;
2555
2556         // if already loaded just return it, otherwise make a new skinframe
2557         skinframe = R_SkinFrame_Find(name, textureflags, comparewidth, compareheight, comparecrc, true);
2558         if (skinframe->base)
2559                 return skinframe;
2560         textureflags &= ~TEXF_FORCE_RELOAD;
2561
2562         skinframe->stain = NULL;
2563         skinframe->merged = NULL;
2564         skinframe->base = NULL;
2565         skinframe->pants = NULL;
2566         skinframe->shirt = NULL;
2567         skinframe->nmap = NULL;
2568         skinframe->gloss = NULL;
2569         skinframe->glow = NULL;
2570         skinframe->fog = NULL;
2571         skinframe->reflect = NULL;
2572         skinframe->hasalpha = false;
2573
2574         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2575         if (!skindata)
2576                 return NULL;
2577
2578         if (developer_loading.integer)
2579                 Con_Printf("loading 32bit skin \"%s\"\n", name);
2580
2581         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
2582         {
2583                 unsigned char *a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2584                 unsigned char *b = a + width * height * 4;
2585                 Image_HeightmapToNormalmap_BGRA(skindata, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2586                 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);
2587                 Mem_Free(a);
2588         }
2589         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
2590         if (textureflags & TEXF_ALPHA)
2591         {
2592                 for (i = 3;i < width * height * 4;i += 4)
2593                 {
2594                         if (skindata[i] < 255)
2595                         {
2596                                 skinframe->hasalpha = true;
2597                                 break;
2598                         }
2599                 }
2600                 if (r_loadfog && skinframe->hasalpha)
2601                 {
2602                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2603                         memcpy(fogpixels, skindata, width * height * 4);
2604                         for (i = 0;i < width * height * 4;i += 4)
2605                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2606                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
2607                         Mem_Free(fogpixels);
2608                 }
2609         }
2610
2611         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2612         //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]);
2613
2614         return skinframe;
2615 }
2616
2617 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2618 {
2619         int i;
2620         int featuresmask;
2621         skinframe_t *skinframe;
2622
2623         if (cls.state == ca_dedicated)
2624                 return NULL;
2625
2626         // if already loaded just return it, otherwise make a new skinframe
2627         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2628         if (skinframe->base)
2629                 return skinframe;
2630         //textureflags &= ~TEXF_FORCE_RELOAD;
2631
2632         skinframe->stain = NULL;
2633         skinframe->merged = NULL;
2634         skinframe->base = NULL;
2635         skinframe->pants = NULL;
2636         skinframe->shirt = NULL;
2637         skinframe->nmap = NULL;
2638         skinframe->gloss = NULL;
2639         skinframe->glow = NULL;
2640         skinframe->fog = NULL;
2641         skinframe->reflect = NULL;
2642         skinframe->hasalpha = false;
2643
2644         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2645         if (!skindata)
2646                 return NULL;
2647
2648         if (developer_loading.integer)
2649                 Con_Printf("loading quake skin \"%s\"\n", name);
2650
2651         // 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)
2652         skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
2653         memcpy(skinframe->qpixels, skindata, width*height);
2654         skinframe->qwidth = width;
2655         skinframe->qheight = height;
2656
2657         featuresmask = 0;
2658         for (i = 0;i < width * height;i++)
2659                 featuresmask |= palette_featureflags[skindata[i]];
2660
2661         skinframe->hasalpha = false;
2662         // fence textures
2663         if (name[0] == '{')
2664                 skinframe->hasalpha = true;
2665         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
2666         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
2667         skinframe->qgeneratemerged = true;
2668         skinframe->qgeneratebase = skinframe->qhascolormapping;
2669         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
2670
2671         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
2672         //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]);
2673
2674         return skinframe;
2675 }
2676
2677 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qbool colormapped)
2678 {
2679         int width;
2680         int height;
2681         unsigned char *skindata;
2682         char vabuf[1024];
2683
2684         if (!skinframe->qpixels)
2685                 return;
2686
2687         if (!skinframe->qhascolormapping)
2688                 colormapped = false;
2689
2690         if (colormapped)
2691         {
2692                 if (!skinframe->qgeneratebase)
2693                         return;
2694         }
2695         else
2696         {
2697                 if (!skinframe->qgeneratemerged)
2698                         return;
2699         }
2700
2701         width = skinframe->qwidth;
2702         height = skinframe->qheight;
2703         skindata = skinframe->qpixels;
2704
2705         if (skinframe->qgeneratenmap)
2706         {
2707                 unsigned char *a, *b;
2708                 skinframe->qgeneratenmap = false;
2709                 a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2710                 b = a + width * height * 4;
2711                 // use either a custom palette or the quake palette
2712                 Image_Copy8bitBGRA(skindata, a, width * height, palette_bgra_complete);
2713                 Image_HeightmapToNormalmap_BGRA(a, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2714                 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);
2715                 Mem_Free(a);
2716         }
2717
2718         if (skinframe->qgenerateglow)
2719         {
2720                 skinframe->qgenerateglow = false;
2721                 if (skinframe->hasalpha) // fence textures
2722                         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
2723                 else
2724                         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
2725         }
2726
2727         if (colormapped)
2728         {
2729                 skinframe->qgeneratebase = false;
2730                 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);
2731                 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);
2732                 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);
2733         }
2734         else
2735         {
2736                 skinframe->qgeneratemerged = false;
2737                 if (skinframe->hasalpha) // fence textures
2738                         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);
2739                 else
2740                         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);
2741         }
2742
2743         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
2744         {
2745                 Mem_Free(skinframe->qpixels);
2746                 skinframe->qpixels = NULL;
2747         }
2748 }
2749
2750 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)
2751 {
2752         int i;
2753         skinframe_t *skinframe;
2754         char vabuf[1024];
2755
2756         if (cls.state == ca_dedicated)
2757                 return NULL;
2758
2759         // if already loaded just return it, otherwise make a new skinframe
2760         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2761         if (skinframe->base)
2762                 return skinframe;
2763         textureflags &= ~TEXF_FORCE_RELOAD;
2764
2765         skinframe->stain = NULL;
2766         skinframe->merged = NULL;
2767         skinframe->base = NULL;
2768         skinframe->pants = NULL;
2769         skinframe->shirt = NULL;
2770         skinframe->nmap = NULL;
2771         skinframe->gloss = NULL;
2772         skinframe->glow = NULL;
2773         skinframe->fog = NULL;
2774         skinframe->reflect = NULL;
2775         skinframe->hasalpha = false;
2776
2777         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2778         if (!skindata)
2779                 return NULL;
2780
2781         if (developer_loading.integer)
2782                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
2783
2784         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
2785         if ((textureflags & TEXF_ALPHA) && alphapalette)
2786         {
2787                 for (i = 0;i < width * height;i++)
2788                 {
2789                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
2790                         {
2791                                 skinframe->hasalpha = true;
2792                                 break;
2793                         }
2794                 }
2795                 if (r_loadfog && skinframe->hasalpha)
2796                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
2797         }
2798
2799         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2800         //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]);
2801
2802         return skinframe;
2803 }
2804
2805 skinframe_t *R_SkinFrame_LoadMissing(void)
2806 {
2807         skinframe_t *skinframe;
2808
2809         if (cls.state == ca_dedicated)
2810                 return NULL;
2811
2812         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
2813         skinframe->stain = NULL;
2814         skinframe->merged = NULL;
2815         skinframe->base = NULL;
2816         skinframe->pants = NULL;
2817         skinframe->shirt = NULL;
2818         skinframe->nmap = NULL;
2819         skinframe->gloss = NULL;
2820         skinframe->glow = NULL;
2821         skinframe->fog = NULL;
2822         skinframe->reflect = NULL;
2823         skinframe->hasalpha = false;
2824
2825         skinframe->avgcolor[0] = rand() / RAND_MAX;
2826         skinframe->avgcolor[1] = rand() / RAND_MAX;
2827         skinframe->avgcolor[2] = rand() / RAND_MAX;
2828         skinframe->avgcolor[3] = 1;
2829
2830         return skinframe;
2831 }
2832
2833 skinframe_t *R_SkinFrame_LoadNoTexture(void)
2834 {
2835         if (cls.state == ca_dedicated)
2836                 return NULL;
2837
2838         return R_SkinFrame_LoadInternalBGRA("notexture", TEXF_FORCENEAREST, Image_GenerateNoTexture(), 16, 16, 0, 0, 0, false);
2839 }
2840
2841 skinframe_t *R_SkinFrame_LoadInternalUsingTexture(const char *name, int textureflags, rtexture_t *tex, int width, int height, qbool sRGB)
2842 {
2843         skinframe_t *skinframe;
2844         if (cls.state == ca_dedicated)
2845                 return NULL;
2846         // if already loaded just return it, otherwise make a new skinframe
2847         skinframe = R_SkinFrame_Find(name, textureflags, width, height, 0, true);
2848         if (skinframe->base)
2849                 return skinframe;
2850         textureflags &= ~TEXF_FORCE_RELOAD;
2851         skinframe->stain = NULL;
2852         skinframe->merged = NULL;
2853         skinframe->base = NULL;
2854         skinframe->pants = NULL;
2855         skinframe->shirt = NULL;
2856         skinframe->nmap = NULL;
2857         skinframe->gloss = NULL;
2858         skinframe->glow = NULL;
2859         skinframe->fog = NULL;
2860         skinframe->reflect = NULL;
2861         skinframe->hasalpha = (textureflags & TEXF_ALPHA) != 0;
2862         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2863         if (!tex)
2864                 return NULL;
2865         if (developer_loading.integer)
2866                 Con_Printf("loading 32bit skin \"%s\"\n", name);
2867         skinframe->base = skinframe->merged = tex;
2868         Vector4Set(skinframe->avgcolor, 1, 1, 1, 1); // bogus placeholder
2869         return skinframe;
2870 }
2871
2872 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2873 typedef struct suffixinfo_s
2874 {
2875         const char *suffix;
2876         qbool flipx, flipy, flipdiagonal;
2877 }
2878 suffixinfo_t;
2879 static suffixinfo_t suffix[3][6] =
2880 {
2881         {
2882                 {"px",   false, false, false},
2883                 {"nx",   false, false, false},
2884                 {"py",   false, false, false},
2885                 {"ny",   false, false, false},
2886                 {"pz",   false, false, false},
2887                 {"nz",   false, false, false}
2888         },
2889         {
2890                 {"posx", false, false, false},
2891                 {"negx", false, false, false},
2892                 {"posy", false, false, false},
2893                 {"negy", false, false, false},
2894                 {"posz", false, false, false},
2895                 {"negz", false, false, false}
2896         },
2897         {
2898                 {"rt",    true, false,  true},
2899                 {"lf",   false,  true,  true},
2900                 {"ft",    true,  true, false},
2901                 {"bk",   false, false, false},
2902                 {"up",    true, false,  true},
2903                 {"dn",    true, false,  true}
2904         }
2905 };
2906
2907 static int componentorder[4] = {0, 1, 2, 3};
2908
2909 static rtexture_t *R_LoadCubemap(const char *basename)
2910 {
2911         int i, j, cubemapsize, forcefilter;
2912         unsigned char *cubemappixels, *image_buffer;
2913         rtexture_t *cubemaptexture;
2914         char name[256];
2915
2916         // HACK: if the cubemap name starts with a !, the cubemap is nearest-filtered
2917         forcefilter = TEXF_FORCELINEAR;
2918         if (basename && basename[0] == '!')
2919         {
2920                 basename++;
2921                 forcefilter = TEXF_FORCENEAREST;
2922         }
2923         // must start 0 so the first loadimagepixels has no requested width/height
2924         cubemapsize = 0;
2925         cubemappixels = NULL;
2926         cubemaptexture = NULL;
2927         // keep trying different suffix groups (posx, px, rt) until one loads
2928         for (j = 0;j < 3 && !cubemappixels;j++)
2929         {
2930                 // load the 6 images in the suffix group
2931                 for (i = 0;i < 6;i++)
2932                 {
2933                         // generate an image name based on the base and and suffix
2934                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2935                         // load it
2936                         if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
2937                         {
2938                                 // an image loaded, make sure width and height are equal
2939                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
2940                                 {
2941                                         // if this is the first image to load successfully, allocate the cubemap memory
2942                                         if (!cubemappixels && image_width >= 1)
2943                                         {
2944                                                 cubemapsize = image_width;
2945                                                 // note this clears to black, so unavailable sides are black
2946                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2947                                         }
2948                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2949                                         if (cubemappixels)
2950                                                 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);
2951                                 }
2952                                 else
2953                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2954                                 // free the image
2955                                 Mem_Free(image_buffer);
2956                         }
2957                 }
2958         }
2959         // if a cubemap loaded, upload it
2960         if (cubemappixels)
2961         {
2962                 if (developer_loading.integer)
2963                         Con_Printf("loading cubemap \"%s\"\n", basename);
2964
2965                 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);
2966                 Mem_Free(cubemappixels);
2967         }
2968         else
2969         {
2970                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
2971                 if (developer_loading.integer)
2972                 {
2973                         Con_Printf("(tried tried images ");
2974                         for (j = 0;j < 3;j++)
2975                                 for (i = 0;i < 6;i++)
2976                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
2977                         Con_Print(" and was unable to find any of them).\n");
2978                 }
2979         }
2980         return cubemaptexture;
2981 }
2982
2983 rtexture_t *R_GetCubemap(const char *basename)
2984 {
2985         int i;
2986         for (i = 0;i < r_texture_numcubemaps;i++)
2987                 if (r_texture_cubemaps[i] != NULL)
2988                         if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
2989                                 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
2990         if (i >= MAX_CUBEMAPS || !r_main_mempool)
2991                 return r_texture_whitecube;
2992         r_texture_numcubemaps++;
2993         r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
2994         strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
2995         r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
2996         return r_texture_cubemaps[i]->texture;
2997 }
2998
2999 static void R_Main_FreeViewCache(void)
3000 {
3001         if (r_refdef.viewcache.entityvisible)
3002                 Mem_Free(r_refdef.viewcache.entityvisible);
3003         if (r_refdef.viewcache.world_pvsbits)
3004                 Mem_Free(r_refdef.viewcache.world_pvsbits);
3005         if (r_refdef.viewcache.world_leafvisible)
3006                 Mem_Free(r_refdef.viewcache.world_leafvisible);
3007         if (r_refdef.viewcache.world_surfacevisible)
3008                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3009         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3010 }
3011
3012 static void R_Main_ResizeViewCache(void)
3013 {
3014         int numentities = r_refdef.scene.numentities;
3015         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3016         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3017         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3018         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3019         if (r_refdef.viewcache.maxentities < numentities)
3020         {
3021                 r_refdef.viewcache.maxentities = numentities;
3022                 if (r_refdef.viewcache.entityvisible)
3023                         Mem_Free(r_refdef.viewcache.entityvisible);
3024                 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3025         }
3026         if (r_refdef.viewcache.world_numclusters != numclusters)
3027         {
3028                 r_refdef.viewcache.world_numclusters = numclusters;
3029                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3030                 if (r_refdef.viewcache.world_pvsbits)
3031                         Mem_Free(r_refdef.viewcache.world_pvsbits);
3032                 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3033         }
3034         if (r_refdef.viewcache.world_numleafs != numleafs)
3035         {
3036                 r_refdef.viewcache.world_numleafs = numleafs;
3037                 if (r_refdef.viewcache.world_leafvisible)
3038                         Mem_Free(r_refdef.viewcache.world_leafvisible);
3039                 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3040         }
3041         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3042         {
3043                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3044                 if (r_refdef.viewcache.world_surfacevisible)
3045                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
3046                 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3047         }
3048 }
3049
3050 extern rtexture_t *loadingscreentexture;
3051 static void gl_main_start(void)
3052 {
3053         loadingscreentexture = NULL;
3054         r_texture_blanknormalmap = NULL;
3055         r_texture_white = NULL;
3056         r_texture_grey128 = NULL;
3057         r_texture_black = NULL;
3058         r_texture_whitecube = NULL;
3059         r_texture_normalizationcube = NULL;
3060         r_texture_fogattenuation = NULL;
3061         r_texture_fogheighttexture = NULL;
3062         r_texture_gammaramps = NULL;
3063         r_texture_numcubemaps = 0;
3064         r_uniformbufferalignment = 32;
3065
3066         r_loaddds = r_texture_dds_load.integer != 0;
3067         r_savedds = vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3068
3069         switch(vid.renderpath)
3070         {
3071         case RENDERPATH_GL32:
3072         case RENDERPATH_GLES2:
3073                 Cvar_SetValueQuick(&r_textureunits, MAX_TEXTUREUNITS);
3074                 Cvar_SetValueQuick(&gl_combine, 1);
3075                 Cvar_SetValueQuick(&r_glsl, 1);
3076                 r_loadnormalmap = true;
3077                 r_loadgloss = true;
3078                 r_loadfog = false;
3079 #ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
3080                 qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
3081 #endif
3082                 break;
3083         }
3084
3085         R_AnimCache_Free();
3086         R_FrameData_Reset();
3087         R_BufferData_Reset();
3088
3089         r_numqueries = 0;
3090         r_maxqueries = 0;
3091         memset(r_queries, 0, sizeof(r_queries));
3092
3093         r_qwskincache = NULL;
3094         r_qwskincache_size = 0;
3095
3096         // due to caching of texture_t references, the collision cache must be reset
3097         Collision_Cache_Reset(true);
3098
3099         // set up r_skinframe loading system for textures
3100         memset(&r_skinframe, 0, sizeof(r_skinframe));
3101         r_skinframe.loadsequence = 1;
3102         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
3103
3104         r_main_texturepool = R_AllocTexturePool();
3105         R_BuildBlankTextures();
3106         R_BuildNoTexture();
3107         R_BuildWhiteCube();
3108 #ifndef USE_GLES2
3109         R_BuildNormalizationCube();
3110 #endif //USE_GLES2
3111         r_texture_fogattenuation = NULL;
3112         r_texture_fogheighttexture = NULL;
3113         r_texture_gammaramps = NULL;
3114         //r_texture_fogintensity = NULL;
3115         memset(&r_fb, 0, sizeof(r_fb));
3116         Mem_ExpandableArray_NewArray(&r_fb.rendertargets, r_main_mempool, sizeof(r_rendertarget_t), 128);
3117         r_glsl_permutation = NULL;
3118         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3119         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
3120         memset(&r_svbsp, 0, sizeof (r_svbsp));
3121
3122         memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
3123         r_texture_numcubemaps = 0;
3124
3125         r_refdef.fogmasktable_density = 0;
3126
3127 #ifdef __ANDROID__
3128         // For Steelstorm Android
3129         // FIXME CACHE the program and reload
3130         // FIXME see possible combinations for SS:BR android
3131         Con_DPrintf("Compiling most used shaders for SS:BR android... START\n");
3132         R_SetupShader_SetPermutationGLSL(0, 12);
3133         R_SetupShader_SetPermutationGLSL(0, 13);
3134         R_SetupShader_SetPermutationGLSL(0, 8388621);
3135         R_SetupShader_SetPermutationGLSL(3, 0);
3136         R_SetupShader_SetPermutationGLSL(3, 2048);
3137         R_SetupShader_SetPermutationGLSL(5, 0);
3138         R_SetupShader_SetPermutationGLSL(5, 2);
3139         R_SetupShader_SetPermutationGLSL(5, 2048);
3140         R_SetupShader_SetPermutationGLSL(5, 8388608);
3141         R_SetupShader_SetPermutationGLSL(11, 1);
3142         R_SetupShader_SetPermutationGLSL(11, 2049);
3143         R_SetupShader_SetPermutationGLSL(11, 8193);
3144         R_SetupShader_SetPermutationGLSL(11, 10241);
3145         Con_DPrintf("Compiling most used shaders for SS:BR android... END\n");
3146 #endif
3147 }
3148
3149 extern unsigned int r_shadow_occlusion_buf;
3150
3151 static void gl_main_shutdown(void)
3152 {
3153         R_RenderTarget_FreeUnused(true);
3154         Mem_ExpandableArray_FreeArray(&r_fb.rendertargets);
3155         R_AnimCache_Free();
3156         R_FrameData_Reset();
3157         R_BufferData_Reset();
3158
3159         R_Main_FreeViewCache();
3160
3161         switch(vid.renderpath)
3162         {
3163         case RENDERPATH_GL32:
3164         case RENDERPATH_GLES2:
3165 #if defined(GL_SAMPLES_PASSED) && !defined(USE_GLES2)
3166                 if (r_maxqueries)
3167                         qglDeleteQueries(r_maxqueries, r_queries);
3168 #endif
3169                 break;
3170         }
3171         r_shadow_occlusion_buf = 0;
3172         r_numqueries = 0;
3173         r_maxqueries = 0;
3174         memset(r_queries, 0, sizeof(r_queries));
3175
3176         r_qwskincache = NULL;
3177         r_qwskincache_size = 0;
3178
3179         // clear out the r_skinframe state
3180         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
3181         memset(&r_skinframe, 0, sizeof(r_skinframe));
3182
3183         if (r_svbsp.nodes)
3184                 Mem_Free(r_svbsp.nodes);
3185         memset(&r_svbsp, 0, sizeof (r_svbsp));
3186         R_FreeTexturePool(&r_main_texturepool);
3187         loadingscreentexture = NULL;
3188         r_texture_blanknormalmap = NULL;
3189         r_texture_white = NULL;
3190         r_texture_grey128 = NULL;
3191         r_texture_black = NULL;
3192         r_texture_whitecube = NULL;
3193         r_texture_normalizationcube = NULL;
3194         r_texture_fogattenuation = NULL;
3195         r_texture_fogheighttexture = NULL;
3196         r_texture_gammaramps = NULL;
3197         r_texture_numcubemaps = 0;
3198         //r_texture_fogintensity = NULL;
3199         memset(&r_fb, 0, sizeof(r_fb));
3200         R_GLSL_Restart_f(cmd_local);
3201
3202         r_glsl_permutation = NULL;
3203         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3204         Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
3205 }
3206
3207 static void gl_main_newmap(void)
3208 {
3209         // FIXME: move this code to client
3210         char *entities, entname[MAX_QPATH];
3211         if (r_qwskincache)
3212                 Mem_Free(r_qwskincache);
3213         r_qwskincache = NULL;
3214         r_qwskincache_size = 0;
3215         if (cl.worldmodel)
3216         {
3217                 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
3218                 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
3219                 {
3220                         CL_ParseEntityLump(entities);
3221                         Mem_Free(entities);
3222                         return;
3223                 }
3224                 if (cl.worldmodel->brush.entities)
3225                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
3226         }
3227         R_Main_FreeViewCache();
3228
3229         R_FrameData_Reset();
3230         R_BufferData_Reset();
3231 }
3232
3233 void GL_Main_Init(void)
3234 {
3235         int i;
3236         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
3237         R_InitShaderModeInfo();
3238
3239         Cmd_AddCommand(CF_CLIENT, "r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
3240         Cmd_AddCommand(CF_CLIENT, "r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
3241         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
3242         if (gamemode == GAME_NEHAHRA)
3243         {
3244                 Cvar_RegisterVariable (&gl_fogenable);
3245                 Cvar_RegisterVariable (&gl_fogdensity);
3246                 Cvar_RegisterVariable (&gl_fogred);
3247                 Cvar_RegisterVariable (&gl_foggreen);
3248                 Cvar_RegisterVariable (&gl_fogblue);
3249                 Cvar_RegisterVariable (&gl_fogstart);
3250                 Cvar_RegisterVariable (&gl_fogend);
3251                 Cvar_RegisterVariable (&gl_skyclip);
3252         }
3253         Cvar_RegisterVariable(&r_motionblur);
3254         Cvar_RegisterVariable(&r_damageblur);
3255         Cvar_RegisterVariable(&r_motionblur_averaging);
3256         Cvar_RegisterVariable(&r_motionblur_randomize);
3257         Cvar_RegisterVariable(&r_motionblur_minblur);
3258         Cvar_RegisterVariable(&r_motionblur_maxblur);
3259         Cvar_RegisterVariable(&r_motionblur_velocityfactor);
3260         Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
3261         Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
3262         Cvar_RegisterVariable(&r_motionblur_mousefactor);
3263         Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
3264         Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
3265         Cvar_RegisterVariable(&r_depthfirst);
3266         Cvar_RegisterVariable(&r_useinfinitefarclip);
3267         Cvar_RegisterVariable(&r_farclip_base);
3268         Cvar_RegisterVariable(&r_farclip_world);
3269         Cvar_RegisterVariable(&r_nearclip);
3270         Cvar_RegisterVariable(&r_deformvertexes);
3271         Cvar_RegisterVariable(&r_transparent);
3272         Cvar_RegisterVariable(&r_transparent_alphatocoverage);
3273         Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
3274         Cvar_RegisterVariable(&r_transparent_useplanardistance);
3275         Cvar_RegisterVariable(&r_showoverdraw);
3276         Cvar_RegisterVariable(&r_showbboxes);
3277         Cvar_RegisterVariable(&r_showbboxes_client);
3278         Cvar_RegisterVariable(&r_showsurfaces);
3279         Cvar_RegisterVariable(&r_showtris);
3280         Cvar_RegisterVariable(&r_shownormals);
3281         Cvar_RegisterVariable(&r_showlighting);
3282         Cvar_RegisterVariable(&r_showcollisionbrushes);
3283         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
3284         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
3285         Cvar_RegisterVariable(&r_showdisabledepthtest);
3286         Cvar_RegisterVariable(&r_showspriteedges);
3287         Cvar_RegisterVariable(&r_showparticleedges);
3288         Cvar_RegisterVariable(&r_drawportals);
3289         Cvar_RegisterVariable(&r_drawentities);
3290         Cvar_RegisterVariable(&r_draw2d);
3291         Cvar_RegisterVariable(&r_drawworld);
3292         Cvar_RegisterVariable(&r_cullentities_trace);
3293         Cvar_RegisterVariable(&r_cullentities_trace_entityocclusion);
3294         Cvar_RegisterVariable(&r_cullentities_trace_samples);
3295         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
3296         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
3297         Cvar_RegisterVariable(&r_cullentities_trace_expand);
3298         Cvar_RegisterVariable(&r_cullentities_trace_pad);
3299         Cvar_RegisterVariable(&r_cullentities_trace_delay);
3300         Cvar_RegisterVariable(&r_cullentities_trace_eyejitter);
3301         Cvar_RegisterVariable(&r_sortentities);
3302         Cvar_RegisterVariable(&r_drawviewmodel);
3303         Cvar_RegisterVariable(&r_drawexteriormodel);
3304         Cvar_RegisterVariable(&r_speeds);
3305         Cvar_RegisterVariable(&r_fullbrights);
3306         Cvar_RegisterVariable(&r_wateralpha);
3307         Cvar_RegisterVariable(&r_dynamic);
3308         Cvar_RegisterVariable(&r_fullbright_directed);
3309         Cvar_RegisterVariable(&r_fullbright_directed_ambient);
3310         Cvar_RegisterVariable(&r_fullbright_directed_diffuse);
3311         Cvar_RegisterVariable(&r_fullbright_directed_pitch);
3312         Cvar_RegisterVariable(&r_fullbright_directed_pitch_relative);
3313         Cvar_RegisterVariable(&r_fullbright);
3314         Cvar_RegisterVariable(&r_shadows);
3315         Cvar_RegisterVariable(&r_shadows_darken);
3316         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
3317         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
3318         Cvar_RegisterVariable(&r_shadows_throwdistance);
3319         Cvar_RegisterVariable(&r_shadows_throwdirection);
3320         Cvar_RegisterVariable(&r_shadows_focus);
3321         Cvar_RegisterVariable(&r_shadows_shadowmapscale);
3322         Cvar_RegisterVariable(&r_shadows_shadowmapbias);
3323         Cvar_RegisterVariable(&r_q1bsp_skymasking);
3324         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
3325         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
3326         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
3327         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
3328         Cvar_RegisterVariable(&r_fog_exp2);
3329         Cvar_RegisterVariable(&r_fog_clear);
3330         Cvar_RegisterVariable(&r_drawfog);
3331         Cvar_RegisterVariable(&r_transparentdepthmasking);
3332         Cvar_RegisterVariable(&r_transparent_sortmindist);
3333         Cvar_RegisterVariable(&r_transparent_sortmaxdist);
3334         Cvar_RegisterVariable(&r_transparent_sortarraysize);
3335         Cvar_RegisterVariable(&r_texture_dds_load);
3336         Cvar_RegisterVariable(&r_texture_dds_save);
3337         Cvar_RegisterVariable(&r_textureunits);
3338         Cvar_RegisterVariable(&gl_combine);
3339         Cvar_RegisterVariable(&r_usedepthtextures);
3340         Cvar_RegisterVariable(&r_viewfbo);
3341         Cvar_RegisterVariable(&r_rendertarget_debug);
3342         Cvar_RegisterVariable(&r_viewscale);
3343         Cvar_RegisterVariable(&r_viewscale_fpsscaling);
3344         Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
3345         Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
3346         Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
3347         Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
3348         Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
3349         Cvar_RegisterVariable(&r_glsl);
3350         Cvar_RegisterVariable(&r_glsl_deluxemapping);
3351         Cvar_RegisterVariable(&r_glsl_offsetmapping);
3352         Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
3353         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
3354         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
3355         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
3356         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
3357         Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
3358         Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
3359         Cvar_RegisterVariable(&r_glsl_postprocess);
3360         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
3361         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
3362         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
3363         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
3364         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
3365         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
3366         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
3367         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
3368         Cvar_RegisterVariable(&r_celshading);
3369         Cvar_RegisterVariable(&r_celoutlines);
3370
3371         Cvar_RegisterVariable(&r_water);
3372         Cvar_RegisterVariable(&r_water_cameraentitiesonly);
3373         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
3374         Cvar_RegisterVariable(&r_water_clippingplanebias);
3375         Cvar_RegisterVariable(&r_water_refractdistort);
3376         Cvar_RegisterVariable(&r_water_reflectdistort);
3377         Cvar_RegisterVariable(&r_water_scissormode);
3378         Cvar_RegisterVariable(&r_water_lowquality);
3379         Cvar_RegisterVariable(&r_water_hideplayer);
3380
3381         Cvar_RegisterVariable(&r_lerpsprites);
3382         Cvar_RegisterVariable(&r_lerpmodels);
3383         Cvar_RegisterVariable(&r_nolerp_list);
3384         Cvar_RegisterVariable(&r_lerplightstyles);
3385         Cvar_RegisterVariable(&r_waterscroll);
3386         Cvar_RegisterVariable(&r_bloom);
3387         Cvar_RegisterVariable(&r_colorfringe);
3388         Cvar_RegisterVariable(&r_bloom_colorscale);
3389         Cvar_RegisterVariable(&r_bloom_brighten);
3390         Cvar_RegisterVariable(&r_bloom_blur);
3391         Cvar_RegisterVariable(&r_bloom_resolution);
3392         Cvar_RegisterVariable(&r_bloom_colorexponent);
3393         Cvar_RegisterVariable(&r_bloom_colorsubtract);
3394         Cvar_RegisterVariable(&r_bloom_scenebrightness);
3395         Cvar_RegisterVariable(&r_hdr_scenebrightness);
3396         Cvar_RegisterVariable(&r_hdr_glowintensity);
3397         Cvar_RegisterVariable(&r_hdr_irisadaptation);
3398         Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
3399         Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
3400         Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
3401         Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
3402         Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
3403         Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
3404         Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
3405         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
3406         Cvar_RegisterVariable(&developer_texturelogging);
3407         Cvar_RegisterVariable(&gl_lightmaps);
3408         Cvar_RegisterVariable(&r_test);
3409         Cvar_RegisterVariable(&r_batch_multidraw);
3410         Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
3411         Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
3412         Cvar_RegisterVariable(&r_glsl_skeletal);
3413         Cvar_RegisterVariable(&r_glsl_saturation);
3414         Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
3415         Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
3416         Cvar_RegisterVariable(&r_framedatasize);
3417         for (i = 0;i < R_BUFFERDATA_COUNT;i++)
3418                 Cvar_RegisterVariable(&r_buffermegs[i]);
3419         Cvar_RegisterVariable(&r_batch_dynamicbuffer);
3420         Cvar_RegisterVariable(&r_q1bsp_lightmap_updates_enabled);
3421         Cvar_RegisterVariable(&r_q1bsp_lightmap_updates_combine);
3422         Cvar_RegisterVariable(&r_q1bsp_lightmap_updates_hidden_surfaces);
3423         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
3424                 Cvar_SetValue(&cvars_all, "r_fullbrights", 0);
3425 #ifdef DP_MOBILETOUCH
3426         // GLES devices have terrible depth precision in general, so...
3427         Cvar_SetValueQuick(&r_nearclip, 4);
3428         Cvar_SetValueQuick(&r_farclip_base, 4096);
3429         Cvar_SetValueQuick(&r_farclip_world, 0);
3430         Cvar_SetValueQuick(&r_useinfinitefarclip, 0);
3431 #endif
3432         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
3433 }
3434
3435 void Render_Init(void)
3436 {
3437         gl_backend_init();
3438         R_Textures_Init();
3439         GL_Main_Init();
3440         Font_Init();
3441         GL_Draw_Init();
3442         R_Shadow_Init();
3443         R_Sky_Init();
3444         GL_Surf_Init();
3445         Sbar_Init();
3446         R_Particles_Init();
3447         R_Explosion_Init();
3448         R_LightningBeams_Init();
3449         Mod_RenderInit();
3450 }
3451
3452 static void R_GetCornerOfBox(vec3_t out, const vec3_t mins, const vec3_t maxs, int signbits)
3453 {
3454         out[0] = ((signbits & 1) ? mins : maxs)[0];
3455         out[1] = ((signbits & 2) ? mins : maxs)[1];
3456         out[2] = ((signbits & 4) ? mins : maxs)[2];
3457 }
3458
3459 static qbool _R_CullBox(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes, int ignore)
3460 {
3461         int i;
3462         const mplane_t *p;
3463         vec3_t corner;
3464         if (r_trippy.integer)
3465                 return false;
3466         for (i = 0;i < numplanes;i++)
3467         {
3468                 if(i == ignore)
3469                         continue;
3470                 p = planes + i;
3471                 R_GetCornerOfBox(corner, mins, maxs, p->signbits);
3472                 if (DotProduct(p->normal, corner) < p->dist)
3473                         return true;
3474         }
3475         return false;
3476 }
3477
3478 qbool R_CullFrustum(const vec3_t mins, const vec3_t maxs)
3479 {
3480         // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
3481         return _R_CullBox(mins, maxs, r_refdef.view.numfrustumplanes, r_refdef.view.frustum, 4);
3482 }
3483
3484 qbool R_CullBox(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3485 {
3486         // nothing to ignore
3487         return _R_CullBox(mins, maxs, numplanes, planes, -1);
3488 }
3489
3490 //==================================================================================
3491
3492 // LadyHavoc: this stores temporary data used within the same frame
3493
3494 typedef struct r_framedata_mem_s
3495 {
3496         struct r_framedata_mem_s *purge; // older mem block to free on next frame
3497         size_t size; // how much usable space
3498         size_t current; // how much space in use
3499         size_t mark; // last "mark" location, temporary memory can be freed by returning to this
3500         size_t wantedsize; // how much space was allocated
3501         unsigned char *data; // start of real data (16byte aligned)
3502 }
3503 r_framedata_mem_t;
3504
3505 static r_framedata_mem_t *r_framedata_mem;
3506
3507 void R_FrameData_Reset(void)
3508 {
3509         while (r_framedata_mem)
3510         {
3511                 r_framedata_mem_t *next = r_framedata_mem->purge;
3512                 Mem_Free(r_framedata_mem);
3513                 r_framedata_mem = next;
3514         }
3515 }
3516
3517 static void R_FrameData_Resize(qbool mustgrow)
3518 {
3519         size_t wantedsize;
3520         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
3521         wantedsize = bound(65536, wantedsize, 1000*1024*1024);
3522         if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
3523         {
3524                 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
3525                 newmem->wantedsize = wantedsize;
3526                 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
3527                 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
3528                 newmem->current = 0;
3529                 newmem->mark = 0;
3530                 newmem->purge = r_framedata_mem;
3531                 r_framedata_mem = newmem;
3532         }
3533 }
3534
3535 void R_FrameData_NewFrame(void)
3536 {
3537         R_FrameData_Resize(false);
3538         if (!r_framedata_mem)
3539                 return;
3540         // if we ran out of space on the last frame, free the old memory now
3541         while (r_framedata_mem->purge)
3542         {
3543                 // repeatedly remove the second item in the list, leaving only head
3544                 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
3545                 Mem_Free(r_framedata_mem->purge);
3546                 r_framedata_mem->purge = next;
3547         }
3548         // reset the current mem pointer
3549         r_framedata_mem->current = 0;
3550         r_framedata_mem->mark = 0;
3551 }
3552
3553 void *R_FrameData_Alloc(size_t size)
3554 {
3555         void *data;
3556         float newvalue;
3557
3558         // align to 16 byte boundary - the data pointer is already aligned, so we
3559         // only need to ensure the size of every allocation is also aligned
3560         size = (size + 15) & ~15;
3561
3562         while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
3563         {
3564                 // emergency - we ran out of space, allocate more memory
3565                 // note: this has no upper-bound, we'll fail to allocate memory eventually and just die
3566                 newvalue = r_framedatasize.value * 2.0f;
3567                 // 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
3568                 if (sizeof(size_t) >= 8)
3569                         newvalue = bound(0.25f, newvalue, (float)(1ll << 42));
3570                 else
3571                         newvalue = bound(0.25f, newvalue, (float)(1 << 10));
3572                 // this might not be a growing it, but we'll allocate another buffer every time
3573                 Cvar_SetValueQuick(&r_framedatasize, newvalue);
3574                 R_FrameData_Resize(true);
3575         }
3576
3577         data = r_framedata_mem->data + r_framedata_mem->current;
3578         r_framedata_mem->current += size;
3579
3580         // count the usage for stats
3581         r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
3582         r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
3583
3584         return (void *)data;
3585 }
3586
3587 void *R_FrameData_Store(size_t size, void *data)
3588 {
3589         void *d = R_FrameData_Alloc(size);
3590         if (d && data)
3591                 memcpy(d, data, size);
3592         return d;
3593 }
3594
3595 void R_FrameData_SetMark(void)
3596 {
3597         if (!r_framedata_mem)
3598                 return;
3599         r_framedata_mem->mark = r_framedata_mem->current;
3600 }
3601
3602 void R_FrameData_ReturnToMark(void)
3603 {
3604         if (!r_framedata_mem)
3605                 return;
3606         r_framedata_mem->current = r_framedata_mem->mark;
3607 }
3608
3609 //==================================================================================
3610
3611 // avoid reusing the same buffer objects on consecutive frames
3612 #define R_BUFFERDATA_CYCLE 3
3613
3614 typedef struct r_bufferdata_buffer_s
3615 {
3616         struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
3617         size_t size; // how much usable space
3618         size_t current; // how much space in use
3619         r_meshbuffer_t *buffer; // the buffer itself
3620 }
3621 r_bufferdata_buffer_t;
3622
3623 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
3624 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
3625
3626 /// frees all dynamic buffers
3627 void R_BufferData_Reset(void)
3628 {
3629         int cycle, type;
3630         r_bufferdata_buffer_t **p, *mem;
3631         for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
3632         {
3633                 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3634                 {
3635                         // free all buffers
3636                         p = &r_bufferdata_buffer[cycle][type];
3637                         while (*p)
3638                         {
3639                                 mem = *p;
3640                                 *p = (*p)->purge;
3641                                 if (mem->buffer)
3642                                         R_Mesh_DestroyMeshBuffer(mem->buffer);
3643                                 Mem_Free(mem);
3644                         }
3645                 }
3646         }
3647 }
3648
3649 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
3650 static void R_BufferData_Resize(r_bufferdata_type_t type, qbool mustgrow, size_t minsize)
3651 {
3652         r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3653         size_t size;
3654         float newvalue = r_buffermegs[type].value;
3655
3656         // increase the cvar if we have to (but only if we already have a mem)
3657         if (mustgrow && mem)
3658                 newvalue *= 2.0f;
3659         newvalue = bound(0.25f, newvalue, 256.0f);
3660         while (newvalue * 1024*1024 < minsize)
3661                 newvalue *= 2.0f;
3662
3663         // clamp the cvar to valid range
3664         newvalue = bound(0.25f, newvalue, 256.0f);
3665         if (r_buffermegs[type].value != newvalue)
3666                 Cvar_SetValueQuick(&r_buffermegs[type], newvalue);
3667
3668         // calculate size in bytes
3669         size = (size_t)(newvalue * 1024*1024);
3670         size = bound(131072, size, 256*1024*1024);
3671
3672         // allocate a new buffer if the size is different (purge old one later)
3673         // or if we were told we must grow the buffer
3674         if (!mem || mem->size != size || mustgrow)
3675         {
3676                 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
3677                 mem->size = size;
3678                 mem->current = 0;
3679                 if (type == R_BUFFERDATA_VERTEX)
3680                         mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
3681                 else if (type == R_BUFFERDATA_INDEX16)
3682                         mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
3683                 else if (type == R_BUFFERDATA_INDEX32)
3684                         mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
3685                 else if (type == R_BUFFERDATA_UNIFORM)
3686                         mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
3687                 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
3688                 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
3689         }
3690 }
3691
3692 void R_BufferData_NewFrame(void)
3693 {
3694         int type;
3695         r_bufferdata_buffer_t **p, *mem;
3696         // cycle to the next frame's buffers
3697         r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
3698         // if we ran out of space on the last time we used these buffers, free the old memory now
3699         for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3700         {
3701                 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
3702                 {
3703                         R_BufferData_Resize((r_bufferdata_type_t)type, false, 131072);
3704                         // free all but the head buffer, this is how we recycle obsolete
3705                         // buffers after they are no longer in use
3706                         p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
3707                         while (*p)
3708                         {
3709                                 mem = *p;
3710                                 *p = (*p)->purge;
3711                                 if (mem->buffer)
3712                                         R_Mesh_DestroyMeshBuffer(mem->buffer);
3713                                 Mem_Free(mem);
3714                         }
3715                         // reset the current offset
3716                         r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
3717                 }
3718         }
3719 }
3720
3721 r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
3722 {
3723         r_bufferdata_buffer_t *mem;
3724         int offset = 0;
3725         int padsize;
3726
3727         *returnbufferoffset = 0;
3728
3729         // align size to a byte boundary appropriate for the buffer type, this
3730         // makes all allocations have aligned start offsets
3731         if (type == R_BUFFERDATA_UNIFORM)
3732                 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
3733         else
3734                 padsize = (datasize + 15) & ~15;
3735
3736         // if we ran out of space in this buffer we must allocate a new one
3737         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)
3738                 R_BufferData_Resize(type, true, padsize);
3739
3740         // if the resize did not give us enough memory, fail
3741         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)
3742                 Sys_Error("R_BufferData_Store: failed to create a new buffer of sufficient size\n");
3743
3744         mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3745         offset = (int)mem->current;
3746         mem->current += padsize;
3747
3748         // upload the data to the buffer at the chosen offset
3749         if (offset == 0)
3750                 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
3751         R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
3752
3753         // count the usage for stats
3754         r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
3755         r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
3756
3757         // return the buffer offset
3758         *returnbufferoffset = offset;
3759
3760         return mem->buffer;
3761 }
3762
3763 //==================================================================================
3764
3765 // LadyHavoc: animcache originally written by Echon, rewritten since then
3766
3767 /**
3768  * Animation cache prevents re-generating mesh data for an animated model
3769  * multiple times in one frame for lighting, shadowing, reflections, etc.
3770  */
3771
3772 void R_AnimCache_Free(void)
3773 {
3774 }
3775
3776 void R_AnimCache_ClearCache(void)
3777 {
3778         int i;
3779         entity_render_t *ent;
3780
3781         for (i = 0;i < r_refdef.scene.numentities;i++)
3782         {
3783                 ent = r_refdef.scene.entities[i];
3784                 ent->animcache_vertex3f = NULL;
3785                 ent->animcache_vertex3f_vertexbuffer = NULL;
3786                 ent->animcache_vertex3f_bufferoffset = 0;
3787                 ent->animcache_normal3f = NULL;
3788                 ent->animcache_normal3f_vertexbuffer = NULL;
3789                 ent->animcache_normal3f_bufferoffset = 0;
3790                 ent->animcache_svector3f = NULL;
3791                 ent->animcache_svector3f_vertexbuffer = NULL;
3792                 ent->animcache_svector3f_bufferoffset = 0;
3793                 ent->animcache_tvector3f = NULL;
3794                 ent->animcache_tvector3f_vertexbuffer = NULL;
3795                 ent->animcache_tvector3f_bufferoffset = 0;
3796                 ent->animcache_skeletaltransform3x4 = NULL;
3797                 ent->animcache_skeletaltransform3x4buffer = NULL;
3798                 ent->animcache_skeletaltransform3x4offset = 0;
3799                 ent->animcache_skeletaltransform3x4size = 0;
3800         }
3801 }
3802
3803 qbool R_AnimCache_GetEntity(entity_render_t *ent, qbool wantnormals, qbool wanttangents)
3804 {
3805         model_t *model = ent->model;
3806         int numvertices;
3807
3808         // see if this ent is worth caching
3809         if (!model || !model->Draw || !model->AnimateVertices)
3810                 return false;
3811         // nothing to cache if it contains no animations and has no skeleton
3812         if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
3813                 return false;
3814         // see if it is already cached for gpuskeletal
3815         if (ent->animcache_skeletaltransform3x4)
3816                 return false;
3817         // see if it is already cached as a mesh
3818         if (ent->animcache_vertex3f)
3819         {
3820                 // check if we need to add normals or tangents
3821                 if (ent->animcache_normal3f)
3822                         wantnormals = false;
3823                 if (ent->animcache_svector3f)
3824                         wanttangents = false;
3825                 if (!wantnormals && !wanttangents)
3826                         return false;
3827         }
3828
3829         // check which kind of cache we need to generate
3830         if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
3831         {
3832                 // cache the skeleton so the vertex shader can use it
3833                 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
3834                 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
3835                 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
3836                 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
3837                 Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4); 
3838                 // note: this can fail if the buffer is at the grow limit
3839                 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
3840                 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset);
3841         }
3842         else if (ent->animcache_vertex3f)
3843         {
3844                 // mesh was already cached but we may need to add normals/tangents
3845                 // (this only happens with multiple views, reflections, cameras, etc)
3846                 if (wantnormals || wanttangents)
3847                 {
3848                         numvertices = model->surfmesh.num_vertices;
3849                         if (wantnormals)
3850                                 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3851                         if (wanttangents)
3852                         {
3853                                 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3854                                 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3855                         }
3856                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
3857                         r_refdef.stats[r_stat_animcache_shade_count] += 1;
3858                         r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3859                         r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3860                 }
3861         }
3862         else
3863         {
3864                 // generate mesh cache
3865                 numvertices = model->surfmesh.num_vertices;
3866                 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3867                 if (wantnormals)
3868                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3869                 if (wanttangents)
3870                 {
3871                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3872                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3873                 }
3874                 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
3875                 if (wantnormals || wanttangents)
3876                 {
3877                         r_refdef.stats[r_stat_animcache_shade_count] += 1;
3878                         r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3879                         r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3880                 }
3881                 r_refdef.stats[r_stat_animcache_shape_count] += 1;
3882                 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
3883                 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
3884         }
3885         return true;
3886 }
3887
3888 void R_AnimCache_CacheVisibleEntities(void)
3889 {
3890         int i;
3891
3892         // TODO: thread this
3893         // NOTE: R_PrepareRTLights() also caches entities
3894
3895         for (i = 0;i < r_refdef.scene.numentities;i++)
3896                 if (r_refdef.viewcache.entityvisible[i])
3897                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], true, true);
3898 }
3899
3900 //==================================================================================
3901
3902 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)
3903 {
3904         long unsigned int i;
3905         int j;
3906         vec3_t eyemins, eyemaxs;
3907         vec3_t boxmins, boxmaxs;
3908         vec3_t padmins, padmaxs;
3909         vec3_t start;
3910         vec3_t end;
3911         model_t *model = r_refdef.scene.worldmodel;
3912         static vec3_t positions[] = {
3913                 { 0.5f, 0.5f, 0.5f },
3914                 { 0.0f, 0.0f, 0.0f },
3915                 { 0.0f, 0.0f, 1.0f },
3916                 { 0.0f, 1.0f, 0.0f },
3917                 { 0.0f, 1.0f, 1.0f },
3918                 { 1.0f, 0.0f, 0.0f },
3919                 { 1.0f, 0.0f, 1.0f },
3920                 { 1.0f, 1.0f, 0.0f },
3921                 { 1.0f, 1.0f, 1.0f },
3922         };
3923
3924         // sample count can be set to -1 to skip this logic, for flicker-prone objects
3925         if (numsamples < 0)
3926                 return true;
3927
3928         // view origin is not used for culling in portal/reflection/refraction renders or isometric views
3929         if (!r_refdef.view.usevieworiginculling)
3930                 return true;
3931
3932         if (!r_cullentities_trace_entityocclusion.integer && (!model || !model->brush.TraceLineOfSight))
3933                 return true;
3934
3935         // expand the eye box a little
3936         eyemins[0] = eye[0] - eyejitter;
3937         eyemaxs[0] = eye[0] + eyejitter;
3938         eyemins[1] = eye[1] - eyejitter;
3939         eyemaxs[1] = eye[1] + eyejitter;
3940         eyemins[2] = eye[2] - eyejitter;
3941         eyemaxs[2] = eye[2] + eyejitter;
3942         // expand the box a little
3943         boxmins[0] = (entboxenlarge + 1) * entboxmins[0] - entboxenlarge * entboxmaxs[0] - entboxexpand;
3944         boxmaxs[0] = (entboxenlarge + 1) * entboxmaxs[0] - entboxenlarge * entboxmins[0] + entboxexpand;
3945         boxmins[1] = (entboxenlarge + 1) * entboxmins[1] - entboxenlarge * entboxmaxs[1] - entboxexpand;
3946         boxmaxs[1] = (entboxenlarge + 1) * entboxmaxs[1] - entboxenlarge * entboxmins[1] + entboxexpand;
3947         boxmins[2] = (entboxenlarge + 1) * entboxmins[2] - entboxenlarge * entboxmaxs[2] - entboxexpand;
3948         boxmaxs[2] = (entboxenlarge + 1) * entboxmaxs[2] - entboxenlarge * entboxmins[2] + entboxexpand;
3949         // make an even larger box for the acceptable area
3950         padmins[0] = boxmins[0] - pad;
3951         padmaxs[0] = boxmaxs[0] + pad;
3952         padmins[1] = boxmins[1] - pad;
3953         padmaxs[1] = boxmaxs[1] + pad;
3954         padmins[2] = boxmins[2] - pad;
3955         padmaxs[2] = boxmaxs[2] + pad;
3956
3957         // return true if eye overlaps enlarged box
3958         if (BoxesOverlap(boxmins, boxmaxs, eyemins, eyemaxs))
3959                 return true;
3960
3961         // try specific positions in the box first - note that these can be cached
3962         if (r_cullentities_trace_entityocclusion.integer)
3963         {
3964                 for (i = 0; i < sizeof(positions) / sizeof(positions[0]); i++)
3965                 {
3966                         trace_t trace;
3967                         VectorCopy(eye, start);
3968                         end[0] = boxmins[0] + (boxmaxs[0] - boxmins[0]) * positions[i][0];
3969                         end[1] = boxmins[1] + (boxmaxs[1] - boxmins[1]) * positions[i][1];
3970                         end[2] = boxmins[2] + (boxmaxs[2] - boxmins[2]) * positions[i][2];
3971                         //trace_t trace = CL_TraceLine(start, end, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, MATERIALFLAGMASK_TRANSLUCENT, 0.0f, true, false, NULL, true, true);
3972                         trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
3973                         // not picky - if the trace ended anywhere in the box we're good
3974                         if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
3975                                 return true;
3976                 }
3977         }
3978         else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
3979                 return true;
3980
3981         // try various random positions
3982         for (j = 0; j < numsamples; j++)
3983         {
3984                 VectorSet(start, lhrandom(eyemins[0], eyemaxs[0]), lhrandom(eyemins[1], eyemaxs[1]), lhrandom(eyemins[2], eyemaxs[2]));
3985                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
3986                 if (r_cullentities_trace_entityocclusion.integer)
3987                 {
3988                         trace_t trace = CL_TraceLine(start, end, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, MATERIALFLAGMASK_TRANSLUCENT, 0.0f, true, false, NULL, true, true);
3989                         // not picky - if the trace ended anywhere in the box we're good
3990                         if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
3991                                 return true;
3992                 }
3993                 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
3994                         return true;
3995         }
3996
3997         return false;
3998 }
3999
4000
4001 static void R_View_UpdateEntityVisible (void)
4002 {
4003         int i;
4004         int renderimask;
4005         int samples;
4006         entity_render_t *ent;
4007
4008         if (r_refdef.envmap || r_fb.water.hideplayer)
4009                 renderimask = RENDER_EXTERIORMODEL | RENDER_VIEWMODEL;
4010         else if (chase_active.integer || r_fb.water.renderingscene)
4011                 renderimask = RENDER_VIEWMODEL;
4012         else
4013                 renderimask = RENDER_EXTERIORMODEL;
4014         if (!r_drawviewmodel.integer)
4015                 renderimask |= RENDER_VIEWMODEL;
4016         if (!r_drawexteriormodel.integer)
4017                 renderimask |= RENDER_EXTERIORMODEL;
4018         memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4019         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4020         {
4021                 // worldmodel can check visibility
4022                 for (i = 0;i < r_refdef.scene.numentities;i++)
4023                 {
4024                         ent = r_refdef.scene.entities[i];
4025                         if (r_refdef.viewcache.world_novis && !(ent->flags & RENDER_VIEWMODEL))
4026                         {
4027                                 r_refdef.viewcache.entityvisible[i] = false;
4028                                 continue;
4029                         }
4030                         if (!(ent->flags & renderimask))
4031                         if (!R_CullFrustum(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)))
4032                         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))
4033                                 r_refdef.viewcache.entityvisible[i] = true;
4034                 }
4035         }
4036         else
4037         {
4038                 // no worldmodel or it can't check visibility
4039                 for (i = 0;i < r_refdef.scene.numentities;i++)
4040                 {
4041                         ent = r_refdef.scene.entities[i];
4042                         if (!(ent->flags & renderimask))
4043                         if (!R_CullFrustum(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)))
4044                                 r_refdef.viewcache.entityvisible[i] = true;
4045                 }
4046         }
4047         if (r_cullentities_trace.integer)
4048         {
4049                 for (i = 0;i < r_refdef.scene.numentities;i++)
4050                 {
4051                         if (!r_refdef.viewcache.entityvisible[i])
4052                                 continue;
4053                         ent = r_refdef.scene.entities[i];
4054                         if (!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4055                         {
4056                                 samples = ent->last_trace_visibility == 0 ? r_cullentities_trace_tempentitysamples.integer : r_cullentities_trace_samples.integer;
4057                                 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))
4058                                         ent->last_trace_visibility = host.realtime;
4059                                 if (ent->last_trace_visibility < host.realtime - r_cullentities_trace_delay.value)
4060                                         r_refdef.viewcache.entityvisible[i] = 0;
4061                         }
4062                 }
4063         }
4064 }
4065
4066 /// only used if skyrendermasked, and normally returns false
4067 static int R_DrawBrushModelsSky (void)
4068 {
4069         int i, sky;
4070         entity_render_t *ent;
4071
4072         sky = false;
4073         for (i = 0;i < r_refdef.scene.numentities;i++)
4074         {
4075                 if (!r_refdef.viewcache.entityvisible[i])
4076                         continue;
4077                 ent = r_refdef.scene.entities[i];
4078                 if (!ent->model || !ent->model->DrawSky)
4079                         continue;
4080                 ent->model->DrawSky(ent);
4081                 sky = true;
4082         }
4083         return sky;
4084 }
4085
4086 static void R_DrawNoModel(entity_render_t *ent);
4087 static void R_DrawModels(void)
4088 {
4089         int i;
4090         entity_render_t *ent;
4091
4092         for (i = 0;i < r_refdef.scene.numentities;i++)
4093         {
4094                 if (!r_refdef.viewcache.entityvisible[i])
4095                         continue;
4096                 ent = r_refdef.scene.entities[i];
4097                 r_refdef.stats[r_stat_entities]++;
4098
4099                 if (ent->model && ent->model->Draw != NULL)
4100                         ent->model->Draw(ent);
4101                 else
4102                         R_DrawNoModel(ent);
4103         }
4104 }
4105
4106 static void R_DrawModelsDepth(void)
4107 {
4108         int i;
4109         entity_render_t *ent;
4110
4111         for (i = 0;i < r_refdef.scene.numentities;i++)
4112         {
4113                 if (!r_refdef.viewcache.entityvisible[i])
4114                         continue;
4115                 ent = r_refdef.scene.entities[i];
4116                 if (ent->model && ent->model->DrawDepth != NULL)
4117                         ent->model->DrawDepth(ent);
4118         }
4119 }
4120
4121 static void R_DrawModelsDebug(void)
4122 {
4123         int i;
4124         entity_render_t *ent;
4125
4126         for (i = 0;i < r_refdef.scene.numentities;i++)
4127         {
4128                 if (!r_refdef.viewcache.entityvisible[i])
4129                         continue;
4130                 ent = r_refdef.scene.entities[i];
4131                 if (ent->model && ent->model->DrawDebug != NULL)
4132                         ent->model->DrawDebug(ent);
4133         }
4134 }
4135
4136 static void R_DrawModelsAddWaterPlanes(void)
4137 {
4138         int i;
4139         entity_render_t *ent;
4140
4141         for (i = 0;i < r_refdef.scene.numentities;i++)
4142         {
4143                 if (!r_refdef.viewcache.entityvisible[i])
4144                         continue;
4145                 ent = r_refdef.scene.entities[i];
4146                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
4147                         ent->model->DrawAddWaterPlanes(ent);
4148         }
4149 }
4150
4151 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}};
4152
4153 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
4154 {
4155         if (r_hdr_irisadaptation.integer)
4156         {
4157                 vec3_t p;
4158                 vec3_t ambient;
4159                 vec3_t diffuse;
4160                 vec3_t diffusenormal;
4161                 vec3_t forward;
4162                 vec_t brightness = 0.0f;
4163                 vec_t goal;
4164                 vec_t current;
4165                 vec_t d;
4166                 int c;
4167                 VectorCopy(r_refdef.view.forward, forward);
4168                 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
4169                 {
4170                         p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
4171                         p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
4172                         p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
4173                         R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
4174                         d = DotProduct(forward, diffusenormal);
4175                         brightness += VectorLength(ambient);
4176                         if (d > 0)
4177                                 brightness += d * VectorLength(diffuse);
4178                 }
4179                 brightness *= 1.0f / c;
4180                 brightness += 0.00001f; // make sure it's never zero
4181                 goal = r_hdr_irisadaptation_multiplier.value / brightness;
4182                 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
4183                 current = r_hdr_irisadaptation_value.value;
4184                 if (current < goal)
4185                         current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
4186                 else if (current > goal)
4187                         current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
4188                 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
4189                         Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
4190         }
4191         else if (r_hdr_irisadaptation_value.value != 1.0f)
4192                 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
4193 }
4194
4195 extern cvar_t r_lockvisibility;
4196 extern cvar_t r_lockpvs;
4197
4198 static void R_View_SetFrustum(const int *scissor)
4199 {
4200         int i;
4201         double fpx = +1, fnx = -1, fpy = +1, fny = -1;
4202         vec3_t forward, left, up, origin, v;
4203         if(r_lockvisibility.integer)
4204                 return;
4205         if(scissor)
4206         {
4207                 // flipped x coordinates (because x points left here)
4208                 fpx =  1.0 - 2.0 * (scissor[0]              - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4209                 fnx =  1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4210                 // non-flipped y coordinates
4211                 fny = -1.0 + 2.0 * (scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4212                 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4213         }
4214
4215         // we can't trust r_refdef.view.forward and friends in reflected scenes
4216         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
4217
4218 #if 0
4219         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
4220         r_refdef.view.frustum[0].normal[1] = 0 - 0;
4221         r_refdef.view.frustum[0].normal[2] = -1 - 0;
4222         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
4223         r_refdef.view.frustum[1].normal[1] = 0 + 0;
4224         r_refdef.view.frustum[1].normal[2] = -1 + 0;
4225         r_refdef.view.frustum[2].normal[0] = 0 - 0;
4226         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
4227         r_refdef.view.frustum[2].normal[2] = -1 - 0;
4228         r_refdef.view.frustum[3].normal[0] = 0 + 0;
4229         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
4230         r_refdef.view.frustum[3].normal[2] = -1 + 0;
4231 #endif
4232
4233 #if 0
4234         zNear = r_refdef.nearclip;
4235         nudge = 1.0 - 1.0 / (1<<23);
4236         r_refdef.view.frustum[4].normal[0] = 0 - 0;
4237         r_refdef.view.frustum[4].normal[1] = 0 - 0;
4238         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
4239         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
4240         r_refdef.view.frustum[5].normal[0] = 0 + 0;
4241         r_refdef.view.frustum[5].normal[1] = 0 + 0;
4242         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
4243         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
4244 #endif
4245
4246
4247
4248 #if 0
4249         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
4250         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
4251         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
4252         r_refdef.view.frustum[0].dist = m[15] - m[12];
4253
4254         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
4255         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
4256         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
4257         r_refdef.view.frustum[1].dist = m[15] + m[12];
4258
4259         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
4260         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
4261         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
4262         r_refdef.view.frustum[2].dist = m[15] - m[13];
4263
4264         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
4265         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
4266         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
4267         r_refdef.view.frustum[3].dist = m[15] + m[13];
4268
4269         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
4270         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
4271         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
4272         r_refdef.view.frustum[4].dist = m[15] - m[14];
4273
4274         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
4275         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
4276         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
4277         r_refdef.view.frustum[5].dist = m[15] + m[14];
4278 #endif
4279
4280         if (r_refdef.view.useperspective)
4281         {
4282                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
4283                 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]);
4284                 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]);
4285                 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]);
4286                 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]);
4287
4288                 // then the normals from the corners relative to origin
4289                 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
4290                 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
4291                 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
4292                 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
4293
4294                 // in a NORMAL view, forward cross left == up
4295                 // in a REFLECTED view, forward cross left == down
4296                 // so our cross products above need to be adjusted for a left handed coordinate system
4297                 CrossProduct(forward, left, v);
4298                 if(DotProduct(v, up) < 0)
4299                 {
4300                         VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
4301                         VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
4302                         VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
4303                         VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
4304                 }
4305
4306                 // Leaving those out was a mistake, those were in the old code, and they
4307                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
4308                 // I couldn't reproduce it after adding those normalizations. --blub
4309                 VectorNormalize(r_refdef.view.frustum[0].normal);
4310                 VectorNormalize(r_refdef.view.frustum[1].normal);
4311                 VectorNormalize(r_refdef.view.frustum[2].normal);
4312                 VectorNormalize(r_refdef.view.frustum[3].normal);
4313
4314                 // make the corners absolute
4315                 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
4316                 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
4317                 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
4318                 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
4319
4320                 // one more normal
4321                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
4322
4323                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
4324                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
4325                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
4326                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
4327                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
4328         }
4329         else
4330         {
4331                 VectorScale(left, -1.0f, r_refdef.view.frustum[0].normal);
4332                 VectorScale(left,  1.0f, r_refdef.view.frustum[1].normal);
4333                 VectorScale(up, -1.0f, r_refdef.view.frustum[2].normal);
4334                 VectorScale(up,  1.0f, r_refdef.view.frustum[3].normal);
4335                 VectorScale(forward, -1.0f, r_refdef.view.frustum[4].normal);
4336                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) - r_refdef.view.ortho_x;
4337                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) - r_refdef.view.ortho_x;
4338                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) - r_refdef.view.ortho_y;
4339                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) - r_refdef.view.ortho_y;
4340                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) - r_refdef.farclip;
4341         }
4342         r_refdef.view.numfrustumplanes = 5;
4343
4344         if (r_refdef.view.useclipplane)
4345         {
4346                 r_refdef.view.numfrustumplanes = 6;
4347                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
4348         }
4349
4350         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4351                 PlaneClassify(r_refdef.view.frustum + i);
4352
4353         // LadyHavoc: note to all quake engine coders, Quake had a special case
4354         // for 90 degrees which assumed a square view (wrong), so I removed it,
4355         // Quake2 has it disabled as well.
4356
4357         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
4358         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
4359         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
4360         //PlaneClassify(&frustum[0]);
4361
4362         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
4363         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
4364         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
4365         //PlaneClassify(&frustum[1]);
4366
4367         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
4368         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
4369         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
4370         //PlaneClassify(&frustum[2]);
4371
4372         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
4373         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
4374         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
4375         //PlaneClassify(&frustum[3]);
4376
4377         // nearclip plane
4378         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
4379         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
4380         //PlaneClassify(&frustum[4]);
4381 }
4382
4383 static void R_View_UpdateWithScissor(const int *myscissor)
4384 {
4385         R_Main_ResizeViewCache();
4386         R_View_SetFrustum(myscissor);
4387         R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4388         R_View_UpdateEntityVisible();
4389 }
4390
4391 static void R_View_Update(void)
4392 {
4393         R_Main_ResizeViewCache();
4394         R_View_SetFrustum(NULL);
4395         R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4396         R_View_UpdateEntityVisible();
4397 }
4398
4399 float viewscalefpsadjusted = 1.0f;
4400
4401 void R_SetupView(qbool allowwaterclippingplane, int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4402 {
4403         const float *customclipplane = NULL;
4404         float plane[4];
4405         int /*rtwidth,*/ rtheight;
4406         if (r_refdef.view.useclipplane && allowwaterclippingplane)
4407         {
4408                 // LadyHavoc: couldn't figure out how to make this approach work the same in DPSOFTRAST
4409                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
4410                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
4411                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
4412                         dist = r_refdef.view.clipplane.dist;
4413                 plane[0] = r_refdef.view.clipplane.normal[0];
4414                 plane[1] = r_refdef.view.clipplane.normal[1];
4415                 plane[2] = r_refdef.view.clipplane.normal[2];
4416                 plane[3] = -dist;
4417                 customclipplane = plane;
4418         }
4419
4420         //rtwidth = viewfbo ? R_TextureWidth(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.width;
4421         rtheight = viewfbo ? R_TextureHeight(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.height;
4422
4423         if (!r_refdef.view.useperspective)
4424                 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);
4425         else if (vid.stencil && r_useinfinitefarclip.integer)
4426                 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);
4427         else
4428                 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);
4429         R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4430         R_SetViewport(&r_refdef.view.viewport);
4431 }
4432
4433 void R_EntityMatrix(const matrix4x4_t *matrix)
4434 {
4435         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
4436         {
4437                 gl_modelmatrixchanged = false;
4438                 gl_modelmatrix = *matrix;
4439                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
4440                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
4441                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
4442                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
4443                 CHECKGLERROR
4444                 switch(vid.renderpath)
4445                 {
4446                 case RENDERPATH_GL32:
4447                 case RENDERPATH_GLES2:
4448                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
4449                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
4450                         break;
4451                 }
4452         }
4453 }
4454
4455 void R_ResetViewRendering2D_Common(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight, float x2, float y2)
4456 {
4457         r_viewport_t viewport;
4458
4459         CHECKGLERROR
4460
4461         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
4462         R_Viewport_InitOrtho(&viewport, &identitymatrix, viewx, vid.height - viewheight - viewy, viewwidth, viewheight, 0, 0, x2, y2, -10, 100, NULL);
4463         R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4464         R_SetViewport(&viewport);
4465         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
4466         GL_Color(1, 1, 1, 1);
4467         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4468         GL_BlendFunc(GL_ONE, GL_ZERO);
4469         GL_ScissorTest(false);
4470         GL_DepthMask(false);
4471         GL_DepthRange(0, 1);
4472         GL_DepthTest(false);
4473         GL_DepthFunc(GL_LEQUAL);
4474         R_EntityMatrix(&identitymatrix);
4475         R_Mesh_ResetTextureState();
4476         GL_PolygonOffset(0, 0);
4477         switch(vid.renderpath)
4478         {
4479         case RENDERPATH_GL32:
4480         case RENDERPATH_GLES2:
4481                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4482                 break;
4483         }
4484         GL_CullFace(GL_NONE);
4485
4486         CHECKGLERROR
4487 }
4488
4489 void R_ResetViewRendering2D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4490 {
4491         R_ResetViewRendering2D_Common(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight, 1.0f, 1.0f);
4492 }
4493
4494 void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4495 {
4496         R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
4497         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4498         GL_Color(1, 1, 1, 1);
4499         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4500         GL_BlendFunc(GL_ONE, GL_ZERO);
4501         GL_ScissorTest(true);
4502         GL_DepthMask(true);
4503         GL_DepthRange(0, 1);
4504         GL_DepthTest(true);
4505         GL_DepthFunc(GL_LEQUAL);
4506         R_EntityMatrix(&identitymatrix);
4507         R_Mesh_ResetTextureState();
4508         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4509         switch(vid.renderpath)
4510         {
4511         case RENDERPATH_GL32:
4512         case RENDERPATH_GLES2:
4513                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4514                 break;
4515         }
4516         GL_CullFace(r_refdef.view.cullface_back);
4517 }
4518
4519 /*
4520 ================
4521 R_RenderView_UpdateViewVectors
4522 ================
4523 */
4524 void R_RenderView_UpdateViewVectors(void)
4525 {
4526         // break apart the view matrix into vectors for various purposes
4527         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4528         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4529         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4530         VectorNegate(r_refdef.view.left, r_refdef.view.right);
4531         // make an inverted copy of the view matrix for tracking sprites
4532         Matrix4x4_Invert_Full(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4533 }
4534
4535 void R_RenderTarget_FreeUnused(qbool force)
4536 {
4537         unsigned int i, j, end;
4538         end = (unsigned int)Mem_ExpandableArray_IndexRange(&r_fb.rendertargets); // checked
4539         for (i = 0; i < end; i++)
4540         {
4541                 r_rendertarget_t *r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4542                 // free resources for rendertargets that have not been used for a while
4543                 // (note: this check is run after the frame render, so any targets used
4544                 // this frame will not be affected even at low framerates)
4545                 if (r && (host.realtime - r->lastusetime > 0.2 || force))
4546                 {
4547                         if (r->fbo)
4548                                 R_Mesh_DestroyFramebufferObject(r->fbo);
4549                         for (j = 0; j < sizeof(r->colortexture) / sizeof(r->colortexture[0]); j++)
4550                                 if (r->colortexture[j])
4551                                         R_FreeTexture(r->colortexture[j]);
4552                         if (r->depthtexture)
4553                                 R_FreeTexture(r->depthtexture);
4554                         Mem_ExpandableArray_FreeRecord(&r_fb.rendertargets, r);
4555                 }
4556         }
4557 }
4558
4559 static void R_CalcTexCoordsForView(float x, float y, float w, float h, float tw, float th, float *texcoord2f)
4560 {
4561         float iw = 1.0f / tw, ih = 1.0f / th, x1, y1, x2, y2;
4562         x1 = x * iw;
4563         x2 = (x + w) * iw;
4564         y1 = (th - y) * ih;
4565         y2 = (th - y - h) * ih;
4566         texcoord2f[0] = x1;
4567         texcoord2f[2] = x2;
4568         texcoord2f[4] = x2;
4569         texcoord2f[6] = x1;
4570         texcoord2f[1] = y1;
4571         texcoord2f[3] = y1;
4572         texcoord2f[5] = y2;
4573         texcoord2f[7] = y2;
4574 }
4575
4576 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)
4577 {
4578         unsigned int i, j, end;
4579         r_rendertarget_t *r = NULL;
4580         char vabuf[256];
4581         // first try to reuse an existing slot if possible
4582         end = (unsigned int)Mem_ExpandableArray_IndexRange(&r_fb.rendertargets); // checked
4583         for (i = 0; i < end; i++)
4584         {
4585                 r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4586                 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)
4587                         break;
4588         }
4589         if (i == end)
4590         {
4591                 // no unused exact match found, so we have to make one in the first unused slot
4592                 r = (r_rendertarget_t *)Mem_ExpandableArray_AllocRecord(&r_fb.rendertargets);
4593                 r->texturewidth = texturewidth;
4594                 r->textureheight = textureheight;
4595                 r->colortextype[0] = colortextype0;
4596                 r->colortextype[1] = colortextype1;
4597                 r->colortextype[2] = colortextype2;
4598                 r->colortextype[3] = colortextype3;
4599                 r->depthtextype = depthtextype;
4600                 r->depthisrenderbuffer = depthisrenderbuffer;
4601                 for (j = 0; j < 4; j++)
4602                         if (r->colortextype[j])
4603                                 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);
4604                 if (r->depthtextype)
4605                 {
4606                         if (r->depthisrenderbuffer)
4607                                 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);
4608                         else
4609                                 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);
4610                 }
4611                 r->fbo = R_Mesh_CreateFramebufferObject(r->depthtexture, r->colortexture[0], r->colortexture[1], r->colortexture[2], r->colortexture[3]);
4612         }
4613         r_refdef.stats[r_stat_rendertargets_used]++;
4614         r_refdef.stats[r_stat_rendertargets_pixels] += r->texturewidth * r->textureheight;
4615         r->lastusetime = host.realtime;
4616         R_CalcTexCoordsForView(0, 0, r->texturewidth, r->textureheight, r->texturewidth, r->textureheight, r->texcoord2f);
4617         return r;
4618 }
4619
4620 static void R_Water_StartFrame(int viewwidth, int viewheight)
4621 {
4622         int waterwidth, waterheight;
4623
4624         if (viewwidth > (int)vid.maxtexturesize_2d || viewheight > (int)vid.maxtexturesize_2d)
4625                 return;
4626
4627         // set waterwidth and waterheight to the water resolution that will be
4628         // used (often less than the screen resolution for faster rendering)
4629         waterwidth = (int)bound(16, viewwidth * r_water_resolutionmultiplier.value, viewwidth);
4630         waterheight = (int)bound(16, viewheight * r_water_resolutionmultiplier.value, viewheight);
4631
4632         if (!r_water.integer || r_showsurfaces.integer || r_lockvisibility.integer || r_lockpvs.integer)
4633                 waterwidth = waterheight = 0;
4634
4635         // set up variables that will be used in shader setup
4636         r_fb.water.waterwidth = waterwidth;
4637         r_fb.water.waterheight = waterheight;
4638         r_fb.water.texturewidth = waterwidth;
4639         r_fb.water.textureheight = waterheight;
4640         r_fb.water.camerawidth = waterwidth;
4641         r_fb.water.cameraheight = waterheight;
4642         r_fb.water.screenscale[0] = 0.5f;
4643         r_fb.water.screenscale[1] = 0.5f;
4644         r_fb.water.screencenter[0] = 0.5f;
4645         r_fb.water.screencenter[1] = 0.5f;
4646         r_fb.water.enabled = waterwidth != 0;
4647
4648         r_fb.water.maxwaterplanes = MAX_WATERPLANES;
4649         r_fb.water.numwaterplanes = 0;
4650 }
4651
4652 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
4653 {
4654         int planeindex, bestplaneindex, vertexindex;
4655         vec3_t mins, maxs, normal, center, v, n;
4656         vec_t planescore, bestplanescore;
4657         mplane_t plane;
4658         r_waterstate_waterplane_t *p;
4659         texture_t *t = R_GetCurrentTexture(surface->texture);
4660
4661         rsurface.texture = t;
4662         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
4663         // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
4664         if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
4665                 return;
4666         // average the vertex normals, find the surface bounds (after deformvertexes)
4667         Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
4668         Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
4669         VectorCopy(n, normal);
4670         VectorCopy(v, mins);
4671         VectorCopy(v, maxs);
4672         for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
4673         {
4674                 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
4675                 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
4676                 VectorAdd(normal, n, normal);
4677                 mins[0] = min(mins[0], v[0]);
4678                 mins[1] = min(mins[1], v[1]);
4679                 mins[2] = min(mins[2], v[2]);
4680                 maxs[0] = max(maxs[0], v[0]);
4681                 maxs[1] = max(maxs[1], v[1]);
4682                 maxs[2] = max(maxs[2], v[2]);
4683         }
4684         VectorNormalize(normal);
4685         VectorMAM(0.5f, mins, 0.5f, maxs, center);
4686
4687         VectorCopy(normal, plane.normal);
4688         VectorNormalize(plane.normal);
4689         plane.dist = DotProduct(center, plane.normal);
4690         PlaneClassify(&plane);
4691         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
4692         {
4693                 // skip backfaces (except if nocullface is set)
4694 //              if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
4695 //                      return;
4696                 VectorNegate(plane.normal, plane.normal);
4697                 plane.dist *= -1;
4698                 PlaneClassify(&plane);
4699         }
4700
4701
4702         // find a matching plane if there is one
4703         bestplaneindex = -1;
4704         bestplanescore = 1048576.0f;
4705         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4706         {
4707                 if(p->camera_entity == t->camera_entity)
4708                 {
4709                         planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
4710                         if (bestplaneindex < 0 || bestplanescore > planescore)
4711                         {
4712                                 bestplaneindex = planeindex;
4713                                 bestplanescore = planescore;
4714                         }
4715                 }
4716         }
4717         planeindex = bestplaneindex;
4718
4719         // if this surface does not fit any known plane rendered this frame, add one
4720         if (planeindex < 0 || bestplanescore > 0.001f)
4721         {
4722                 if (r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
4723                 {
4724                         // store the new plane
4725                         planeindex = r_fb.water.numwaterplanes++;
4726                         p = r_fb.water.waterplanes + planeindex;
4727                         p->plane = plane;
4728                         // clear materialflags and pvs
4729                         p->materialflags = 0;
4730                         p->pvsvalid = false;
4731                         p->camera_entity = t->camera_entity;
4732                         VectorCopy(mins, p->mins);
4733                         VectorCopy(maxs, p->maxs);
4734                 }
4735                 else
4736                 {
4737                         // We're totally screwed.
4738                         return;
4739                 }
4740         }
4741         else
4742         {
4743                 // merge mins/maxs when we're adding this surface to the plane
4744                 p = r_fb.water.waterplanes + planeindex;
4745                 p->mins[0] = min(p->mins[0], mins[0]);
4746                 p->mins[1] = min(p->mins[1], mins[1]);
4747                 p->mins[2] = min(p->mins[2], mins[2]);
4748                 p->maxs[0] = max(p->maxs[0], maxs[0]);
4749                 p->maxs[1] = max(p->maxs[1], maxs[1]);
4750                 p->maxs[2] = max(p->maxs[2], maxs[2]);
4751         }
4752         // merge this surface's materialflags into the waterplane
4753         p->materialflags |= t->currentmaterialflags;
4754         if(!(p->materialflags & MATERIALFLAG_CAMERA))
4755         {
4756                 // merge this surface's PVS into the waterplane
4757                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
4758                  && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
4759                 {
4760                         r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
4761                         p->pvsvalid = true;
4762                 }
4763         }
4764 }
4765
4766 extern cvar_t r_drawparticles;
4767 extern cvar_t r_drawdecals;
4768
4769 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int viewx, int viewy, int viewwidth, int viewheight)
4770 {
4771         int myscissor[4];
4772         r_refdef_view_t originalview;
4773         r_refdef_view_t myview;
4774         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;
4775         r_waterstate_waterplane_t *p;
4776         vec3_t visorigin;
4777         r_rendertarget_t *rt;
4778
4779         originalview = r_refdef.view;
4780
4781         // lowquality hack, temporarily shut down some cvars and restore afterwards
4782         qualityreduction = r_water_lowquality.integer;
4783         if (qualityreduction > 0)
4784         {
4785                 if (qualityreduction >= 1)
4786                 {
4787                         old_r_shadows = r_shadows.integer;
4788                         old_r_worldrtlight = r_shadow_realtime_world.integer;
4789                         old_r_dlight = r_shadow_realtime_dlight.integer;
4790                         Cvar_SetValueQuick(&r_shadows, 0);
4791                         Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
4792                         Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
4793                 }
4794                 if (qualityreduction >= 2)
4795                 {
4796                         old_r_dynamic = r_dynamic.integer;
4797                         old_r_particles = r_drawparticles.integer;
4798                         old_r_decals = r_drawdecals.integer;
4799                         Cvar_SetValueQuick(&r_dynamic, 0);
4800                         Cvar_SetValueQuick(&r_drawparticles, 0);
4801                         Cvar_SetValueQuick(&r_drawdecals, 0);
4802                 }
4803         }
4804
4805         for (planeindex = 0, p = r_fb.water.waterplanes; planeindex < r_fb.water.numwaterplanes; planeindex++, p++)
4806         {
4807                 p->rt_reflection = NULL;
4808                 p->rt_refraction = NULL;
4809                 p->rt_camera = NULL;
4810         }
4811
4812         // render views
4813         r_refdef.view = originalview;
4814         r_refdef.view.showdebug = false;
4815         r_refdef.view.width = r_fb.water.waterwidth;
4816         r_refdef.view.height = r_fb.water.waterheight;
4817         r_refdef.view.useclipplane = true;
4818         myview = r_refdef.view;
4819         r_fb.water.renderingscene = true;
4820         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4821         {
4822                 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
4823                         continue;
4824
4825                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4826                 {
4827                         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);
4828                         if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4829                                 goto error;
4830                         r_refdef.view = myview;
4831                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
4832                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
4833                         if(r_water_scissormode.integer)
4834                         {
4835                                 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4836                                 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4837                                 {
4838                                         p->rt_reflection = NULL;
4839                                         p->rt_refraction = NULL;
4840                                         p->rt_camera = NULL;
4841                                         continue;
4842                                 }
4843                         }
4844
4845                         r_refdef.view.clipplane = p->plane;
4846                         // reflected view origin may be in solid, so don't cull with it
4847                         r_refdef.view.usevieworiginculling = false;
4848                         // reverse the cullface settings for this render
4849                         r_refdef.view.cullface_front = GL_FRONT;
4850                         r_refdef.view.cullface_back = GL_BACK;
4851                         // combined pvs (based on what can be seen from each surface center)
4852                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4853                         {
4854                                 r_refdef.view.usecustompvs = true;
4855                                 if (p->pvsvalid)
4856                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4857                                 else
4858                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4859                         }
4860
4861                         r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer);
4862                         R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4863                         GL_ScissorTest(false);
4864                         R_ClearScreen(r_refdef.fogenabled);
4865                         GL_ScissorTest(true);
4866                         if(r_water_scissormode.integer & 2)
4867                                 R_View_UpdateWithScissor(myscissor);
4868                         else
4869                                 R_View_Update();
4870                         R_AnimCache_CacheVisibleEntities();
4871                         if(r_water_scissormode.integer & 1)
4872                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
4873                         R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4874
4875                         r_fb.water.hideplayer = false;
4876                         p->rt_reflection = rt;
4877                 }
4878
4879                 // render the normal view scene and copy into texture
4880                 // (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)
4881                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4882                 {
4883                         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);
4884                         if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4885                                 goto error;
4886                         r_refdef.view = myview;
4887                         if(r_water_scissormode.integer)
4888                         {
4889                                 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4890                                 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4891                                 {
4892                                         p->rt_reflection = NULL;
4893                                         p->rt_refraction = NULL;
4894                                         p->rt_camera = NULL;
4895                                         continue;
4896                                 }
4897                         }
4898
4899                         // combined pvs (based on what can be seen from each surface center)
4900                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4901                         {
4902                                 r_refdef.view.usecustompvs = true;
4903                                 if (p->pvsvalid)
4904                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4905                                 else
4906                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4907                         }
4908
4909                         r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
4910
4911                         r_refdef.view.clipplane = p->plane;
4912                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4913                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4914
4915                         if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
4916                         {
4917                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
4918                                 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
4919                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
4920                                 R_RenderView_UpdateViewVectors();
4921                                 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
4922                                 {
4923                                         r_refdef.view.usecustompvs = true;
4924                                         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);
4925                                 }
4926                         }
4927
4928                         PlaneClassify(&r_refdef.view.clipplane);
4929
4930                         R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4931                         GL_ScissorTest(false);
4932                         R_ClearScreen(r_refdef.fogenabled);
4933                         GL_ScissorTest(true);
4934                         if(r_water_scissormode.integer & 2)
4935                                 R_View_UpdateWithScissor(myscissor);
4936                         else
4937                                 R_View_Update();
4938                         R_AnimCache_CacheVisibleEntities();
4939                         if(r_water_scissormode.integer & 1)
4940                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
4941                         R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4942
4943                         r_fb.water.hideplayer = false;
4944                         p->rt_refraction = rt;
4945                 }
4946                 else if (p->materialflags & MATERIALFLAG_CAMERA)
4947                 {
4948                         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);
4949                         if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4950                                 goto error;
4951                         r_refdef.view = myview;
4952
4953                         r_refdef.view.clipplane = p->plane;
4954                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4955                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4956
4957                         r_refdef.view.width = r_fb.water.camerawidth;
4958                         r_refdef.view.height = r_fb.water.cameraheight;
4959                         r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
4960                         r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
4961                         r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
4962                         r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
4963
4964                         if(p->camera_entity)
4965                         {
4966                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
4967                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
4968                         }
4969
4970                         // note: all of the view is used for displaying... so
4971                         // there is no use in scissoring
4972
4973                         // reverse the cullface settings for this render
4974                         r_refdef.view.cullface_front = GL_FRONT;
4975                         r_refdef.view.cullface_back = GL_BACK;
4976                         // also reverse the view matrix
4977                         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
4978                         R_RenderView_UpdateViewVectors();
4979                         if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
4980                         {
4981                                 r_refdef.view.usecustompvs = true;
4982                                 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);
4983                         }
4984                         
4985                         // camera needs no clipplane
4986                         r_refdef.view.useclipplane = false;
4987                         // TODO: is the camera origin always valid?  if so we don't need to clear this
4988                         r_refdef.view.usevieworiginculling = false;
4989
4990                         PlaneClassify(&r_refdef.view.clipplane);
4991
4992                         r_fb.water.hideplayer = false;
4993
4994                         R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4995                         GL_ScissorTest(false);
4996                         R_ClearScreen(r_refdef.fogenabled);
4997                         GL_ScissorTest(true);
4998                         R_View_Update();
4999                         R_AnimCache_CacheVisibleEntities();
5000                         R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5001
5002                         r_fb.water.hideplayer = false;
5003                         p->rt_camera = rt;
5004                 }
5005
5006         }
5007         r_fb.water.renderingscene = false;
5008         r_refdef.view = originalview;
5009         R_ResetViewRendering3D(fbo, depthtexture, colortexture, viewx, viewy, viewwidth, viewheight);
5010         R_View_Update();
5011         R_AnimCache_CacheVisibleEntities();
5012         goto finish;
5013 error:
5014         r_refdef.view = originalview;
5015         r_fb.water.renderingscene = false;
5016         Cvar_SetValueQuick(&r_water, 0);
5017         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
5018 finish:
5019         // lowquality hack, restore cvars
5020         if (qualityreduction > 0)
5021         {
5022                 if (qualityreduction >= 1)
5023                 {
5024                         Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5025                         Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5026                         Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5027                 }
5028                 if (qualityreduction >= 2)
5029                 {
5030                         Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5031                         Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5032                         Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5033                 }
5034         }
5035 }
5036
5037 static void R_Bloom_StartFrame(void)
5038 {
5039         int screentexturewidth, screentextureheight;
5040         textype_t textype = TEXTYPE_COLORBUFFER;
5041         double scale;
5042
5043         // clear the pointers to rendertargets from last frame as they're stale
5044         r_fb.rt_screen = NULL;
5045         r_fb.rt_bloom = NULL;
5046
5047         switch (vid.renderpath)
5048         {
5049         case RENDERPATH_GL32:
5050                 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
5051                 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5052                 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
5053                 break;
5054         case RENDERPATH_GLES2:
5055                 r_fb.usedepthtextures = false;
5056                 break;
5057         }
5058
5059         if (r_viewscale_fpsscaling.integer)
5060         {
5061                 double actualframetime;
5062                 double targetframetime;
5063                 double adjust;
5064                 actualframetime = r_refdef.lastdrawscreentime;
5065                 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
5066                 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
5067                 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
5068                 if (r_viewscale_fpsscaling_stepsize.value > 0)
5069                 {
5070                         if (adjust > 0)
5071                                 adjust = floor(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5072                         else
5073                                 adjust = ceil(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5074                 }
5075                 viewscalefpsadjusted += adjust;
5076                 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
5077         }
5078         else
5079                 viewscalefpsadjusted = 1.0f;
5080
5081         scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5082         if (vid.samples)
5083                 scale *= sqrt(vid.samples); // supersampling
5084         scale = bound(0.03125f, scale, 4.0f);
5085         screentexturewidth = (int)ceil(r_refdef.view.width * scale);
5086         screentextureheight = (int)ceil(r_refdef.view.height * scale);
5087         screentexturewidth = bound(1, screentexturewidth, (int)vid.maxtexturesize_2d);
5088         screentextureheight = bound(1, screentextureheight, (int)vid.maxtexturesize_2d);
5089
5090         // set bloomwidth and bloomheight to the bloom resolution that will be
5091         // used (often less than the screen resolution for faster rendering)
5092         r_fb.bloomheight = bound(1, r_bloom_resolution.value * 0.75f, screentextureheight);
5093         r_fb.bloomwidth = r_fb.bloomheight * screentexturewidth / screentextureheight;
5094         r_fb.bloomwidth = bound(1, r_fb.bloomwidth, screentexturewidth);
5095         r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
5096         r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
5097
5098         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))
5099         {
5100                 Cvar_SetValueQuick(&r_bloom, 0);
5101                 Cvar_SetValueQuick(&r_motionblur, 0);
5102                 Cvar_SetValueQuick(&r_damageblur, 0);
5103         }
5104         if (!r_bloom.integer)
5105                 r_fb.bloomwidth = r_fb.bloomheight = 0;
5106
5107         // allocate motionblur ghost texture if needed - this is the only persistent texture and is only useful on the main view
5108         if (r_refdef.view.ismain && (r_fb.screentexturewidth != screentexturewidth || r_fb.screentextureheight != screentextureheight || r_fb.textype != textype))
5109         {
5110                 if (r_fb.ghosttexture)
5111                         R_FreeTexture(r_fb.ghosttexture);
5112                 r_fb.ghosttexture = NULL;
5113
5114                 r_fb.screentexturewidth = screentexturewidth;
5115                 r_fb.screentextureheight = screentextureheight;
5116                 r_fb.textype = textype;
5117
5118                 if (r_fb.screentexturewidth && r_fb.screentextureheight)
5119                 {
5120                         if (r_motionblur.value > 0 || r_damageblur.value > 0)
5121                                 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);
5122                         r_fb.ghosttexture_valid = false;
5123                 }
5124         }
5125
5126         r_fb.rt_screen = R_RenderTarget_Get(screentexturewidth, screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5127
5128         r_refdef.view.clear = true;
5129 }
5130
5131 static void R_Bloom_MakeTexture(void)
5132 {
5133         int x, range, dir;
5134         float xoffset, yoffset, r, brighten;
5135         float colorscale = r_bloom_colorscale.value;
5136         r_viewport_t bloomviewport;
5137         r_rendertarget_t *prev, *cur;
5138         textype_t textype = r_fb.rt_screen->colortextype[0];
5139
5140         r_refdef.stats[r_stat_bloom]++;
5141
5142         R_Viewport_InitOrtho(&bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
5143
5144         // scale down screen texture to the bloom texture size
5145         CHECKGLERROR
5146         prev = r_fb.rt_screen;
5147         cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5148         R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5149         R_SetViewport(&bloomviewport);
5150         GL_CullFace(GL_NONE);
5151         GL_DepthTest(false);
5152         GL_BlendFunc(GL_ONE, GL_ZERO);
5153         GL_Color(colorscale, colorscale, colorscale, 1);
5154         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5155         // TODO: do boxfilter scale-down in shader?
5156         R_SetupShader_Generic(prev->colortexture[0], false, true, true);
5157         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5158         r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5159         // we now have a properly scaled bloom image
5160
5161         // multiply bloom image by itself as many times as desired to darken it
5162         // TODO: if people actually use this it could be done more quickly in the previous shader pass
5163         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
5164         {
5165                 prev = cur;
5166                 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5167                 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5168                 x *= 2;
5169                 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
5170                 if(x <= 2)
5171                         GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0);
5172                 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
5173                 GL_Color(1,1,1,1); // no fix factor supported here
5174                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5175                 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5176                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5177                 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5178         }
5179         CHECKGLERROR
5180
5181         range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
5182         brighten = r_bloom_brighten.value;
5183         brighten = sqrt(brighten);
5184         if(range >= 1)
5185                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
5186
5187         for (dir = 0;dir < 2;dir++)
5188         {
5189                 prev = cur;
5190                 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5191                 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5192                 // blend on at multiple vertical offsets to achieve a vertical blur
5193                 // TODO: do offset blends using GLSL
5194                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
5195                 CHECKGLERROR
5196                 GL_BlendFunc(GL_ONE, GL_ZERO);
5197                 CHECKGLERROR
5198                 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5199                 CHECKGLERROR
5200                 for (x = -range;x <= range;x++)
5201                 {
5202                         if (!dir){xoffset = 0;yoffset = x;}
5203                         else {xoffset = x;yoffset = 0;}
5204                         xoffset /= (float)prev->texturewidth;
5205                         yoffset /= (float)prev->textureheight;
5206                         // compute a texcoord array with the specified x and y offset
5207                         r_fb.offsettexcoord2f[0] = xoffset+prev->texcoord2f[0];
5208                         r_fb.offsettexcoord2f[1] = yoffset+prev->texcoord2f[1];
5209                         r_fb.offsettexcoord2f[2] = xoffset+prev->texcoord2f[2];
5210                         r_fb.offsettexcoord2f[3] = yoffset+prev->texcoord2f[3];
5211                         r_fb.offsettexcoord2f[4] = xoffset+prev->texcoord2f[4];
5212                         r_fb.offsettexcoord2f[5] = yoffset+prev->texcoord2f[5];
5213                         r_fb.offsettexcoord2f[6] = xoffset+prev->texcoord2f[6];
5214                         r_fb.offsettexcoord2f[7] = yoffset+prev->texcoord2f[7];
5215                         // this r value looks like a 'dot' particle, fading sharply to
5216                         // black at the edges
5217                         // (probably not realistic but looks good enough)
5218                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
5219                         //r = brighten/(range*2+1);
5220                         r = brighten / (range * 2 + 1);
5221                         if(range >= 1)
5222                                 r *= (1 - x*x/(float)((range+1)*(range+1)));
5223                         if (r <= 0)
5224                                 continue;
5225                         CHECKGLERROR
5226                         GL_Color(r, r, r, 1);
5227                         CHECKGLERROR
5228                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
5229                         CHECKGLERROR
5230                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5231                         r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5232                         CHECKGLERROR
5233                         GL_BlendFunc(GL_ONE, GL_ONE);
5234                         CHECKGLERROR
5235                 }
5236         }
5237
5238         // now we have the bloom image, so keep track of it
5239         r_fb.rt_bloom = cur;
5240 }
5241
5242 static void R_BlendView(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5243 {
5244         uint64_t permutation;
5245         float uservecs[4][4];
5246         rtexture_t *viewtexture;
5247         rtexture_t *bloomtexture;
5248
5249         R_EntityMatrix(&identitymatrix);
5250
5251         if(r_refdef.view.ismain && !R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
5252         {
5253                 // declare variables
5254                 float blur_factor, blur_mouseaccel, blur_velocity;
5255                 static float blur_average; 
5256                 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
5257
5258                 // set a goal for the factoring
5259                 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value) 
5260                         / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
5261                 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value) 
5262                         / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
5263                 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value) 
5264                         + (blur_mouseaccel * r_motionblur_mousefactor.value));
5265
5266                 // from the goal, pick an averaged value between goal and last value
5267                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
5268                 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
5269
5270                 // enforce minimum amount of blur 
5271                 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
5272
5273                 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
5274
5275                 // calculate values into a standard alpha
5276                 cl.motionbluralpha = 1 - exp(-
5277                                 (
5278                                         (r_motionblur.value * blur_factor / 80)
5279                                         +
5280                                         (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
5281                                 )
5282                                 /
5283                                 max(0.0001, cl.time - cl.oldtime) // fps independent
5284                                 );
5285
5286                 // randomization for the blur value to combat persistent ghosting
5287                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
5288                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
5289
5290                 // apply the blur
5291                 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5292                 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
5293                 {
5294                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5295                         GL_Color(1, 1, 1, cl.motionbluralpha);
5296                         R_CalcTexCoordsForView(0, 0, viewwidth, viewheight, viewwidth, viewheight, r_fb.ghosttexcoord2f);
5297                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.ghosttexcoord2f);
5298                         R_SetupShader_Generic(r_fb.ghosttexture, false, true, true);
5299                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5300                         r_refdef.stats[r_stat_bloom_drawpixels] += viewwidth * viewheight;
5301                 }
5302
5303                 // updates old view angles for next pass
5304                 VectorCopy(cl.viewangles, blur_oldangles);
5305
5306                 // copy view into the ghost texture
5307                 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, viewx, viewy, viewwidth, viewheight);
5308                 r_refdef.stats[r_stat_bloom_copypixels] += viewwidth * viewheight;
5309                 r_fb.ghosttexture_valid = true;
5310         }
5311
5312         if (r_fb.bloomwidth)
5313         {
5314                 // make the bloom texture
5315                 R_Bloom_MakeTexture();
5316         }
5317
5318 #if _MSC_VER >= 1400
5319 #define sscanf sscanf_s
5320 #endif
5321         memset(uservecs, 0, sizeof(uservecs));
5322         if (r_glsl_postprocess_uservec1_enable.integer)
5323                 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
5324         if (r_glsl_postprocess_uservec2_enable.integer)
5325                 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
5326         if (r_glsl_postprocess_uservec3_enable.integer)
5327                 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
5328         if (r_glsl_postprocess_uservec4_enable.integer)
5329                 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
5330
5331         // render to the screen fbo
5332         R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5333         GL_Color(1, 1, 1, 1);
5334         GL_BlendFunc(GL_ONE, GL_ZERO);
5335
5336         viewtexture = r_fb.rt_screen->colortexture[0];
5337         bloomtexture = r_fb.rt_bloom ? r_fb.rt_bloom->colortexture[0] : NULL;
5338
5339         if (r_rendertarget_debug.integer >= 0)
5340         {
5341                 r_rendertarget_t *rt = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, r_rendertarget_debug.integer);
5342                 if (rt && rt->colortexture[0])
5343                 {
5344                         viewtexture = rt->colortexture[0];
5345                         bloomtexture = NULL;
5346                 }
5347         }
5348
5349         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.rt_screen->texcoord2f, bloomtexture ? r_fb.rt_bloom->texcoord2f : NULL);
5350         switch(vid.renderpath)
5351         {
5352         case RENDERPATH_GL32:
5353         case RENDERPATH_GLES2:
5354                 permutation =
5355                         (r_fb.bloomwidth ? SHADERPERMUTATION_BLOOM : 0)
5356                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
5357                         | (!vid_gammatables_trivial ? SHADERPERMUTATION_GAMMARAMPS : 0)
5358                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
5359                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
5360                 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
5361                 if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First     , viewtexture);
5362                 if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second    , bloomtexture);
5363                 if (r_glsl_permutation->tex_Texture_GammaRamps      >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps       );
5364                 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]);
5365                 if (r_glsl_permutation->loc_PixelSize               >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize         , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
5366                 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]);
5367                 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]);
5368                 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]);
5369                 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]);
5370                 if (r_glsl_permutation->loc_Saturation              >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
5371                 if (r_glsl_permutation->loc_PixelToScreenTexCoord   >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
5372                 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);
5373                 if (r_glsl_permutation->loc_ColorFringe             >= 0) qglUniform1f(r_glsl_permutation->loc_ColorFringe, r_colorfringe.value );
5374                 break;
5375         }
5376         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5377         r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
5378 }
5379
5380 matrix4x4_t r_waterscrollmatrix;
5381
5382 void R_UpdateFog(void)
5383 {
5384         // Nehahra fog
5385         if (gamemode == GAME_NEHAHRA)
5386         {
5387                 if (gl_fogenable.integer)
5388                 {
5389                         r_refdef.oldgl_fogenable = true;
5390                         r_refdef.fog_density = gl_fogdensity.value;
5391                         r_refdef.fog_red = gl_fogred.value;
5392                         r_refdef.fog_green = gl_foggreen.value;
5393                         r_refdef.fog_blue = gl_fogblue.value;
5394                         r_refdef.fog_alpha = 1;
5395                         r_refdef.fog_start = 0;
5396                         r_refdef.fog_end = gl_skyclip.value;
5397                         r_refdef.fog_height = 1<<30;
5398                         r_refdef.fog_fadedepth = 128;
5399                 }
5400                 else if (r_refdef.oldgl_fogenable)
5401                 {
5402                         r_refdef.oldgl_fogenable = false;
5403                         r_refdef.fog_density = 0;
5404                         r_refdef.fog_red = 0;
5405                         r_refdef.fog_green = 0;
5406                         r_refdef.fog_blue = 0;
5407                         r_refdef.fog_alpha = 0;
5408                         r_refdef.fog_start = 0;
5409                         r_refdef.fog_end = 0;
5410                         r_refdef.fog_height = 1<<30;
5411                         r_refdef.fog_fadedepth = 128;
5412                 }
5413         }
5414
5415         // fog parms
5416         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
5417         r_refdef.fog_start = max(0, r_refdef.fog_start);
5418         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
5419
5420         if (r_refdef.fog_density && r_drawfog.integer)
5421         {
5422                 r_refdef.fogenabled = true;
5423                 // this is the point where the fog reaches 0.9986 alpha, which we
5424                 // consider a good enough cutoff point for the texture
5425                 // (0.9986 * 256 == 255.6)
5426                 if (r_fog_exp2.integer)
5427                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
5428                 else
5429                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
5430                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
5431                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
5432                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
5433                 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
5434                         R_BuildFogHeightTexture();
5435                 // fog color was already set
5436                 // update the fog texture
5437                 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)
5438                         R_BuildFogTexture();
5439                 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
5440                 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
5441         }
5442         else
5443                 r_refdef.fogenabled = false;
5444
5445         // fog color
5446         if (r_refdef.fog_density)
5447         {
5448                 r_refdef.fogcolor[0] = r_refdef.fog_red;
5449                 r_refdef.fogcolor[1] = r_refdef.fog_green;
5450                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
5451
5452                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
5453                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
5454                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
5455                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
5456
5457                 {
5458                         vec3_t fogvec;
5459                         VectorCopy(r_refdef.fogcolor, fogvec);
5460                         //   color.rgb *= ContrastBoost * SceneBrightness;
5461                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
5462                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
5463                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
5464                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
5465                 }
5466         }
5467 }
5468
5469 void R_UpdateVariables(void)
5470 {
5471         R_Textures_Frame();
5472
5473         r_refdef.scene.ambientintensity = r_ambient.value * (1.0f / 64.0f);
5474
5475         r_refdef.farclip = r_farclip_base.value;
5476         if (r_refdef.scene.worldmodel)
5477                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
5478         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
5479
5480         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
5481                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
5482         r_refdef.polygonfactor = 0;
5483         r_refdef.polygonoffset = 0;
5484
5485         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
5486         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
5487         r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
5488         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
5489         r_refdef.scene.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
5490         if (r_refdef.scene.worldmodel)
5491         {
5492                 r_refdef.scene.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
5493         }
5494         if (r_showsurfaces.integer)
5495         {
5496                 r_refdef.scene.rtworld = false;
5497                 r_refdef.scene.rtworldshadows = false;
5498                 r_refdef.scene.rtdlight = false;
5499                 r_refdef.scene.rtdlightshadows = false;
5500                 r_refdef.scene.lightmapintensity = 0;
5501         }
5502
5503         r_gpuskeletal = false;
5504         switch(vid.renderpath)
5505         {
5506         case RENDERPATH_GL32:
5507                 r_gpuskeletal = r_glsl_skeletal.integer && !r_showsurfaces.integer;
5508         case RENDERPATH_GLES2:
5509                 if(!vid_gammatables_trivial)
5510                 {
5511                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
5512                         {
5513                                 // build GLSL gamma texture
5514 #define RAMPWIDTH 256
5515                                 unsigned short ramp[RAMPWIDTH * 3];
5516                                 unsigned char rampbgr[RAMPWIDTH][4];
5517                                 int i;
5518
5519                                 r_texture_gammaramps_serial = vid_gammatables_serial;
5520
5521                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
5522                                 for(i = 0; i < RAMPWIDTH; ++i)
5523                                 {
5524                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5525                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5526                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
5527                                         rampbgr[i][3] = 0;
5528                                 }
5529                                 if (r_texture_gammaramps)
5530                                 {
5531                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1, 0);
5532                                 }
5533                                 else
5534                                 {
5535                                         r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
5536                                 }
5537                         }
5538                 }
5539                 else
5540                 {
5541                         // remove GLSL gamma texture
5542                 }
5543                 break;
5544         }
5545 }
5546
5547 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
5548 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
5549 /*
5550 ================
5551 R_SelectScene
5552 ================
5553 */
5554 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
5555         if( scenetype != r_currentscenetype ) {
5556                 // store the old scenetype
5557                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
5558                 r_currentscenetype = scenetype;
5559                 // move in the new scene
5560                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
5561         }
5562 }
5563
5564 /*
5565 ================
5566 R_GetScenePointer
5567 ================
5568 */
5569 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
5570 {
5571         // of course, we could also add a qbool that provides a lock state and a ReleaseScenePointer function..
5572         if( scenetype == r_currentscenetype ) {
5573                 return &r_refdef.scene;
5574         } else {
5575                 return &r_scenes_store[ scenetype ];
5576         }
5577 }
5578
5579 static int R_SortEntities_Compare(const void *ap, const void *bp)
5580 {
5581         const entity_render_t *a = *(const entity_render_t **)ap;
5582         const entity_render_t *b = *(const entity_render_t **)bp;
5583
5584         // 1. compare model
5585         if(a->model < b->model)
5586                 return -1;
5587         if(a->model > b->model)
5588                 return +1;
5589
5590         // 2. compare skin
5591         // TODO possibly calculate the REAL skinnum here first using
5592         // skinscenes?
5593         if(a->skinnum < b->skinnum)
5594                 return -1;
5595         if(a->skinnum > b->skinnum)
5596                 return +1;
5597
5598         // everything we compared is equal
5599         return 0;
5600 }
5601 static void R_SortEntities(void)
5602 {
5603         // below or equal 2 ents, sorting never gains anything
5604         if(r_refdef.scene.numentities <= 2)
5605                 return;
5606         // sort
5607         qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
5608 }
5609
5610 /*
5611 ================
5612 R_RenderView
5613 ================
5614 */
5615 extern cvar_t r_shadow_bouncegrid;
5616 extern cvar_t v_isometric;
5617 extern void V_MakeViewIsometric(void);
5618 void R_RenderView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int x, int y, int width, int height)
5619 {
5620         matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
5621         int viewfbo = 0;
5622         rtexture_t *viewdepthtexture = NULL;
5623         rtexture_t *viewcolortexture = NULL;
5624         int viewx = r_refdef.view.x, viewy = r_refdef.view.y, viewwidth = r_refdef.view.width, viewheight = r_refdef.view.height;
5625
5626         // finish any 2D rendering that was queued
5627         DrawQ_Finish();
5628
5629         if (r_timereport_active)
5630                 R_TimeReport("start");
5631         r_textureframe++; // used only by R_GetCurrentTexture
5632         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
5633
5634         if(R_CompileShader_CheckStaticParms())
5635                 R_GLSL_Restart_f(cmd_local);
5636
5637         if (!r_drawentities.integer)
5638                 r_refdef.scene.numentities = 0;
5639         else if (r_sortentities.integer)
5640                 R_SortEntities();
5641
5642         R_AnimCache_ClearCache();
5643
5644         /* adjust for stereo display */
5645         if(R_Stereo_Active())
5646         {
5647                 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);
5648                 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
5649         }
5650
5651         if (r_refdef.view.isoverlay)
5652         {
5653                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
5654                 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
5655                 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
5656                 R_TimeReport("depthclear");
5657
5658                 r_refdef.view.showdebug = false;
5659
5660                 r_fb.water.enabled = false;
5661                 r_fb.water.numwaterplanes = 0;
5662
5663                 R_RenderScene(0, NULL, NULL, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5664
5665                 r_refdef.view.matrix = originalmatrix;
5666
5667                 CHECKGLERROR
5668                 return;
5669         }
5670
5671         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
5672         {
5673                 r_refdef.view.matrix = originalmatrix;
5674                 return;
5675         }
5676
5677         r_refdef.view.usevieworiginculling = !r_trippy.value && r_refdef.view.useperspective;
5678         if (v_isometric.integer && r_refdef.view.ismain)
5679                 V_MakeViewIsometric();
5680
5681         r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
5682
5683         if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
5684                 // in sRGB fallback, behave similar to true sRGB: convert this
5685                 // value from linear to sRGB
5686                 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
5687
5688         R_RenderView_UpdateViewVectors();
5689
5690         R_Shadow_UpdateWorldLightSelection();
5691
5692         // this will set up r_fb.rt_screen
5693         R_Bloom_StartFrame();
5694
5695         // apply bloom brightness offset
5696         if(r_fb.rt_bloom)
5697                 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
5698
5699         // R_Bloom_StartFrame probably set up an fbo for us to render into, it will be rendered to the window later in R_BlendView
5700         if (r_fb.rt_screen)
5701         {
5702                 viewfbo = r_fb.rt_screen->fbo;
5703                 viewdepthtexture = r_fb.rt_screen->depthtexture;
5704                 viewcolortexture = r_fb.rt_screen->colortexture[0];
5705                 viewx = 0;
5706                 viewy = 0;
5707                 viewwidth = r_fb.rt_screen->texturewidth;
5708                 viewheight = r_fb.rt_screen->textureheight;
5709         }
5710
5711         R_Water_StartFrame(viewwidth, viewheight);
5712
5713         CHECKGLERROR
5714         if (r_timereport_active)
5715                 R_TimeReport("viewsetup");
5716
5717         R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5718
5719         // clear the whole fbo every frame - otherwise the driver will consider
5720         // it to be an inter-frame texture and stall in multi-gpu configurations
5721         if (r_fb.rt_screen)
5722                 GL_ScissorTest(false);
5723         R_ClearScreen(r_refdef.fogenabled);
5724         if (r_timereport_active)
5725                 R_TimeReport("viewclear");
5726
5727         r_refdef.view.clear = true;
5728
5729         r_refdef.view.showdebug = true;
5730
5731         R_View_Update();
5732         if (r_timereport_active)
5733                 R_TimeReport("visibility");
5734
5735         R_AnimCache_CacheVisibleEntities();
5736         if (r_timereport_active)
5737                 R_TimeReport("animcache");
5738
5739         R_Shadow_UpdateBounceGridTexture();
5740         // R_Shadow_UpdateBounceGridTexture called R_TimeReport a few times internally, so we don't need to do that here.
5741
5742         r_fb.water.numwaterplanes = 0;
5743         if (r_fb.water.enabled)
5744                 R_RenderWaterPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5745
5746         // for the actual view render we use scissoring a fair amount, so scissor
5747         // test needs to be on
5748         if (r_fb.rt_screen)
5749                 GL_ScissorTest(true);
5750         GL_Scissor(viewx, viewy, viewwidth, viewheight);
5751         R_RenderScene(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5752         r_fb.water.numwaterplanes = 0;
5753
5754         // postprocess uses textures that are not aligned with the viewport we're rendering, so no scissoring
5755         GL_ScissorTest(false);
5756
5757         R_BlendView(fbo, depthtexture, colortexture, x, y, width, height);
5758         if (r_timereport_active)
5759                 R_TimeReport("blendview");
5760
5761         r_refdef.view.matrix = originalmatrix;
5762
5763         CHECKGLERROR
5764
5765         // go back to 2d rendering
5766         DrawQ_Start();
5767 }
5768
5769 void R_RenderWaterPlanes(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5770 {
5771         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
5772         {
5773                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
5774                 if (r_timereport_active)
5775                         R_TimeReport("waterworld");
5776         }
5777
5778         // don't let sound skip if going slow
5779         if (r_refdef.scene.extraupdate)
5780                 S_ExtraUpdate ();
5781
5782         R_DrawModelsAddWaterPlanes();
5783         if (r_timereport_active)
5784                 R_TimeReport("watermodels");
5785
5786         if (r_fb.water.numwaterplanes)
5787         {
5788                 R_Water_ProcessPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5789                 if (r_timereport_active)
5790                         R_TimeReport("waterscenes");
5791         }
5792 }
5793
5794 extern cvar_t cl_locs_show;
5795 static void R_DrawLocs(void);
5796 static void R_DrawEntityBBoxes(prvm_prog_t *prog);
5797 static void R_DrawModelDecals(void);
5798 extern qbool r_shadow_usingdeferredprepass;
5799 extern int r_shadow_shadowmapatlas_modelshadows_size;
5800 void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5801 {
5802         qbool shadowmapping = false;
5803
5804         if (r_timereport_active)
5805                 R_TimeReport("beginscene");
5806
5807         r_refdef.stats[r_stat_renders]++;
5808
5809         R_UpdateFog();
5810
5811         // don't let sound skip if going slow
5812         if (r_refdef.scene.extraupdate)
5813                 S_ExtraUpdate ();
5814
5815         R_MeshQueue_BeginScene();
5816
5817         R_SkyStartFrame();
5818
5819         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);
5820
5821         if (r_timereport_active)
5822                 R_TimeReport("skystartframe");
5823
5824         if (cl.csqc_vidvars.drawworld)
5825         {
5826                 // don't let sound skip if going slow
5827                 if (r_refdef.scene.extraupdate)
5828                         S_ExtraUpdate ();
5829
5830                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
5831                 {
5832                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
5833                         if (r_timereport_active)
5834                                 R_TimeReport("worldsky");
5835                 }
5836
5837                 if (R_DrawBrushModelsSky() && r_timereport_active)
5838                         R_TimeReport("bmodelsky");
5839
5840                 if (skyrendermasked && skyrenderlater)
5841                 {
5842                         // we have to force off the water clipping plane while rendering sky
5843                         R_SetupView(false, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5844                         R_Sky();
5845                         R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5846                         if (r_timereport_active)
5847                                 R_TimeReport("sky");
5848                 }
5849         }
5850
5851         // save the framebuffer info for R_Shadow_RenderMode_Reset during this view render
5852         r_shadow_viewfbo = viewfbo;
5853         r_shadow_viewdepthtexture = viewdepthtexture;
5854         r_shadow_viewcolortexture = viewcolortexture;
5855         r_shadow_viewx = viewx;
5856         r_shadow_viewy = viewy;
5857         r_shadow_viewwidth = viewwidth;
5858         r_shadow_viewheight = viewheight;
5859
5860         R_Shadow_PrepareModelShadows();
5861         R_Shadow_PrepareLights();
5862         if (r_timereport_active)
5863                 R_TimeReport("preparelights");
5864
5865         // render all the shadowmaps that will be used for this view
5866         shadowmapping = R_Shadow_ShadowMappingEnabled();
5867         if (shadowmapping || r_shadow_shadowmapatlas_modelshadows_size)
5868         {
5869                 R_Shadow_DrawShadowMaps();
5870                 if (r_timereport_active)
5871                         R_TimeReport("shadowmaps");
5872         }
5873
5874         // render prepass deferred lighting if r_shadow_deferred is on, this produces light buffers that will be sampled in forward pass
5875         if (r_shadow_usingdeferredprepass)
5876                 R_Shadow_DrawPrepass();
5877
5878         // now we begin the forward pass of the view render
5879         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
5880         {
5881                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
5882                 if (r_timereport_active)
5883                         R_TimeReport("worlddepth");
5884         }
5885         if (r_depthfirst.integer >= 2)
5886         {
5887                 R_DrawModelsDepth();
5888                 if (r_timereport_active)
5889                         R_TimeReport("modeldepth");
5890         }
5891
5892         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
5893         {
5894                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
5895                 if (r_timereport_active)
5896                         R_TimeReport("world");
5897         }
5898
5899         // don't let sound skip if going slow
5900         if (r_refdef.scene.extraupdate)
5901                 S_ExtraUpdate ();
5902
5903         R_DrawModels();
5904         if (r_timereport_active)
5905                 R_TimeReport("models");
5906
5907         // don't let sound skip if going slow
5908         if (r_refdef.scene.extraupdate)
5909                 S_ExtraUpdate ();
5910
5911         if (!r_shadow_usingdeferredprepass)
5912         {
5913                 R_Shadow_DrawLights();
5914                 if (r_timereport_active)
5915                         R_TimeReport("rtlights");
5916         }
5917
5918         // don't let sound skip if going slow
5919         if (r_refdef.scene.extraupdate)
5920                 S_ExtraUpdate ();
5921
5922         if (cl.csqc_vidvars.drawworld)
5923         {
5924                 R_DrawModelDecals();
5925                 if (r_timereport_active)
5926                         R_TimeReport("modeldecals");
5927
5928                 R_DrawParticles();
5929                 if (r_timereport_active)
5930                         R_TimeReport("particles");
5931
5932                 R_DrawExplosions();
5933                 if (r_timereport_active)
5934                         R_TimeReport("explosions");
5935         }
5936
5937         if (r_refdef.view.showdebug)
5938         {
5939                 if (cl_locs_show.integer)
5940                 {
5941                         R_DrawLocs();
5942                         if (r_timereport_active)
5943                                 R_TimeReport("showlocs");
5944                 }
5945
5946                 if (r_drawportals.integer)
5947                 {
5948                         R_DrawPortals();
5949                         if (r_timereport_active)
5950                                 R_TimeReport("portals");
5951                 }
5952
5953                 if (r_showbboxes_client.value > 0)
5954                 {
5955                         R_DrawEntityBBoxes(CLVM_prog);
5956                         if (r_timereport_active)
5957                                 R_TimeReport("clbboxes");
5958                 }
5959                 if (r_showbboxes.value > 0)
5960                 {
5961                         R_DrawEntityBBoxes(SVVM_prog);
5962                         if (r_timereport_active)
5963                                 R_TimeReport("svbboxes");
5964                 }
5965         }
5966
5967         if (r_transparent.integer)
5968         {
5969                 R_MeshQueue_RenderTransparent();
5970                 if (r_timereport_active)
5971                         R_TimeReport("drawtrans");
5972         }
5973
5974         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))
5975         {
5976                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
5977                 if (r_timereport_active)
5978                         R_TimeReport("worlddebug");
5979                 R_DrawModelsDebug();
5980                 if (r_timereport_active)
5981                         R_TimeReport("modeldebug");
5982         }
5983
5984         if (cl.csqc_vidvars.drawworld)
5985         {
5986                 R_Shadow_DrawCoronas();
5987                 if (r_timereport_active)
5988                         R_TimeReport("coronas");
5989         }
5990
5991         // don't let sound skip if going slow
5992         if (r_refdef.scene.extraupdate)
5993                 S_ExtraUpdate ();
5994 }
5995
5996 static const unsigned short bboxelements[36] =
5997 {
5998         5, 1, 3, 5, 3, 7,
5999         6, 2, 0, 6, 0, 4,
6000         7, 3, 2, 7, 2, 6,
6001         4, 0, 1, 4, 1, 5,
6002         4, 5, 7, 4, 7, 6,
6003         1, 0, 2, 1, 2, 3,
6004 };
6005
6006 #define BBOXEDGES 13
6007 static const float bboxedges[BBOXEDGES][6] = 
6008 {
6009         // whole box
6010         { 0, 0, 0, 1, 1, 1 },
6011         // bottom edges
6012         { 0, 0, 0, 0, 1, 0 },
6013         { 0, 0, 0, 1, 0, 0 },
6014         { 0, 1, 0, 1, 1, 0 },
6015         { 1, 0, 0, 1, 1, 0 },
6016         // top edges
6017         { 0, 0, 1, 0, 1, 1 },
6018         { 0, 0, 1, 1, 0, 1 },
6019         { 0, 1, 1, 1, 1, 1 },
6020         { 1, 0, 1, 1, 1, 1 },
6021         // vertical edges
6022         { 0, 0, 0, 0, 0, 1 },
6023         { 1, 0, 0, 1, 0, 1 },
6024         { 0, 1, 0, 0, 1, 1 },
6025         { 1, 1, 0, 1, 1, 1 },
6026 };
6027
6028 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
6029 {
6030         int numvertices = BBOXEDGES * 8;
6031         float vertex3f[BBOXEDGES * 8 * 3], color4f[BBOXEDGES * 8 * 4];
6032         int numtriangles = BBOXEDGES * 12;
6033         unsigned short elements[BBOXEDGES * 36];
6034         int i, edge;
6035         float *v, *c, f1, f2, edgemins[3], edgemaxs[3];
6036
6037         RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
6038
6039         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6040         GL_DepthMask(false);
6041         GL_DepthRange(0, 1);
6042         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6043
6044         for (edge = 0; edge < BBOXEDGES; edge++)
6045         {
6046                 for (i = 0; i < 3; i++)
6047                 {
6048                         edgemins[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][i] - 0.25f;
6049                         edgemaxs[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][3 + i] + 0.25f;
6050                 }
6051                 vertex3f[edge * 24 + 0] = edgemins[0]; vertex3f[edge * 24 + 1] = edgemins[1]; vertex3f[edge * 24 + 2] = edgemins[2];
6052                 vertex3f[edge * 24 + 3] = edgemaxs[0]; vertex3f[edge * 24 + 4] = edgemins[1]; vertex3f[edge * 24 + 5] = edgemins[2];
6053                 vertex3f[edge * 24 + 6] = edgemins[0]; vertex3f[edge * 24 + 7] = edgemaxs[1]; vertex3f[edge * 24 + 8] = edgemins[2];
6054                 vertex3f[edge * 24 + 9] = edgemaxs[0]; vertex3f[edge * 24 + 10] = edgemaxs[1]; vertex3f[edge * 24 + 11] = edgemins[2];
6055                 vertex3f[edge * 24 + 12] = edgemins[0]; vertex3f[edge * 24 + 13] = edgemins[1]; vertex3f[edge * 24 + 14] = edgemaxs[2];
6056                 vertex3f[edge * 24 + 15] = edgemaxs[0]; vertex3f[edge * 24 + 16] = edgemins[1]; vertex3f[edge * 24 + 17] = edgemaxs[2];
6057                 vertex3f[edge * 24 + 18] = edgemins[0]; vertex3f[edge * 24 + 19] = edgemaxs[1]; vertex3f[edge * 24 + 20] = edgemaxs[2];
6058                 vertex3f[edge * 24 + 21] = edgemaxs[0]; vertex3f[edge * 24 + 22] = edgemaxs[1]; vertex3f[edge * 24 + 23] = edgemaxs[2];
6059                 for (i = 0; i < 36; i++)
6060                         elements[edge * 36 + i] = edge * 8 + bboxelements[i];
6061         }
6062         R_FillColors(color4f, numvertices, cr, cg, cb, ca);
6063         if (r_refdef.fogenabled)
6064         {
6065                 for (i = 0, v = vertex3f, c = color4f; i < numvertices; i++, v += 3, c += 4)
6066                 {
6067                         f1 = RSurf_FogVertex(v);
6068                         f2 = 1 - f1;
6069                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
6070                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
6071                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
6072                 }
6073         }
6074         R_Mesh_PrepareVertices_Generic_Arrays(numvertices, vertex3f, color4f, NULL);
6075         R_Mesh_ResetTextureState();
6076         R_SetupShader_Generic_NoTexture(false, false);
6077         R_Mesh_Draw(0, numvertices, 0, numtriangles, NULL, NULL, 0, elements, NULL, 0);
6078 }
6079
6080 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6081 {
6082         // hacky overloading of the parameters
6083         prvm_prog_t *prog = (prvm_prog_t *)rtlight;
6084         int i;
6085         float color[4];
6086         prvm_edict_t *edict;
6087
6088         GL_CullFace(GL_NONE);
6089         R_SetupShader_Generic_NoTexture(false, false);
6090
6091         for (i = 0;i < numsurfaces;i++)
6092         {
6093                 edict = PRVM_EDICT_NUM(surfacelist[i]);
6094                 switch ((int)PRVM_serveredictfloat(edict, solid))
6095                 {
6096                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
6097                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
6098                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
6099                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
6100                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
6101                         case SOLID_CORPSE:   Vector4Set(color, 1, 0.5, 0, 0.05);break;
6102                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
6103                 }
6104                 if (prog == CLVM_prog)
6105                         color[3] *= r_showbboxes_client.value;
6106                 else
6107                         color[3] *= r_showbboxes.value;
6108                 color[3] = bound(0, color[3], 1);
6109                 GL_DepthTest(!r_showdisabledepthtest.integer);
6110                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
6111         }
6112 }
6113
6114 static void R_DrawEntityBBoxes(prvm_prog_t *prog)
6115 {
6116         int i;
6117         prvm_edict_t *edict;
6118         vec3_t center;
6119
6120         if (prog == NULL)
6121                 return;
6122
6123         for (i = 0; i < prog->num_edicts; i++)
6124         {
6125                 edict = PRVM_EDICT_NUM(i);
6126                 if (edict->priv.server->free)
6127                         continue;
6128                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
6129                 if (PRVM_gameedictedict(edict, tag_entity) != 0)
6130                         continue;
6131                 if (prog == SVVM_prog && PRVM_serveredictedict(edict, viewmodelforclient) != 0)
6132                         continue;
6133                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
6134                 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)prog);
6135         }
6136 }
6137
6138 static const int nomodelelement3i[24] =
6139 {
6140         5, 2, 0,
6141         5, 1, 2,
6142         5, 0, 3,
6143         5, 3, 1,
6144         0, 2, 4,
6145         2, 1, 4,
6146         3, 0, 4,
6147         1, 3, 4
6148 };
6149
6150 static const unsigned short nomodelelement3s[24] =
6151 {
6152         5, 2, 0,
6153         5, 1, 2,
6154         5, 0, 3,
6155         5, 3, 1,
6156         0, 2, 4,
6157         2, 1, 4,
6158         3, 0, 4,
6159         1, 3, 4
6160 };
6161
6162 static const float nomodelvertex3f[6*3] =
6163 {
6164         -16,   0,   0,
6165          16,   0,   0,
6166           0, -16,   0,
6167           0,  16,   0,
6168           0,   0, -16,
6169           0,   0,  16
6170 };
6171
6172 static const float nomodelcolor4f[6*4] =
6173 {
6174         0.0f, 0.0f, 0.5f, 1.0f,
6175         0.0f, 0.0f, 0.5f, 1.0f,
6176         0.0f, 0.5f, 0.0f, 1.0f,
6177         0.0f, 0.5f, 0.0f, 1.0f,
6178         0.5f, 0.0f, 0.0f, 1.0f,
6179         0.5f, 0.0f, 0.0f, 1.0f
6180 };
6181
6182 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6183 {
6184         int i;
6185         float f1, f2, *c;
6186         float color4f[6*4];
6187
6188         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);
6189
6190         // this is only called once per entity so numsurfaces is always 1, and
6191         // surfacelist is always {0}, so this code does not handle batches
6192
6193         if (rsurface.ent_flags & RENDER_ADDITIVE)
6194         {
6195                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
6196                 GL_DepthMask(false);
6197         }
6198         else if (ent->alpha < 1)
6199         {
6200                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6201                 GL_DepthMask(false);
6202         }
6203         else
6204         {
6205                 GL_BlendFunc(GL_ONE, GL_ZERO);
6206                 GL_DepthMask(true);
6207         }
6208         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
6209         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
6210         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
6211         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
6212         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
6213         for (i = 0, c = color4f;i < 6;i++, c += 4)
6214         {
6215                 c[0] *= ent->render_fullbright[0] * r_refdef.view.colorscale;
6216                 c[1] *= ent->render_fullbright[1] * r_refdef.view.colorscale;
6217                 c[2] *= ent->render_fullbright[2] * r_refdef.view.colorscale;
6218                 c[3] *= ent->alpha;
6219         }
6220         if (r_refdef.fogenabled)
6221         {
6222                 for (i = 0, c = color4f;i < 6;i++, c += 4)
6223                 {
6224                         f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
6225                         f2 = 1 - f1;
6226                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
6227                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
6228                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
6229                 }
6230         }
6231 //      R_Mesh_ResetTextureState();
6232         R_SetupShader_Generic_NoTexture(false, false);
6233         R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
6234         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
6235 }
6236
6237 void R_DrawNoModel(entity_render_t *ent)
6238 {
6239         vec3_t org;
6240         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6241         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
6242                 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
6243         else
6244                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
6245 }
6246
6247 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
6248 {
6249         vec3_t right1, right2, diff, normal;
6250
6251         VectorSubtract (org2, org1, normal);
6252
6253         // calculate 'right' vector for start
6254         VectorSubtract (r_refdef.view.origin, org1, diff);
6255         CrossProduct (normal, diff, right1);
6256         VectorNormalize (right1);
6257
6258         // calculate 'right' vector for end
6259         VectorSubtract (r_refdef.view.origin, org2, diff);
6260         CrossProduct (normal, diff, right2);
6261         VectorNormalize (right2);
6262
6263         vert[ 0] = org1[0] + width * right1[0];
6264         vert[ 1] = org1[1] + width * right1[1];
6265         vert[ 2] = org1[2] + width * right1[2];
6266         vert[ 3] = org1[0] - width * right1[0];
6267         vert[ 4] = org1[1] - width * right1[1];
6268         vert[ 5] = org1[2] - width * right1[2];
6269         vert[ 6] = org2[0] - width * right2[0];
6270         vert[ 7] = org2[1] - width * right2[1];
6271         vert[ 8] = org2[2] - width * right2[2];
6272         vert[ 9] = org2[0] + width * right2[0];
6273         vert[10] = org2[1] + width * right2[1];
6274         vert[11] = org2[2] + width * right2[2];
6275 }
6276
6277 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)
6278 {
6279         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
6280         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
6281         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
6282         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
6283         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
6284         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
6285         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
6286         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
6287         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
6288         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
6289         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
6290         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
6291 }
6292
6293 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
6294 {
6295         int i;
6296         float *vertex3f;
6297         float v[3];
6298         VectorSet(v, x, y, z);
6299         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
6300                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
6301                         break;
6302         if (i == mesh->numvertices)
6303         {
6304                 if (mesh->numvertices < mesh->maxvertices)
6305                 {
6306                         VectorCopy(v, vertex3f);
6307                         mesh->numvertices++;
6308                 }
6309                 return mesh->numvertices;
6310         }
6311         else
6312                 return i;
6313 }
6314
6315 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
6316 {
6317         int i;
6318         int *e, element[3];
6319         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6320         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6321         e = mesh->element3i + mesh->numtriangles * 3;
6322         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
6323         {
6324                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
6325                 if (mesh->numtriangles < mesh->maxtriangles)
6326                 {
6327                         *e++ = element[0];
6328                         *e++ = element[1];
6329                         *e++ = element[2];
6330                         mesh->numtriangles++;
6331                 }
6332                 element[1] = element[2];
6333         }
6334 }
6335
6336 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
6337 {
6338         int i;
6339         int *e, element[3];
6340         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6341         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6342         e = mesh->element3i + mesh->numtriangles * 3;
6343         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
6344         {
6345                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
6346                 if (mesh->numtriangles < mesh->maxtriangles)
6347                 {
6348                         *e++ = element[0];
6349                         *e++ = element[1];
6350                         *e++ = element[2];
6351                         mesh->numtriangles++;
6352                 }
6353                 element[1] = element[2];
6354         }
6355 }
6356
6357 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
6358 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
6359 {
6360         int planenum, planenum2;
6361         int w;
6362         int tempnumpoints;
6363         mplane_t *plane, *plane2;
6364         double maxdist;
6365         double temppoints[2][256*3];
6366         // figure out how large a bounding box we need to properly compute this brush
6367         maxdist = 0;
6368         for (w = 0;w < numplanes;w++)
6369                 maxdist = max(maxdist, fabs(planes[w].dist));
6370         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
6371         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
6372         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
6373         {
6374                 w = 0;
6375                 tempnumpoints = 4;
6376                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
6377                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
6378                 {
6379                         if (planenum2 == planenum)
6380                                 continue;
6381                         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);
6382                         w = !w;
6383                 }
6384                 if (tempnumpoints < 3)
6385                         continue;
6386                 // generate elements forming a triangle fan for this polygon
6387                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
6388         }
6389 }
6390
6391 static qbool R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
6392 {
6393         if(parms[0] == 0 && parms[1] == 0)
6394                 return false;
6395         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6396                 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
6397                         return false;
6398         return true;
6399 }
6400
6401 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
6402 {
6403         double index, f;
6404         index = parms[2] + rsurface.shadertime * parms[3];
6405         index -= floor(index);
6406         switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
6407         {
6408         default:
6409         case Q3WAVEFUNC_NONE:
6410         case Q3WAVEFUNC_NOISE:
6411         case Q3WAVEFUNC_COUNT:
6412                 f = 0;
6413                 break;
6414         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
6415         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
6416         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
6417         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
6418         case Q3WAVEFUNC_TRIANGLE:
6419                 index *= 4;
6420                 f = index - floor(index);
6421                 if (index < 1)
6422                 {
6423                         // f = f;
6424                 }
6425                 else if (index < 2)
6426                         f = 1 - f;
6427                 else if (index < 3)
6428                         f = -f;
6429                 else
6430                         f = -(1 - f);
6431                 break;
6432         }
6433         f = parms[0] + parms[1] * f;
6434         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6435                 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
6436         return (float) f;
6437 }
6438
6439 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
6440 {
6441         int w, h, idx;
6442         float shadertime;
6443         float f;
6444         float offsetd[2];
6445         float tcmat[12];
6446         matrix4x4_t matrix, temp;
6447         // if shadertime exceeds about 9 hours (32768 seconds), just wrap it,
6448         // it's better to have one huge fixup every 9 hours than gradual
6449         // degradation over time which looks consistently bad after many hours.
6450         //
6451         // tcmod scroll in particular suffers from this degradation which can't be
6452         // effectively worked around even with floor() tricks because we don't
6453         // know if tcmod scroll is the last tcmod being applied, and for clampmap
6454         // a workaround involving floor() would be incorrect anyway...
6455         shadertime = rsurface.shadertime;
6456         if (shadertime >= 32768.0f)
6457                 shadertime -= floor(rsurface.shadertime * (1.0f / 32768.0f)) * 32768.0f;
6458         switch(tcmod->tcmod)
6459         {
6460                 case Q3TCMOD_COUNT:
6461                 case Q3TCMOD_NONE:
6462                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6463                                 matrix = r_waterscrollmatrix;
6464                         else
6465                                 matrix = identitymatrix;
6466                         break;
6467                 case Q3TCMOD_ENTITYTRANSLATE:
6468                         // this is used in Q3 to allow the gamecode to control texcoord
6469                         // scrolling on the entity, which is not supported in darkplaces yet.
6470                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
6471                         break;
6472                 case Q3TCMOD_ROTATE:
6473                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
6474                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
6475                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
6476                         break;
6477                 case Q3TCMOD_SCALE:
6478                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
6479                         break;
6480                 case Q3TCMOD_SCROLL:
6481                         // this particular tcmod is a "bug for bug" compatible one with regards to
6482                         // Quake3, the wrapping is unnecessary with our shadetime fix but quake3
6483                         // specifically did the wrapping and so we must mimic that...
6484                         offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
6485                         offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
6486                         Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
6487                         break;
6488                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
6489                         w = (int) tcmod->parms[0];
6490                         h = (int) tcmod->parms[1];
6491                         f = rsurface.shadertime / (tcmod->parms[2] * w * h);
6492                         f = f - floor(f);
6493                         idx = (int) floor(f * w * h);
6494                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
6495                         break;
6496                 case Q3TCMOD_STRETCH:
6497                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
6498                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
6499                         break;
6500                 case Q3TCMOD_TRANSFORM:
6501                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
6502                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
6503                         VectorSet(tcmat +  6, 0                   , 0                , 1);
6504                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
6505                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
6506                         break;
6507                 case Q3TCMOD_TURBULENT:
6508                         // this is handled in the RSurf_PrepareVertices function
6509                         matrix = identitymatrix;
6510                         break;
6511         }
6512         temp = *texmatrix;
6513         Matrix4x4_Concat(texmatrix, &matrix, &temp);
6514 }
6515
6516 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
6517 {
6518         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
6519         char name[MAX_QPATH];
6520         skinframe_t *skinframe;
6521         unsigned char pixels[296*194];
6522         strlcpy(cache->name, skinname, sizeof(cache->name));
6523         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
6524         if (developer_loading.integer)
6525                 Con_Printf("loading %s\n", name);
6526         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6527         if (!skinframe || !skinframe->base)
6528         {
6529                 unsigned char *f;
6530                 fs_offset_t filesize;
6531                 skinframe = NULL;
6532                 f = FS_LoadFile(name, tempmempool, true, &filesize);
6533                 if (f)
6534                 {
6535                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
6536                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
6537                         Mem_Free(f);
6538                 }
6539         }
6540         cache->skinframe = skinframe;
6541 }
6542
6543 texture_t *R_GetCurrentTexture(texture_t *t)
6544 {
6545         int i, q;
6546         const entity_render_t *ent = rsurface.entity;
6547         model_t *model = ent->model; // when calling this, ent must not be NULL
6548         q3shaderinfo_layer_tcmod_t *tcmod;
6549         float specularscale = 0.0f;
6550
6551         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
6552                 return t->currentframe;
6553         t->update_lastrenderframe = r_textureframe;
6554         t->update_lastrenderentity = (void *)ent;
6555
6556         if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
6557                 t->camera_entity = ent->entitynumber;
6558         else
6559                 t->camera_entity = 0;
6560
6561         // switch to an alternate material if this is a q1bsp animated material
6562         {
6563                 texture_t *texture = t;
6564                 int s = rsurface.ent_skinnum;
6565                 if ((unsigned int)s >= (unsigned int)model->numskins)
6566                         s = 0;
6567                 if (model->skinscenes)
6568                 {
6569                         if (model->skinscenes[s].framecount > 1)
6570                                 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
6571                         else
6572                                 s = model->skinscenes[s].firstframe;
6573                 }
6574                 if (s > 0)
6575                         t = t + s * model->num_surfaces;
6576                 if (t->animated)
6577                 {
6578                         // use an alternate animation if the entity's frame is not 0,
6579                         // and only if the texture has an alternate animation
6580                         if (t->animated == 2) // q2bsp
6581                                 t = t->anim_frames[0][ent->framegroupblend[0].frame % t->anim_total[0]];
6582                         else if (rsurface.ent_alttextures && t->anim_total[1])
6583                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
6584                         else
6585                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
6586                 }
6587                 texture->currentframe = t;
6588         }
6589
6590         // update currentskinframe to be a qw skin or animation frame
6591         if (rsurface.ent_qwskin >= 0)
6592         {
6593                 i = rsurface.ent_qwskin;
6594                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
6595                 {
6596                         r_qwskincache_size = cl.maxclients;
6597                         if (r_qwskincache)
6598                                 Mem_Free(r_qwskincache);
6599                         r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
6600                 }
6601                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
6602                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
6603                 t->currentskinframe = r_qwskincache[i].skinframe;
6604                 if (t->materialshaderpass && t->currentskinframe == NULL)
6605                         t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6606         }
6607         else if (t->materialshaderpass && t->materialshaderpass->numframes >= 2)
6608                 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6609         if (t->backgroundshaderpass && t->backgroundshaderpass->numframes >= 2)
6610                 t->backgroundcurrentskinframe = t->backgroundshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundshaderpass->framerate, t->backgroundshaderpass->numframes)];
6611
6612         t->currentmaterialflags = t->basematerialflags;
6613         t->currentalpha = rsurface.entity->alpha * t->basealpha;
6614         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_water.integer || r_novis.integer || r_trippy.integer))
6615                 t->currentalpha *= r_wateralpha.value;
6616         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
6617                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
6618         if(!r_fb.water.enabled || r_refdef.view.isoverlay)
6619                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
6620
6621         // decide on which type of lighting to use for this surface
6622         if (rsurface.entity->render_modellight_forced)
6623                 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
6624         if (rsurface.entity->render_rtlight_disabled)
6625                 t->currentmaterialflags |= MATERIALFLAG_NORTLIGHT;
6626         if (rsurface.entity->render_lightgrid)
6627                 t->currentmaterialflags |= MATERIALFLAG_LIGHTGRID;
6628         if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND && !(R_BlendFuncFlags(t->customblendfunc[0], t->customblendfunc[1]) & BLENDFUNC_ALLOWS_COLORMOD))
6629         {
6630                 // some CUSTOMBLEND blendfuncs are too weird, we have to ignore colormod and view colorscale
6631                 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NORTLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6632                 for (q = 0; q < 3; q++)
6633                 {
6634                         t->render_glowmod[q] = rsurface.entity->glowmod[q];
6635                         t->render_modellight_lightdir_world[q] = q == 2;
6636                         t->render_modellight_lightdir_local[q] = q == 2;
6637                         t->render_modellight_ambient[q] = 1;
6638                         t->render_modellight_diffuse[q] = 0;
6639                         t->render_modellight_specular[q] = 0;
6640                         t->render_lightmap_ambient[q] = 0;
6641                         t->render_lightmap_diffuse[q] = 0;
6642                         t->render_lightmap_specular[q] = 0;
6643                         t->render_rtlight_diffuse[q] = 0;
6644                         t->render_rtlight_specular[q] = 0;
6645                 }
6646         }
6647         else if ((t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || !(rsurface.ent_flags & RENDER_LIGHT))
6648         {
6649                 // fullbright is basically MATERIALFLAG_MODELLIGHT but with ambient locked to 1,1,1 and no shading
6650                 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_NORTLIGHT | MATERIALFLAG_MODELLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6651                 for (q = 0; q < 3; q++)
6652                 {
6653                         t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6654                         t->render_modellight_ambient[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6655                         t->render_modellight_lightdir_world[q] = q == 2;
6656                         t->render_modellight_lightdir_local[q] = q == 2;
6657                         t->render_modellight_diffuse[q] = 0;
6658                         t->render_modellight_specular[q] = 0;
6659                         t->render_lightmap_ambient[q] = 0;
6660                         t->render_lightmap_diffuse[q] = 0;
6661                         t->render_lightmap_specular[q] = 0;
6662                         t->render_rtlight_diffuse[q] = 0;
6663                         t->render_rtlight_specular[q] = 0;
6664                 }
6665         }
6666         else if (t->currentmaterialflags & MATERIALFLAG_LIGHTGRID)
6667         {
6668                 t->currentmaterialflags &= ~MATERIALFLAG_MODELLIGHT;
6669                 for (q = 0; q < 3; q++)
6670                 {
6671                         t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6672                         t->render_modellight_lightdir_world[q] = q == 2;
6673                         t->render_modellight_lightdir_local[q] = q == 2;
6674                         t->render_modellight_ambient[q] = 0;
6675                         t->render_modellight_diffuse[q] = 0;
6676                         t->render_modellight_specular[q] = 0;
6677                         t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6678                         t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6679                         t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6680                         t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6681                         t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6682                 }
6683         }
6684         else if ((rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT)) || rsurface.modeltexcoordlightmap2f == NULL)
6685         {
6686                 // ambient + single direction light (modellight)
6687                 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_MODELLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6688                 for (q = 0; q < 3; q++)
6689                 {
6690                         t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6691                         t->render_modellight_lightdir_world[q] = rsurface.entity->render_modellight_lightdir_world[q];
6692                         t->render_modellight_lightdir_local[q] = rsurface.entity->render_modellight_lightdir_local[q];
6693                         t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
6694                         t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
6695                         t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
6696                         t->render_lightmap_ambient[q] = 0;
6697                         t->render_lightmap_diffuse[q] = 0;
6698                         t->render_lightmap_specular[q] = 0;
6699                         t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6700                         t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6701                 }
6702         }
6703         else
6704         {
6705                 // lightmap - 2x diffuse and specular brightness because bsp files have 0-2 colors as 0-1
6706                 for (q = 0; q < 3; q++)
6707                 {
6708                         t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6709                         t->render_modellight_lightdir_world[q] = q == 2;
6710                         t->render_modellight_lightdir_local[q] = q == 2;
6711                         t->render_modellight_ambient[q] = 0;
6712                         t->render_modellight_diffuse[q] = 0;
6713                         t->render_modellight_specular[q] = 0;
6714                         t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6715                         t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6716                         t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6717                         t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6718                         t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6719                 }
6720         }
6721
6722         if (t->currentmaterialflags & MATERIALFLAG_VERTEXCOLOR)
6723         {
6724                 // since MATERIALFLAG_VERTEXCOLOR uses the lightmapcolor4f vertex
6725                 // attribute, we punt it to the lightmap path and hope for the best,
6726                 // but lighting doesn't work.
6727                 //
6728                 // FIXME: this is fine for effects but CSQC polygons should be subject
6729                 // to lighting.
6730                 t->currentmaterialflags &= ~(MATERIALFLAG_MODELLIGHT | MATERIALFLAG_LIGHTGRID);
6731                 for (q = 0; q < 3; q++)
6732                 {
6733                         t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6734                         t->render_modellight_lightdir_world[q] = q == 2;
6735                         t->render_modellight_lightdir_local[q] = q == 2;
6736                         t->render_modellight_ambient[q] = 0;
6737                         t->render_modellight_diffuse[q] = 0;
6738                         t->render_modellight_specular[q] = 0;
6739                         t->render_lightmap_ambient[q] = 0;
6740                         t->render_lightmap_diffuse[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6741                         t->render_lightmap_specular[q] = 0;
6742                         t->render_rtlight_diffuse[q] = 0;
6743                         t->render_rtlight_specular[q] = 0;
6744                 }
6745         }
6746
6747         for (q = 0; q < 3; q++)
6748         {
6749                 t->render_colormap_pants[q] = rsurface.entity->colormap_pantscolor[q];
6750                 t->render_colormap_shirt[q] = rsurface.entity->colormap_shirtcolor[q];
6751         }
6752
6753         if (rsurface.ent_flags & RENDER_ADDITIVE)
6754                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6755         else if (t->currentalpha < 1)
6756                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6757         // LadyHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
6758         if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6759                 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
6760         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
6761                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
6762         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
6763                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
6764         if (t->backgroundshaderpass)
6765                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
6766         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
6767         {
6768                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
6769                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
6770         }
6771         else
6772                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
6773         if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
6774         {
6775                 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
6776                 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
6777         }
6778         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
6779                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
6780
6781         // there is no tcmod
6782         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6783         {
6784                 t->currenttexmatrix = r_waterscrollmatrix;
6785                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
6786         }
6787         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
6788         {
6789                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
6790                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
6791         }
6792
6793         if (t->materialshaderpass)
6794                 for (i = 0, tcmod = t->materialshaderpass->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
6795                         R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
6796
6797         t->colormapping = VectorLength2(t->render_colormap_pants) + VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f);
6798         if (t->currentskinframe->qpixels)
6799                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
6800         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
6801         if (!t->basetexture)
6802                 t->basetexture = r_texture_notexture;
6803         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
6804         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
6805         t->nmaptexture = t->currentskinframe->nmap;
6806         if (!t->nmaptexture)
6807                 t->nmaptexture = r_texture_blanknormalmap;
6808         t->glosstexture = r_texture_black;
6809         t->glowtexture = t->currentskinframe->glow;
6810         t->fogtexture = t->currentskinframe->fog;
6811         t->reflectmasktexture = t->currentskinframe->reflect;
6812         if (t->backgroundshaderpass)
6813         {
6814                 for (i = 0, tcmod = t->backgroundshaderpass->tcmods; i < Q3MAXTCMODS && tcmod->tcmod; i++, tcmod++)
6815                         R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
6816                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
6817                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
6818                 t->backgroundglosstexture = r_texture_black;
6819                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
6820                 if (!t->backgroundnmaptexture)
6821                         t->backgroundnmaptexture = r_texture_blanknormalmap;
6822                 // make sure that if glow is going to be used, both textures are not NULL
6823                 if (!t->backgroundglowtexture && t->glowtexture)
6824                         t->backgroundglowtexture = r_texture_black;
6825                 if (!t->glowtexture && t->backgroundglowtexture)
6826                         t->glowtexture = r_texture_black;
6827         }
6828         else
6829         {
6830                 t->backgroundbasetexture = r_texture_white;
6831                 t->backgroundnmaptexture = r_texture_blanknormalmap;
6832                 t->backgroundglosstexture = r_texture_black;
6833                 t->backgroundglowtexture = NULL;
6834         }
6835         t->specularpower = r_shadow_glossexponent.value;
6836         // TODO: store reference values for these in the texture?
6837         if (r_shadow_gloss.integer > 0)
6838         {
6839                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
6840                 {
6841                         if (r_shadow_glossintensity.value > 0)
6842                         {
6843                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
6844                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
6845                                 specularscale = r_shadow_glossintensity.value;
6846                         }
6847                 }
6848                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
6849                 {
6850                         t->glosstexture = r_texture_white;
6851                         t->backgroundglosstexture = r_texture_white;
6852                         specularscale = r_shadow_gloss2intensity.value;
6853                         t->specularpower = r_shadow_gloss2exponent.value;
6854                 }
6855         }
6856         specularscale *= t->specularscalemod;
6857         t->specularpower *= t->specularpowermod;
6858
6859         // lightmaps mode looks bad with dlights using actual texturing, so turn
6860         // off the colormap and glossmap, but leave the normalmap on as it still
6861         // accurately represents the shading involved
6862         if (gl_lightmaps.integer && ent != &cl_meshentities[MESH_UI].render)
6863         {
6864                 t->basetexture = r_texture_grey128;
6865                 t->pantstexture = r_texture_black;
6866                 t->shirttexture = r_texture_black;
6867                 if (gl_lightmaps.integer < 2)
6868                         t->nmaptexture = r_texture_blanknormalmap;
6869                 t->glosstexture = r_texture_black;
6870                 t->glowtexture = NULL;
6871                 t->fogtexture = NULL;
6872                 t->reflectmasktexture = NULL;
6873                 t->backgroundbasetexture = NULL;
6874                 if (gl_lightmaps.integer < 2)
6875                         t->backgroundnmaptexture = r_texture_blanknormalmap;
6876                 t->backgroundglosstexture = r_texture_black;
6877                 t->backgroundglowtexture = NULL;
6878                 specularscale = 0;
6879                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
6880         }
6881
6882         if (specularscale != 1.0f)
6883         {
6884                 for (q = 0; q < 3; q++)
6885                 {
6886                         t->render_modellight_specular[q] *= specularscale;
6887                         t->render_lightmap_specular[q] *= specularscale;
6888                         t->render_rtlight_specular[q] *= specularscale;
6889                 }
6890         }
6891
6892         t->currentblendfunc[0] = GL_ONE;
6893         t->currentblendfunc[1] = GL_ZERO;
6894         if (t->currentmaterialflags & MATERIALFLAG_ADD)
6895         {
6896                 t->currentblendfunc[0] = GL_SRC_ALPHA;
6897                 t->currentblendfunc[1] = GL_ONE;
6898         }
6899         else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
6900         {
6901                 t->currentblendfunc[0] = GL_SRC_ALPHA;
6902                 t->currentblendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
6903         }
6904         else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6905         {
6906                 t->currentblendfunc[0] = t->customblendfunc[0];
6907                 t->currentblendfunc[1] = t->customblendfunc[1];
6908         }
6909
6910         return t;
6911 }
6912
6913 rsurfacestate_t rsurface;
6914
6915 void RSurf_ActiveModelEntity(const entity_render_t *ent, qbool wantnormals, qbool wanttangents, qbool prepass)
6916 {
6917         model_t *model = ent->model;
6918         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
6919         //      return;
6920         rsurface.entity = (entity_render_t *)ent;
6921         rsurface.skeleton = ent->skeleton;
6922         memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
6923         rsurface.ent_skinnum = ent->skinnum;
6924         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;
6925         rsurface.ent_flags = ent->flags;
6926         if (r_fullbright_directed.integer && (r_fullbright.integer || !model->lit))
6927                 rsurface.ent_flags |= RENDER_LIGHT | RENDER_DYNAMICMODELLIGHT;
6928         rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
6929         rsurface.matrix = ent->matrix;
6930         rsurface.inversematrix = ent->inversematrix;
6931         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
6932         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
6933         R_EntityMatrix(&rsurface.matrix);
6934         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
6935         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
6936         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist * rsurface.inversematrixscale;
6937         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
6938         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
6939         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6940         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
6941         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
6942         rsurface.basepolygonfactor = r_refdef.polygonfactor;
6943         rsurface.basepolygonoffset = r_refdef.polygonoffset;
6944         if (ent->model->brush.submodel && !prepass)
6945         {
6946                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
6947                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
6948         }
6949         // if the animcache code decided it should use the shader path, skip the deform step
6950         rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
6951         rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
6952         rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
6953         rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
6954         rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
6955         if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
6956         {
6957                 if (ent->animcache_vertex3f)
6958                 {
6959                         r_refdef.stats[r_stat_batch_entitycache_count]++;
6960                         r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
6961                         r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
6962                         r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
6963                         rsurface.modelvertex3f = ent->animcache_vertex3f;
6964                         rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
6965                         rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
6966                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
6967                         rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
6968                         rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
6969                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
6970                         rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
6971                         rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
6972                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
6973                         rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
6974                         rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
6975                 }
6976                 else if (wanttangents)
6977                 {
6978                         r_refdef.stats[r_stat_batch_entityanimate_count]++;
6979                         r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
6980                         r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
6981                         r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
6982                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
6983                         rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
6984                         rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
6985                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
6986                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
6987                         rsurface.modelvertex3f_vertexbuffer = NULL;
6988                         rsurface.modelvertex3f_bufferoffset = 0;
6989                         rsurface.modelvertex3f_vertexbuffer = 0;
6990                         rsurface.modelvertex3f_bufferoffset = 0;
6991                         rsurface.modelsvector3f_vertexbuffer = 0;
6992                         rsurface.modelsvector3f_bufferoffset = 0;
6993                         rsurface.modeltvector3f_vertexbuffer = 0;
6994                         rsurface.modeltvector3f_bufferoffset = 0;
6995                         rsurface.modelnormal3f_vertexbuffer = 0;
6996                         rsurface.modelnormal3f_bufferoffset = 0;
6997                 }
6998                 else if (wantnormals)
6999                 {
7000                         r_refdef.stats[r_stat_batch_entityanimate_count]++;
7001                         r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7002                         r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7003                         r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7004                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7005                         rsurface.modelsvector3f = NULL;
7006                         rsurface.modeltvector3f = NULL;
7007                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7008                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
7009                         rsurface.modelvertex3f_vertexbuffer = NULL;
7010                         rsurface.modelvertex3f_bufferoffset = 0;
7011                         rsurface.modelvertex3f_vertexbuffer = 0;
7012                         rsurface.modelvertex3f_bufferoffset = 0;
7013                         rsurface.modelsvector3f_vertexbuffer = 0;
7014                         rsurface.modelsvector3f_bufferoffset = 0;
7015                         rsurface.modeltvector3f_vertexbuffer = 0;
7016                         rsurface.modeltvector3f_bufferoffset = 0;
7017                         rsurface.modelnormal3f_vertexbuffer = 0;
7018                         rsurface.modelnormal3f_bufferoffset = 0;
7019                 }
7020                 else
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 = NULL;
7028                         rsurface.modeltvector3f = NULL;
7029                         rsurface.modelnormal3f = NULL;
7030                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
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                 rsurface.modelgeneratedvertex = true;
7043         }
7044         else
7045         {
7046                 if (rsurface.entityskeletaltransform3x4)
7047                 {
7048                         r_refdef.stats[r_stat_batch_entityskeletal_count]++;
7049                         r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
7050                         r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
7051                         r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
7052                 }
7053                 else
7054                 {
7055                         r_refdef.stats[r_stat_batch_entitystatic_count]++;
7056                         r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
7057                         r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
7058                         r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
7059                 }
7060                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
7061                 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.data_vertex3f_vertexbuffer;
7062                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.data_vertex3f_bufferoffset;
7063                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
7064                 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.data_svector3f_vertexbuffer;
7065                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.data_svector3f_bufferoffset;
7066                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
7067                 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.data_tvector3f_vertexbuffer;
7068                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.data_tvector3f_bufferoffset;
7069                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
7070                 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.data_normal3f_vertexbuffer;
7071                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.data_normal3f_bufferoffset;
7072                 rsurface.modelgeneratedvertex = false;
7073         }
7074         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
7075         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.data_lightmapcolor4f_vertexbuffer;
7076         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.data_lightmapcolor4f_bufferoffset;
7077         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
7078         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.data_texcoordtexture2f_vertexbuffer;
7079         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.data_texcoordtexture2f_bufferoffset;
7080         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
7081         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.data_texcoordlightmap2f_vertexbuffer;
7082         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.data_texcoordlightmap2f_bufferoffset;
7083         rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
7084         rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.data_skeletalindex4ub_vertexbuffer;
7085         rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.data_skeletalindex4ub_bufferoffset;
7086         rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
7087         rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.data_skeletalweight4ub_vertexbuffer;
7088         rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.data_skeletalweight4ub_bufferoffset;
7089         rsurface.modelelement3i = model->surfmesh.data_element3i;
7090         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
7091         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
7092         rsurface.modelelement3s = model->surfmesh.data_element3s;
7093         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
7094         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
7095         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
7096         rsurface.modelnumvertices = model->surfmesh.num_vertices;
7097         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
7098         rsurface.modelsurfaces = model->data_surfaces;
7099         rsurface.batchgeneratedvertex = false;
7100         rsurface.batchfirstvertex = 0;
7101         rsurface.batchnumvertices = 0;
7102         rsurface.batchfirsttriangle = 0;
7103         rsurface.batchnumtriangles = 0;
7104         rsurface.batchvertex3f  = NULL;
7105         rsurface.batchvertex3f_vertexbuffer = NULL;
7106         rsurface.batchvertex3f_bufferoffset = 0;
7107         rsurface.batchsvector3f = NULL;
7108         rsurface.batchsvector3f_vertexbuffer = NULL;
7109         rsurface.batchsvector3f_bufferoffset = 0;
7110         rsurface.batchtvector3f = NULL;
7111         rsurface.batchtvector3f_vertexbuffer = NULL;
7112         rsurface.batchtvector3f_bufferoffset = 0;
7113         rsurface.batchnormal3f  = NULL;
7114         rsurface.batchnormal3f_vertexbuffer = NULL;
7115         rsurface.batchnormal3f_bufferoffset = 0;
7116         rsurface.batchlightmapcolor4f = NULL;
7117         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7118         rsurface.batchlightmapcolor4f_bufferoffset = 0;
7119         rsurface.batchtexcoordtexture2f = NULL;
7120         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7121         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7122         rsurface.batchtexcoordlightmap2f = NULL;
7123         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7124         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7125         rsurface.batchskeletalindex4ub = NULL;
7126         rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7127         rsurface.batchskeletalindex4ub_bufferoffset = 0;
7128         rsurface.batchskeletalweight4ub = NULL;
7129         rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7130         rsurface.batchskeletalweight4ub_bufferoffset = 0;
7131         rsurface.batchelement3i = NULL;
7132         rsurface.batchelement3i_indexbuffer = NULL;
7133         rsurface.batchelement3i_bufferoffset = 0;
7134         rsurface.batchelement3s = NULL;
7135         rsurface.batchelement3s_indexbuffer = NULL;
7136         rsurface.batchelement3s_bufferoffset = 0;
7137         rsurface.forcecurrenttextureupdate = false;
7138 }
7139
7140 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)
7141 {
7142         rsurface.entity = r_refdef.scene.worldentity;
7143         if (r != 1.0f || g != 1.0f || b != 1.0f || a != 1.0f) {
7144                 // HACK to provide a valid entity with modded colors to R_GetCurrentTexture.
7145                 // A better approach could be making this copy only once per frame.
7146                 static entity_render_t custom_entity;
7147                 int q;
7148                 custom_entity = *rsurface.entity;
7149                 for (q = 0; q < 3; ++q) {
7150                         float colormod = q == 0 ? r : q == 1 ? g : b;
7151                         custom_entity.render_fullbright[q] *= colormod;
7152                         custom_entity.render_modellight_ambient[q] *= colormod;
7153                         custom_entity.render_modellight_diffuse[q] *= colormod;
7154                         custom_entity.render_lightmap_ambient[q] *= colormod;
7155                         custom_entity.render_lightmap_diffuse[q] *= colormod;
7156                         custom_entity.render_rtlight_diffuse[q] *= colormod;
7157                 }
7158                 custom_entity.alpha *= a;
7159                 rsurface.entity = &custom_entity;
7160         }
7161         rsurface.skeleton = NULL;
7162         rsurface.ent_skinnum = 0;
7163         rsurface.ent_qwskin = -1;
7164         rsurface.ent_flags = entflags;
7165         rsurface.shadertime = r_refdef.scene.time - shadertime;
7166         rsurface.modelnumvertices = numvertices;
7167         rsurface.modelnumtriangles = numtriangles;
7168         rsurface.matrix = *matrix;
7169         rsurface.inversematrix = *inversematrix;
7170         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7171         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7172         R_EntityMatrix(&rsurface.matrix);
7173         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7174         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7175         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
7176         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7177         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7178         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7179         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
7180         rsurface.frameblend[0].lerp = 1;
7181         rsurface.ent_alttextures = false;
7182         rsurface.basepolygonfactor = r_refdef.polygonfactor;
7183         rsurface.basepolygonoffset = r_refdef.polygonoffset;
7184         rsurface.entityskeletaltransform3x4 = NULL;
7185         rsurface.entityskeletaltransform3x4buffer = NULL;
7186         rsurface.entityskeletaltransform3x4offset = 0;
7187         rsurface.entityskeletaltransform3x4size = 0;
7188         rsurface.entityskeletalnumtransforms = 0;
7189         r_refdef.stats[r_stat_batch_entitycustom_count]++;
7190         r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
7191         r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
7192         r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
7193         if (wanttangents)
7194         {
7195                 rsurface.modelvertex3f = (float *)vertex3f;
7196                 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7197                 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7198                 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7199         }
7200         else if (wantnormals)
7201         {
7202                 rsurface.modelvertex3f = (float *)vertex3f;
7203                 rsurface.modelsvector3f = NULL;
7204                 rsurface.modeltvector3f = NULL;
7205                 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7206         }
7207         else
7208         {
7209                 rsurface.modelvertex3f = (float *)vertex3f;
7210                 rsurface.modelsvector3f = NULL;
7211                 rsurface.modeltvector3f = NULL;
7212                 rsurface.modelnormal3f = NULL;
7213         }
7214         rsurface.modelvertex3f_vertexbuffer = 0;
7215         rsurface.modelvertex3f_bufferoffset = 0;
7216         rsurface.modelsvector3f_vertexbuffer = 0;
7217         rsurface.modelsvector3f_bufferoffset = 0;
7218         rsurface.modeltvector3f_vertexbuffer = 0;
7219         rsurface.modeltvector3f_bufferoffset = 0;
7220         rsurface.modelnormal3f_vertexbuffer = 0;
7221         rsurface.modelnormal3f_bufferoffset = 0;
7222         rsurface.modelgeneratedvertex = true;
7223         rsurface.modellightmapcolor4f  = (float *)color4f;
7224         rsurface.modellightmapcolor4f_vertexbuffer = 0;
7225         rsurface.modellightmapcolor4f_bufferoffset = 0;
7226         rsurface.modeltexcoordtexture2f  = (float *)texcoord2f;
7227         rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
7228         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
7229         rsurface.modeltexcoordlightmap2f  = NULL;
7230         rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
7231         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
7232         rsurface.modelskeletalindex4ub = NULL;
7233         rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
7234         rsurface.modelskeletalindex4ub_bufferoffset = 0;
7235         rsurface.modelskeletalweight4ub = NULL;
7236         rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
7237         rsurface.modelskeletalweight4ub_bufferoffset = 0;
7238         rsurface.modelelement3i = (int *)element3i;
7239         rsurface.modelelement3i_indexbuffer = NULL;
7240         rsurface.modelelement3i_bufferoffset = 0;
7241         rsurface.modelelement3s = (unsigned short *)element3s;
7242         rsurface.modelelement3s_indexbuffer = NULL;
7243         rsurface.modelelement3s_bufferoffset = 0;
7244         rsurface.modellightmapoffsets = NULL;
7245         rsurface.modelsurfaces = NULL;
7246         rsurface.batchgeneratedvertex = false;
7247         rsurface.batchfirstvertex = 0;
7248         rsurface.batchnumvertices = 0;
7249         rsurface.batchfirsttriangle = 0;
7250         rsurface.batchnumtriangles = 0;
7251         rsurface.batchvertex3f  = NULL;
7252         rsurface.batchvertex3f_vertexbuffer = NULL;
7253         rsurface.batchvertex3f_bufferoffset = 0;
7254         rsurface.batchsvector3f = NULL;
7255         rsurface.batchsvector3f_vertexbuffer = NULL;
7256         rsurface.batchsvector3f_bufferoffset = 0;
7257         rsurface.batchtvector3f = NULL;
7258         rsurface.batchtvector3f_vertexbuffer = NULL;
7259         rsurface.batchtvector3f_bufferoffset = 0;
7260         rsurface.batchnormal3f  = NULL;
7261         rsurface.batchnormal3f_vertexbuffer = NULL;
7262         rsurface.batchnormal3f_bufferoffset = 0;
7263         rsurface.batchlightmapcolor4f = NULL;
7264         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7265         rsurface.batchlightmapcolor4f_bufferoffset = 0;
7266         rsurface.batchtexcoordtexture2f = NULL;
7267         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7268         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7269         rsurface.batchtexcoordlightmap2f = NULL;
7270         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7271         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7272         rsurface.batchskeletalindex4ub = NULL;
7273         rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7274         rsurface.batchskeletalindex4ub_bufferoffset = 0;
7275         rsurface.batchskeletalweight4ub = NULL;
7276         rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7277         rsurface.batchskeletalweight4ub_bufferoffset = 0;
7278         rsurface.batchelement3i = NULL;
7279         rsurface.batchelement3i_indexbuffer = NULL;
7280         rsurface.batchelement3i_bufferoffset = 0;
7281         rsurface.batchelement3s = NULL;
7282         rsurface.batchelement3s_indexbuffer = NULL;
7283         rsurface.batchelement3s_bufferoffset = 0;
7284         rsurface.forcecurrenttextureupdate = true;
7285
7286         if (rsurface.modelnumvertices && rsurface.modelelement3i)
7287         {
7288                 if ((wantnormals || wanttangents) && !normal3f)
7289                 {
7290                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7291                         Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
7292                 }
7293                 if (wanttangents && !svector3f)
7294                 {
7295                         rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7296                         rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7297                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
7298                 }
7299         }
7300 }
7301
7302 float RSurf_FogPoint(const float *v)
7303 {
7304         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7305         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
7306         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
7307         float FogHeightFade = r_refdef.fogheightfade;
7308         float fogfrac;
7309         unsigned int fogmasktableindex;
7310         if (r_refdef.fogplaneviewabove)
7311                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7312         else
7313                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7314         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
7315         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7316 }
7317
7318 float RSurf_FogVertex(const float *v)
7319 {
7320         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7321         float FogPlaneViewDist = rsurface.fogplaneviewdist;
7322         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
7323         float FogHeightFade = rsurface.fogheightfade;
7324         float fogfrac;
7325         unsigned int fogmasktableindex;
7326         if (r_refdef.fogplaneviewabove)
7327                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7328         else
7329                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7330         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
7331         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7332 }
7333
7334 void RSurf_UploadBuffersForBatch(void)
7335 {
7336         // 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)
7337         // note that if rsurface.batchvertex3f_vertexbuffer is NULL, dynamicvertex is forced as we don't account for the proper base vertex here.
7338         if (rsurface.batchvertex3f && !rsurface.batchvertex3f_vertexbuffer)
7339                 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
7340         if (rsurface.batchsvector3f && !rsurface.batchsvector3f_vertexbuffer)
7341                 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
7342         if (rsurface.batchtvector3f && !rsurface.batchtvector3f_vertexbuffer)
7343                 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
7344         if (rsurface.batchnormal3f && !rsurface.batchnormal3f_vertexbuffer)
7345                 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
7346         if (rsurface.batchlightmapcolor4f && !rsurface.batchlightmapcolor4f_vertexbuffer)
7347                 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
7348         if (rsurface.batchtexcoordtexture2f && !rsurface.batchtexcoordtexture2f_vertexbuffer)
7349                 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
7350         if (rsurface.batchtexcoordlightmap2f && !rsurface.batchtexcoordlightmap2f_vertexbuffer)
7351                 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
7352         if (rsurface.batchskeletalindex4ub && !rsurface.batchskeletalindex4ub_vertexbuffer)
7353                 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
7354         if (rsurface.batchskeletalweight4ub && !rsurface.batchskeletalweight4ub_vertexbuffer)
7355                 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
7356
7357         if (rsurface.batchelement3s && !rsurface.batchelement3s_indexbuffer)
7358                 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
7359         else if (rsurface.batchelement3i && !rsurface.batchelement3i_indexbuffer)
7360                 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
7361
7362         R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
7363         R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
7364         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
7365         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
7366         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
7367         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
7368         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
7369         R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
7370         R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
7371         R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
7372 }
7373
7374 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
7375 {
7376         int i;
7377         for (i = 0;i < numelements;i++)
7378                 outelement3i[i] = inelement3i[i] + adjust;
7379 }
7380
7381 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
7382 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
7383 {
7384         int deformindex;
7385         int firsttriangle;
7386         int numtriangles;
7387         int firstvertex;
7388         int endvertex;
7389         int numvertices;
7390         int surfacefirsttriangle;
7391         int surfacenumtriangles;
7392         int surfacefirstvertex;
7393         int surfaceendvertex;
7394         int surfacenumvertices;
7395         int batchnumsurfaces = texturenumsurfaces;
7396         int batchnumvertices;
7397         int batchnumtriangles;
7398         int i, j;
7399         qbool gaps;
7400         qbool dynamicvertex;
7401         float amplitude;
7402         float animpos;
7403         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
7404         float waveparms[4];
7405         unsigned char *ub;
7406         q3shaderinfo_deform_t *deform;
7407         const msurface_t *surface, *firstsurface;
7408         if (!texturenumsurfaces)
7409                 return;
7410         // find vertex range of this surface batch
7411         gaps = false;
7412         firstsurface = texturesurfacelist[0];
7413         firsttriangle = firstsurface->num_firsttriangle;
7414         batchnumvertices = 0;
7415         batchnumtriangles = 0;
7416         firstvertex = endvertex = firstsurface->num_firstvertex;
7417         for (i = 0;i < texturenumsurfaces;i++)
7418         {
7419                 surface = texturesurfacelist[i];
7420                 if (surface != firstsurface + i)
7421                         gaps = true;
7422                 surfacefirstvertex = surface->num_firstvertex;
7423                 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
7424                 surfacenumvertices = surface->num_vertices;
7425                 surfacenumtriangles = surface->num_triangles;
7426                 if (firstvertex > surfacefirstvertex)
7427                         firstvertex = surfacefirstvertex;
7428                 if (endvertex < surfaceendvertex)
7429                         endvertex = surfaceendvertex;
7430                 batchnumvertices += surfacenumvertices;
7431                 batchnumtriangles += surfacenumtriangles;
7432         }
7433
7434         r_refdef.stats[r_stat_batch_batches]++;
7435         if (gaps)
7436                 r_refdef.stats[r_stat_batch_withgaps]++;
7437         r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
7438         r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
7439         r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
7440
7441         // we now know the vertex range used, and if there are any gaps in it
7442         rsurface.batchfirstvertex = firstvertex;
7443         rsurface.batchnumvertices = endvertex - firstvertex;
7444         rsurface.batchfirsttriangle = firsttriangle;
7445         rsurface.batchnumtriangles = batchnumtriangles;
7446
7447         // check if any dynamic vertex processing must occur
7448         dynamicvertex = false;
7449
7450         // we must use vertexbuffers for rendering, we can upload vertex buffers
7451         // easily enough but if the basevertex is non-zero it becomes more
7452         // difficult, so force dynamicvertex path in that case - it's suboptimal
7453         // but the most optimal case is to have the geometry sources provide their
7454         // own anyway.
7455         if (!rsurface.modelvertex3f_vertexbuffer && firstvertex != 0)
7456                 dynamicvertex = true;
7457
7458         // a cvar to force the dynamic vertex path to be taken, for debugging
7459         if (r_batch_debugdynamicvertexpath.integer)
7460         {
7461                 if (!dynamicvertex)
7462                 {
7463                         r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
7464                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
7465                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
7466                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
7467                 }
7468                 dynamicvertex = true;
7469         }
7470
7471         // if there is a chance of animated vertex colors, it's a dynamic batch
7472         if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
7473         {
7474                 if (!dynamicvertex)
7475                 {
7476                         r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
7477                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
7478                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
7479                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
7480                 }
7481                 dynamicvertex = true;
7482         }
7483
7484         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
7485         {
7486                 switch (deform->deform)
7487                 {
7488                 default:
7489                 case Q3DEFORM_PROJECTIONSHADOW:
7490                 case Q3DEFORM_TEXT0:
7491                 case Q3DEFORM_TEXT1:
7492                 case Q3DEFORM_TEXT2:
7493                 case Q3DEFORM_TEXT3:
7494                 case Q3DEFORM_TEXT4:
7495                 case Q3DEFORM_TEXT5:
7496                 case Q3DEFORM_TEXT6:
7497                 case Q3DEFORM_TEXT7:
7498                 case Q3DEFORM_NONE:
7499                         break;
7500                 case Q3DEFORM_AUTOSPRITE:
7501                         if (!dynamicvertex)
7502                         {
7503                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
7504                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
7505                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
7506                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
7507                         }
7508                         dynamicvertex = true;
7509                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
7510                         break;
7511                 case Q3DEFORM_AUTOSPRITE2:
7512                         if (!dynamicvertex)
7513                         {
7514                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
7515                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
7516                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
7517                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
7518                         }
7519                         dynamicvertex = true;
7520                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7521                         break;
7522                 case Q3DEFORM_NORMAL:
7523                         if (!dynamicvertex)
7524                         {
7525                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
7526                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
7527                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
7528                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
7529                         }
7530                         dynamicvertex = true;
7531                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7532                         break;
7533                 case Q3DEFORM_WAVE:
7534                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7535                                 break; // if wavefunc is a nop, ignore this transform
7536                         if (!dynamicvertex)
7537                         {
7538                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
7539                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
7540                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
7541                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
7542                         }
7543                         dynamicvertex = true;
7544                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7545                         break;
7546                 case Q3DEFORM_BULGE:
7547                         if (!dynamicvertex)
7548                         {
7549                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
7550                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
7551                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
7552                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
7553                         }
7554                         dynamicvertex = true;
7555                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7556                         break;
7557                 case Q3DEFORM_MOVE:
7558                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7559                                 break; // if wavefunc is a nop, ignore this transform
7560                         if (!dynamicvertex)
7561                         {
7562                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
7563                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
7564                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
7565                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
7566                         }
7567                         dynamicvertex = true;
7568                         batchneed |= BATCHNEED_ARRAY_VERTEX;
7569                         break;
7570                 }
7571         }
7572         if (rsurface.texture->materialshaderpass)
7573         {
7574                 switch (rsurface.texture->materialshaderpass->tcgen.tcgen)
7575                 {
7576                 default:
7577                 case Q3TCGEN_TEXTURE:
7578                         break;
7579                 case Q3TCGEN_LIGHTMAP:
7580                         if (!dynamicvertex)
7581                         {
7582                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
7583                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
7584                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
7585                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
7586                         }
7587                         dynamicvertex = true;
7588                         batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
7589                         break;
7590                 case Q3TCGEN_VECTOR:
7591                         if (!dynamicvertex)
7592                         {
7593                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
7594                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
7595                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
7596                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
7597                         }
7598                         dynamicvertex = true;
7599                         batchneed |= BATCHNEED_ARRAY_VERTEX;
7600                         break;
7601                 case Q3TCGEN_ENVIRONMENT:
7602                         if (!dynamicvertex)
7603                         {
7604                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
7605                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
7606                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
7607                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
7608                         }
7609                         dynamicvertex = true;
7610                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
7611                         break;
7612                 }
7613                 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
7614                 {
7615                         if (!dynamicvertex)
7616                         {
7617                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
7618                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
7619                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
7620                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
7621                         }
7622                         dynamicvertex = true;
7623                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7624                 }
7625         }
7626
7627         // the caller can specify BATCHNEED_NOGAPS to force a batch with
7628         // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
7629         // we ensure this by treating the vertex batch as dynamic...
7630         if ((batchneed & BATCHNEED_ALWAYSCOPY) || ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0)))
7631         {
7632                 if (!dynamicvertex)
7633                 {
7634                         r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
7635                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
7636                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
7637                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
7638                 }
7639                 dynamicvertex = true;
7640         }
7641
7642         // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
7643         if (dynamicvertex && rsurface.entityskeletaltransform3x4)
7644                 batchneed |= BATCHNEED_ARRAY_SKELETAL;
7645
7646         rsurface.batchvertex3f = rsurface.modelvertex3f;
7647         rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
7648         rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
7649         rsurface.batchsvector3f = rsurface.modelsvector3f;
7650         rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
7651         rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
7652         rsurface.batchtvector3f = rsurface.modeltvector3f;
7653         rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
7654         rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
7655         rsurface.batchnormal3f = rsurface.modelnormal3f;
7656         rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
7657         rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
7658         rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
7659         rsurface.batchlightmapcolor4f_vertexbuffer  = rsurface.modellightmapcolor4f_vertexbuffer;
7660         rsurface.batchlightmapcolor4f_bufferoffset  = rsurface.modellightmapcolor4f_bufferoffset;
7661         rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
7662         rsurface.batchtexcoordtexture2f_vertexbuffer  = rsurface.modeltexcoordtexture2f_vertexbuffer;
7663         rsurface.batchtexcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
7664         rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
7665         rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
7666         rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
7667         rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
7668         rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
7669         rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
7670         rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
7671         rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
7672         rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
7673         rsurface.batchelement3i = rsurface.modelelement3i;
7674         rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
7675         rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
7676         rsurface.batchelement3s = rsurface.modelelement3s;
7677         rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
7678         rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
7679         rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
7680         rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
7681         rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
7682         rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
7683         rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
7684
7685         // if any dynamic vertex processing has to occur in software, we copy the
7686         // entire surface list together before processing to rebase the vertices
7687         // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
7688         //
7689         // if any gaps exist and we do not have a static vertex buffer, we have to
7690         // copy the surface list together to avoid wasting upload bandwidth on the
7691         // vertices in the gaps.
7692         //
7693         // if gaps exist and we have a static vertex buffer, we can choose whether
7694         // to combine the index buffer ranges into one dynamic index buffer or
7695         // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
7696         //
7697         // in many cases the batch is reduced to one draw call.
7698
7699         rsurface.batchmultidraw = false;
7700         rsurface.batchmultidrawnumsurfaces = 0;
7701         rsurface.batchmultidrawsurfacelist = NULL;
7702
7703         if (!dynamicvertex)
7704         {
7705                 // static vertex data, just set pointers...
7706                 rsurface.batchgeneratedvertex = false;
7707                 // if there are gaps, we want to build a combined index buffer,
7708                 // otherwise use the original static buffer with an appropriate offset
7709                 if (gaps)
7710                 {
7711                         r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
7712                         r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
7713                         r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
7714                         r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
7715                         if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
7716                         {
7717                                 rsurface.batchmultidraw = true;
7718                                 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
7719                                 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
7720                                 return;
7721                         }
7722                         // build a new triangle elements array for this batch
7723                         rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7724                         rsurface.batchfirsttriangle = 0;
7725                         numtriangles = 0;
7726                         for (i = 0;i < texturenumsurfaces;i++)
7727                         {
7728                                 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7729                                 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7730                                 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
7731                                 numtriangles += surfacenumtriangles;
7732                         }
7733                         rsurface.batchelement3i_indexbuffer = NULL;
7734                         rsurface.batchelement3i_bufferoffset = 0;
7735                         rsurface.batchelement3s = NULL;
7736                         rsurface.batchelement3s_indexbuffer = NULL;
7737                         rsurface.batchelement3s_bufferoffset = 0;
7738                         if (endvertex <= 65536)
7739                         {
7740                                 // make a 16bit (unsigned short) index array if possible
7741                                 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7742                                 for (i = 0;i < numtriangles*3;i++)
7743                                         rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7744                         }
7745                 }
7746                 else
7747                 {
7748                         r_refdef.stats[r_stat_batch_fast_batches] += 1;
7749                         r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
7750                         r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
7751                         r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
7752                 }
7753                 return;
7754         }
7755
7756         // something needs software processing, do it for real...
7757         // we only directly handle separate array data in this case and then
7758         // generate interleaved data if needed...
7759         rsurface.batchgeneratedvertex = true;
7760         r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
7761         r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
7762         r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
7763         r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
7764
7765         // now copy the vertex data into a combined array and make an index array
7766         // (this is what Quake3 does all the time)
7767         // we also apply any skeletal animation here that would have been done in
7768         // the vertex shader, because most of the dynamic vertex animation cases
7769         // need actual vertex positions and normals
7770         //if (dynamicvertex)
7771         {
7772                 rsurface.batchvertex3f = NULL;
7773                 rsurface.batchvertex3f_vertexbuffer = NULL;
7774                 rsurface.batchvertex3f_bufferoffset = 0;
7775                 rsurface.batchsvector3f = NULL;
7776                 rsurface.batchsvector3f_vertexbuffer = NULL;
7777                 rsurface.batchsvector3f_bufferoffset = 0;
7778                 rsurface.batchtvector3f = NULL;
7779                 rsurface.batchtvector3f_vertexbuffer = NULL;
7780                 rsurface.batchtvector3f_bufferoffset = 0;
7781                 rsurface.batchnormal3f = NULL;
7782                 rsurface.batchnormal3f_vertexbuffer = NULL;
7783                 rsurface.batchnormal3f_bufferoffset = 0;
7784                 rsurface.batchlightmapcolor4f = NULL;
7785                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7786                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7787                 rsurface.batchtexcoordtexture2f = NULL;
7788                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7789                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7790                 rsurface.batchtexcoordlightmap2f = NULL;
7791                 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7792                 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7793                 rsurface.batchskeletalindex4ub = NULL;
7794                 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7795                 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7796                 rsurface.batchskeletalweight4ub = NULL;
7797                 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7798                 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7799                 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7800                 rsurface.batchelement3i_indexbuffer = NULL;
7801                 rsurface.batchelement3i_bufferoffset = 0;
7802                 rsurface.batchelement3s = NULL;
7803                 rsurface.batchelement3s_indexbuffer = NULL;
7804                 rsurface.batchelement3s_bufferoffset = 0;
7805                 rsurface.batchskeletaltransform3x4buffer = NULL;
7806                 rsurface.batchskeletaltransform3x4offset = 0;
7807                 rsurface.batchskeletaltransform3x4size = 0;
7808                 // we'll only be setting up certain arrays as needed
7809                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7810                         rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7811                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7812                         rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7813                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7814                 {
7815                         rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7816                         rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7817                 }
7818                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7819                         rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
7820                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7821                         rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7822                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7823                         rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7824                 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7825                 {
7826                         rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7827                         rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7828                 }
7829                 numvertices = 0;
7830                 numtriangles = 0;
7831                 for (i = 0;i < texturenumsurfaces;i++)
7832                 {
7833                         surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
7834                         surfacenumvertices = texturesurfacelist[i]->num_vertices;
7835                         surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7836                         surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7837                         // copy only the data requested
7838                         if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
7839                         {
7840                                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7841                                 {
7842                                         if (rsurface.batchvertex3f)
7843                                                 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7844                                         else
7845                                                 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7846                                 }
7847                                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7848                                 {
7849                                         if (rsurface.modelnormal3f)
7850                                                 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7851                                         else
7852                                                 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7853                                 }
7854                                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7855                                 {
7856                                         if (rsurface.modelsvector3f)
7857                                         {
7858                                                 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7859                                                 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7860                                         }
7861                                         else
7862                                         {
7863                                                 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7864                                                 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7865                                         }
7866                                 }
7867                                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7868                                 {
7869                                         if (rsurface.modellightmapcolor4f)
7870                                                 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
7871                                         else
7872                                                 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
7873                                 }
7874                                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7875                                 {
7876                                         if (rsurface.modeltexcoordtexture2f)
7877                                                 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7878                                         else
7879                                                 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7880                                 }
7881                                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7882                                 {
7883                                         if (rsurface.modeltexcoordlightmap2f)
7884                                                 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7885                                         else
7886                                                 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7887                                 }
7888                                 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7889                                 {
7890                                         if (rsurface.modelskeletalindex4ub)
7891                                         {
7892                                                 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7893                                                 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7894                                         }
7895                                         else
7896                                         {
7897                                                 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7898                                                 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7899                                                 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
7900                                                 for (j = 0;j < surfacenumvertices;j++)
7901                                                         ub[j*4] = 255;
7902                                         }
7903                                 }
7904                         }
7905                         RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
7906                         numvertices += surfacenumvertices;
7907                         numtriangles += surfacenumtriangles;
7908                 }
7909
7910                 // generate a 16bit index array as well if possible
7911                 // (in general, dynamic batches fit)
7912                 if (numvertices <= 65536)
7913                 {
7914                         rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7915                         for (i = 0;i < numtriangles*3;i++)
7916                                 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7917                 }
7918
7919                 // since we've copied everything, the batch now starts at 0
7920                 rsurface.batchfirstvertex = 0;
7921                 rsurface.batchnumvertices = batchnumvertices;
7922                 rsurface.batchfirsttriangle = 0;
7923                 rsurface.batchnumtriangles = batchnumtriangles;
7924         }
7925
7926         // apply skeletal animation that would have been done in the vertex shader
7927         if (rsurface.batchskeletaltransform3x4)
7928         {
7929                 const unsigned char *si;
7930                 const unsigned char *sw;
7931                 const float *t[4];
7932                 const float *b = rsurface.batchskeletaltransform3x4;
7933                 float *vp, *vs, *vt, *vn;
7934                 float w[4];
7935                 float m[3][4], n[3][4];
7936                 float tp[3], ts[3], tt[3], tn[3];
7937                 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
7938                 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
7939                 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
7940                 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
7941                 si = rsurface.batchskeletalindex4ub;
7942                 sw = rsurface.batchskeletalweight4ub;
7943                 vp = rsurface.batchvertex3f;
7944                 vs = rsurface.batchsvector3f;
7945                 vt = rsurface.batchtvector3f;
7946                 vn = rsurface.batchnormal3f;
7947                 memset(m[0], 0, sizeof(m));
7948                 memset(n[0], 0, sizeof(n));
7949                 for (i = 0;i < batchnumvertices;i++)
7950                 {
7951                         t[0] = b + si[0]*12;
7952                         if (sw[0] == 255)
7953                         {
7954                                 // common case - only one matrix
7955                                 m[0][0] = t[0][ 0];
7956                                 m[0][1] = t[0][ 1];
7957                                 m[0][2] = t[0][ 2];
7958                                 m[0][3] = t[0][ 3];
7959                                 m[1][0] = t[0][ 4];
7960                                 m[1][1] = t[0][ 5];
7961                                 m[1][2] = t[0][ 6];
7962                                 m[1][3] = t[0][ 7];
7963                                 m[2][0] = t[0][ 8];
7964                                 m[2][1] = t[0][ 9];
7965                                 m[2][2] = t[0][10];
7966                                 m[2][3] = t[0][11];
7967                         }
7968                         else if (sw[2] + sw[3])
7969                         {
7970                                 // blend 4 matrices
7971                                 t[1] = b + si[1]*12;
7972                                 t[2] = b + si[2]*12;
7973                                 t[3] = b + si[3]*12;
7974                                 w[0] = sw[0] * (1.0f / 255.0f);
7975                                 w[1] = sw[1] * (1.0f / 255.0f);
7976                                 w[2] = sw[2] * (1.0f / 255.0f);
7977                                 w[3] = sw[3] * (1.0f / 255.0f);
7978                                 // blend the matrices
7979                                 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
7980                                 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
7981                                 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
7982                                 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
7983                                 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
7984                                 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
7985                                 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
7986                                 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
7987                                 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
7988                                 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
7989                                 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
7990                                 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
7991                         }
7992                         else
7993                         {
7994                                 // blend 2 matrices
7995                                 t[1] = b + si[1]*12;
7996                                 w[0] = sw[0] * (1.0f / 255.0f);
7997                                 w[1] = sw[1] * (1.0f / 255.0f);
7998                                 // blend the matrices
7999                                 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
8000                                 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
8001                                 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
8002                                 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
8003                                 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
8004                                 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
8005                                 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
8006                                 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
8007                                 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
8008                                 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
8009                                 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
8010                                 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
8011                         }
8012                         si += 4;
8013                         sw += 4;
8014                         // modify the vertex
8015                         VectorCopy(vp, tp);
8016                         vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
8017                         vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
8018                         vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
8019                         vp += 3;
8020                         if (vn)
8021                         {
8022                                 // the normal transformation matrix is a set of cross products...
8023                                 CrossProduct(m[1], m[2], n[0]);
8024                                 CrossProduct(m[2], m[0], n[1]);
8025                                 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
8026                                 VectorCopy(vn, tn);
8027                                 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
8028                                 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
8029                                 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
8030                                 VectorNormalize(vn);
8031                                 vn += 3;
8032                                 if (vs)
8033                                 {
8034                                         VectorCopy(vs, ts);
8035                                         vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
8036                                         vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
8037                                         vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
8038                                         VectorNormalize(vs);
8039                                         vs += 3;
8040                                         VectorCopy(vt, tt);
8041                                         vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
8042                                         vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
8043                                         vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
8044                                         VectorNormalize(vt);
8045                                         vt += 3;
8046                                 }
8047                         }
8048                 }
8049                 rsurface.batchskeletaltransform3x4 = NULL;
8050                 rsurface.batchskeletalnumtransforms = 0;
8051         }
8052
8053         // q1bsp surfaces rendered in vertex color mode have to have colors
8054         // calculated based on lightstyles
8055         if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
8056         {
8057                 // generate color arrays for the surfaces in this list
8058                 int c[4];
8059                 int scale;
8060                 int size3;
8061                 const int *offsets;
8062                 const unsigned char *lm;
8063                 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8064                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8065                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8066                 numvertices = 0;
8067                 for (i = 0;i < texturenumsurfaces;i++)
8068                 {
8069                         surface = texturesurfacelist[i];
8070                         offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8071                         surfacenumvertices = surface->num_vertices;
8072                         if (surface->lightmapinfo->samples)
8073                         {
8074                                 for (j = 0;j < surfacenumvertices;j++)
8075                                 {
8076                                         lm = surface->lightmapinfo->samples + offsets[j];
8077                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8078                                         VectorScale(lm, scale, c);
8079                                         if (surface->lightmapinfo->styles[1] != 255)
8080                                         {
8081                                                 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8082                                                 lm += size3;
8083                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8084                                                 VectorMA(c, scale, lm, c);
8085                                                 if (surface->lightmapinfo->styles[2] != 255)
8086                                                 {
8087                                                         lm += size3;
8088                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8089                                                         VectorMA(c, scale, lm, c);
8090                                                         if (surface->lightmapinfo->styles[3] != 255)
8091                                                         {
8092                                                                 lm += size3;
8093                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8094                                                                 VectorMA(c, scale, lm, c);
8095                                                         }
8096                                                 }
8097                                         }
8098                                         c[0] >>= 7;
8099                                         c[1] >>= 7;
8100                                         c[2] >>= 7;
8101                                         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);
8102                                         numvertices++;
8103                                 }
8104                         }
8105                         else
8106                         {
8107                                 for (j = 0;j < surfacenumvertices;j++)
8108                                 {
8109                                         Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8110                                         numvertices++;
8111                                 }
8112                         }
8113                 }
8114         }
8115
8116         // if vertices are deformed (sprite flares and things in maps, possibly
8117         // water waves, bulges and other deformations), modify the copied vertices
8118         // in place
8119         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8120         {
8121                 float scale;
8122                 switch (deform->deform)
8123                 {
8124                 default:
8125                 case Q3DEFORM_PROJECTIONSHADOW:
8126                 case Q3DEFORM_TEXT0:
8127                 case Q3DEFORM_TEXT1:
8128                 case Q3DEFORM_TEXT2:
8129                 case Q3DEFORM_TEXT3:
8130                 case Q3DEFORM_TEXT4:
8131                 case Q3DEFORM_TEXT5:
8132                 case Q3DEFORM_TEXT6:
8133                 case Q3DEFORM_TEXT7:
8134                 case Q3DEFORM_NONE:
8135                         break;
8136                 case Q3DEFORM_AUTOSPRITE:
8137                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8138                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8139                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8140                         VectorNormalize(newforward);
8141                         VectorNormalize(newright);
8142                         VectorNormalize(newup);
8143 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8144 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
8145 //                      rsurface.batchvertex3f_bufferoffset = 0;
8146 //                      rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
8147 //                      rsurface.batchsvector3f_vertexbuffer = NULL;
8148 //                      rsurface.batchsvector3f_bufferoffset = 0;
8149 //                      rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
8150 //                      rsurface.batchtvector3f_vertexbuffer = NULL;
8151 //                      rsurface.batchtvector3f_bufferoffset = 0;
8152 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8153 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
8154 //                      rsurface.batchnormal3f_bufferoffset = 0;
8155                         // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
8156                         if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
8157                                 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8158                         if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
8159                                 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);
8160                         // a single autosprite surface can contain multiple sprites...
8161                         for (j = 0;j < batchnumvertices - 3;j += 4)
8162                         {
8163                                 VectorClear(center);
8164                                 for (i = 0;i < 4;i++)
8165                                         VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8166                                 VectorScale(center, 0.25f, center);
8167                                 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
8168                                 VectorCopy(rsurface.batchsvector3f + 3*j, right);
8169                                 VectorCopy(rsurface.batchtvector3f + 3*j, up);
8170                                 for (i = 0;i < 4;i++)
8171                                 {
8172                                         VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
8173                                         VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
8174                                 }
8175                         }
8176                         // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
8177                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8178                         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);
8179                         break;
8180                 case Q3DEFORM_AUTOSPRITE2:
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                         {
8191                                 const float *v1, *v2;
8192                                 vec3_t start, end;
8193                                 float f, l;
8194                                 struct
8195                                 {
8196                                         float length2;
8197                                         const float *v1;
8198                                         const float *v2;
8199                                 }
8200                                 shortest[2];
8201                                 memset(shortest, 0, sizeof(shortest));
8202                                 // a single autosprite surface can contain multiple sprites...
8203                                 for (j = 0;j < batchnumvertices - 3;j += 4)
8204                                 {
8205                                         VectorClear(center);
8206                                         for (i = 0;i < 4;i++)
8207                                                 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8208                                         VectorScale(center, 0.25f, center);
8209                                         // find the two shortest edges, then use them to define the
8210                                         // axis vectors for rotating around the central axis
8211                                         for (i = 0;i < 6;i++)
8212                                         {
8213                                                 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
8214                                                 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
8215                                                 l = VectorDistance2(v1, v2);
8216                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
8217                                                 if (v1[2] != v2[2])
8218                                                         l += (1.0f / 1024.0f);
8219                                                 if (shortest[0].length2 > l || i == 0)
8220                                                 {
8221                                                         shortest[1] = shortest[0];
8222                                                         shortest[0].length2 = l;
8223                                                         shortest[0].v1 = v1;
8224                                                         shortest[0].v2 = v2;
8225                                                 }
8226                                                 else if (shortest[1].length2 > l || i == 1)
8227                                                 {
8228                                                         shortest[1].length2 = l;
8229                                                         shortest[1].v1 = v1;
8230                                                         shortest[1].v2 = v2;
8231                                                 }
8232                                         }
8233                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
8234                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
8235                                         // this calculates the right vector from the shortest edge
8236                                         // and the up vector from the edge midpoints
8237                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
8238                                         VectorNormalize(right);
8239                                         VectorSubtract(end, start, up);
8240                                         VectorNormalize(up);
8241                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
8242                                         VectorSubtract(rsurface.localvieworigin, center, forward);
8243                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
8244                                         VectorNegate(forward, forward);
8245                                         VectorReflect(forward, 0, up, forward);
8246                                         VectorNormalize(forward);
8247                                         CrossProduct(up, forward, newright);
8248                                         VectorNormalize(newright);
8249                                         // rotate the quad around the up axis vector, this is made
8250                                         // especially easy by the fact we know the quad is flat,
8251                                         // so we only have to subtract the center position and
8252                                         // measure distance along the right vector, and then
8253                                         // multiply that by the newright vector and add back the
8254                                         // center position
8255                                         // we also need to subtract the old position to undo the
8256                                         // displacement from the center, which we do with a
8257                                         // DotProduct, the subtraction/addition of center is also
8258                                         // optimized into DotProducts here
8259                                         l = DotProduct(right, center);
8260                                         for (i = 0;i < 4;i++)
8261                                         {
8262                                                 v1 = rsurface.batchvertex3f + 3*(j+i);
8263                                                 f = DotProduct(right, v1) - l;
8264                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
8265                                         }
8266                                 }
8267                         }
8268                         if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
8269                         {
8270 //                              rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8271 //                              rsurface.batchnormal3f_vertexbuffer = NULL;
8272 //                              rsurface.batchnormal3f_bufferoffset = 0;
8273                                 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8274                         }
8275                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8276                         {
8277 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8278 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
8279 //                              rsurface.batchsvector3f_bufferoffset = 0;
8280 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8281 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
8282 //                              rsurface.batchtvector3f_bufferoffset = 0;
8283                                 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);
8284                         }
8285                         break;
8286                 case Q3DEFORM_NORMAL:
8287                         // deform the normals to make reflections wavey
8288                         rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8289                         rsurface.batchnormal3f_vertexbuffer = NULL;
8290                         rsurface.batchnormal3f_bufferoffset = 0;
8291                         for (j = 0;j < batchnumvertices;j++)
8292                         {
8293                                 float vertex[3];
8294                                 float *normal = rsurface.batchnormal3f + 3*j;
8295                                 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
8296                                 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8297                                 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8298                                 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8299                                 VectorNormalize(normal);
8300                         }
8301                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8302                         {
8303 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8304 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
8305 //                              rsurface.batchsvector3f_bufferoffset = 0;
8306 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8307 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
8308 //                              rsurface.batchtvector3f_bufferoffset = 0;
8309                                 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);
8310                         }
8311                         break;
8312                 case Q3DEFORM_WAVE:
8313                         // deform vertex array to make wavey water and flags and such
8314                         waveparms[0] = deform->waveparms[0];
8315                         waveparms[1] = deform->waveparms[1];
8316                         waveparms[2] = deform->waveparms[2];
8317                         waveparms[3] = deform->waveparms[3];
8318                         if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
8319                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
8320                         // this is how a divisor of vertex influence on deformation
8321                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
8322                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8323 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8324 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
8325 //                      rsurface.batchvertex3f_bufferoffset = 0;
8326 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8327 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
8328 //                      rsurface.batchnormal3f_bufferoffset = 0;
8329                         for (j = 0;j < batchnumvertices;j++)
8330                         {
8331                                 // if the wavefunc depends on time, evaluate it per-vertex
8332                                 if (waveparms[3])
8333                                 {
8334                                         waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
8335                                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8336                                 }
8337                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8338                         }
8339                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8340                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8341                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8342                         {
8343 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8344 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
8345 //                              rsurface.batchsvector3f_bufferoffset = 0;
8346 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8347 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
8348 //                              rsurface.batchtvector3f_bufferoffset = 0;
8349                                 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);
8350                         }
8351                         break;
8352                 case Q3DEFORM_BULGE:
8353                         // deform vertex array to make the surface have moving bulges
8354 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8355 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
8356 //                      rsurface.batchvertex3f_bufferoffset = 0;
8357 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8358 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
8359 //                      rsurface.batchnormal3f_bufferoffset = 0;
8360                         for (j = 0;j < batchnumvertices;j++)
8361                         {
8362                                 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
8363                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8364                         }
8365                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8366                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8367                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8368                         {
8369 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8370 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
8371 //                              rsurface.batchsvector3f_bufferoffset = 0;
8372 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8373 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
8374 //                              rsurface.batchtvector3f_bufferoffset = 0;
8375                                 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);
8376                         }
8377                         break;
8378                 case Q3DEFORM_MOVE:
8379                         // deform vertex array
8380                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8381                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
8382                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
8383                         VectorScale(deform->parms, scale, waveparms);
8384 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8385 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
8386 //                      rsurface.batchvertex3f_bufferoffset = 0;
8387                         for (j = 0;j < batchnumvertices;j++)
8388                                 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
8389                         break;
8390                 }
8391         }
8392
8393         if (rsurface.batchtexcoordtexture2f && rsurface.texture->materialshaderpass)
8394         {
8395         // generate texcoords based on the chosen texcoord source
8396                 switch(rsurface.texture->materialshaderpass->tcgen.tcgen)
8397                 {
8398                 default:
8399                 case Q3TCGEN_TEXTURE:
8400                         break;
8401                 case Q3TCGEN_LIGHTMAP:
8402         //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8403         //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8404         //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8405                         if (rsurface.batchtexcoordlightmap2f)
8406                                 memcpy(rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2]));
8407                         break;
8408                 case Q3TCGEN_VECTOR:
8409         //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8410         //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8411         //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8412                         for (j = 0;j < batchnumvertices;j++)
8413                         {
8414                                 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms);
8415                                 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms + 3);
8416                         }
8417                         break;
8418                 case Q3TCGEN_ENVIRONMENT:
8419                         // make environment reflections using a spheremap
8420                         rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8421                         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8422                         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8423                         for (j = 0;j < batchnumvertices;j++)
8424                         {
8425                                 // identical to Q3A's method, but executed in worldspace so
8426                                 // carried models can be shiny too
8427
8428                                 float viewer[3], d, reflected[3], worldreflected[3];
8429
8430                                 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
8431                                 // VectorNormalize(viewer);
8432
8433                                 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
8434
8435                                 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
8436                                 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
8437                                 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
8438                                 // note: this is proportinal to viewer, so we can normalize later
8439
8440                                 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
8441                                 VectorNormalize(worldreflected);
8442
8443                                 // note: this sphere map only uses world x and z!
8444                                 // so positive and negative y will LOOK THE SAME.
8445                                 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
8446                                 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
8447                         }
8448                         break;
8449                 }
8450                 // the only tcmod that needs software vertex processing is turbulent, so
8451                 // check for it here and apply the changes if needed
8452                 // and we only support that as the first one
8453                 // (handling a mixture of turbulent and other tcmods would be problematic
8454                 //  without punting it entirely to a software path)
8455                 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8456                 {
8457                         amplitude = rsurface.texture->materialshaderpass->tcmods[0].parms[1];
8458                         animpos = rsurface.texture->materialshaderpass->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->materialshaderpass->tcmods[0].parms[3];
8459         //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8460         //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8461         //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8462                         for (j = 0;j < batchnumvertices;j++)
8463                         {
8464                                 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);
8465                                 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1]                                ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
8466                         }
8467                 }
8468         }
8469 }
8470
8471 void RSurf_DrawBatch(void)
8472 {
8473         // sometimes a zero triangle surface (usually a degenerate patch) makes it
8474         // through the pipeline, killing it earlier in the pipeline would have
8475         // per-surface overhead rather than per-batch overhead, so it's best to
8476         // reject it here, before it hits glDraw.
8477         if (rsurface.batchnumtriangles == 0)
8478                 return;
8479 #if 0
8480         // batch debugging code
8481         if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
8482         {
8483                 int i;
8484                 int j;
8485                 int c;
8486                 const int *e;
8487                 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
8488                 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
8489                 {
8490                         c = e[i];
8491                         for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
8492                         {
8493                                 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
8494                                 {
8495                                         if (rsurface.modelsurfaces[j].texture != rsurface.texture)
8496                                                 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);
8497                                         break;
8498                                 }
8499                         }
8500                 }
8501         }
8502 #endif
8503         if (rsurface.batchmultidraw)
8504         {
8505                 // issue multiple draws rather than copying index data
8506                 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
8507                 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
8508                 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
8509                 for (i = 0;i < numsurfaces;)
8510                 {
8511                         // combine consecutive surfaces as one draw
8512                         for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
8513                                 if (surfacelist[j] != surfacelist[k] + 1)
8514                                         break;
8515                         firstvertex = surfacelist[i]->num_firstvertex;
8516                         endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
8517                         firsttriangle = surfacelist[i]->num_firsttriangle;
8518                         endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
8519                         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);
8520                         i = j;
8521                 }
8522         }
8523         else
8524         {
8525                 // there is only one consecutive run of index data (may have been combined)
8526                 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);
8527         }
8528 }
8529
8530 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
8531 {
8532         // pick the closest matching water plane
8533         int planeindex, vertexindex, bestplaneindex = -1;
8534         float d, bestd;
8535         vec3_t vert;
8536         const float *v;
8537         r_waterstate_waterplane_t *p;
8538         qbool prepared = false;
8539         bestd = 0;
8540         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
8541         {
8542                 if(p->camera_entity != rsurface.texture->camera_entity)
8543                         continue;
8544                 d = 0;
8545                 if(!prepared)
8546                 {
8547                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
8548                         prepared = true;
8549                         if(rsurface.batchnumvertices == 0)
8550                                 break;
8551                 }
8552                 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
8553                 {
8554                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
8555                         d += fabs(PlaneDiff(vert, &p->plane));
8556                 }
8557                 if (bestd > d || bestplaneindex < 0)
8558                 {
8559                         bestd = d;
8560                         bestplaneindex = planeindex;
8561                 }
8562         }
8563         return bestplaneindex;
8564         // NOTE: this MAY return a totally unrelated water plane; we can ignore
8565         // this situation though, as it might be better to render single larger
8566         // batches with useless stuff (backface culled for example) than to
8567         // render multiple smaller batches
8568 }
8569
8570 void RSurf_SetupDepthAndCulling(void)
8571 {
8572         // submodels are biased to avoid z-fighting with world surfaces that they
8573         // may be exactly overlapping (avoids z-fighting artifacts on certain
8574         // doors and things in Quake maps)
8575         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
8576         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
8577         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
8578         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
8579 }
8580
8581 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8582 {
8583         int j;
8584         const float *v;
8585         float p[3], mins[3], maxs[3];
8586         int scissor[4];
8587         // transparent sky would be ridiculous
8588         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8589                 return;
8590         R_SetupShader_Generic_NoTexture(false, false);
8591         skyrenderlater = true;
8592         RSurf_SetupDepthAndCulling();
8593         GL_DepthMask(true);
8594
8595         // add the vertices of the surfaces to a world bounding box so we can scissor the sky render later
8596         if (r_sky_scissor.integer)
8597         {
8598                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
8599                 for (j = 0, v = rsurface.batchvertex3f + 3 * rsurface.batchfirstvertex; j < rsurface.batchnumvertices; j++, v += 3)
8600                 {
8601                         Matrix4x4_Transform(&rsurface.matrix, v, p);
8602                         if (j > 0)
8603                         {
8604                                 if (mins[0] > p[0]) mins[0] = p[0];
8605                                 if (mins[1] > p[1]) mins[1] = p[1];
8606                                 if (mins[2] > p[2]) mins[2] = p[2];
8607                                 if (maxs[0] < p[0]) maxs[0] = p[0];
8608                                 if (maxs[1] < p[1]) maxs[1] = p[1];
8609                                 if (maxs[2] < p[2]) maxs[2] = p[2];
8610                         }
8611                         else
8612                         {
8613                                 VectorCopy(p, mins);
8614                                 VectorCopy(p, maxs);
8615                         }
8616                 }
8617                 if (!R_ScissorForBBox(mins, maxs, scissor))
8618                 {
8619                         if (skyscissor[2])
8620                         {
8621                                 if (skyscissor[0] > scissor[0])
8622                                 {
8623                                         skyscissor[2] += skyscissor[0] - scissor[0];
8624                                         skyscissor[0] = scissor[0];
8625                                 }
8626                                 if (skyscissor[1] > scissor[1])
8627                                 {
8628                                         skyscissor[3] += skyscissor[1] - scissor[1];
8629                                         skyscissor[1] = scissor[1];
8630                                 }
8631                                 if (skyscissor[0] + skyscissor[2] < scissor[0] + scissor[2])
8632                                         skyscissor[2] = scissor[0] + scissor[2] - skyscissor[0];
8633                                 if (skyscissor[1] + skyscissor[3] < scissor[1] + scissor[3])
8634                                         skyscissor[3] = scissor[1] + scissor[3] - skyscissor[1];
8635                         }
8636                         else
8637                                 Vector4Copy(scissor, skyscissor);
8638                 }
8639         }
8640
8641         // LadyHavoc: HalfLife maps have freaky skypolys so don't use
8642         // skymasking on them, and Quake3 never did sky masking (unlike
8643         // software Quake and software Quake2), so disable the sky masking
8644         // in Quake3 maps as it causes problems with q3map2 sky tricks,
8645         // and skymasking also looks very bad when noclipping outside the
8646         // level, so don't use it then either.
8647         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)
8648         {
8649                 R_Mesh_ResetTextureState();
8650                 if (skyrendermasked)
8651                 {
8652                         R_SetupShader_DepthOrShadow(false, false, false);
8653                         // depth-only (masking)
8654                         GL_ColorMask(0, 0, 0, 0);
8655                         // just to make sure that braindead drivers don't draw
8656                         // anything despite that colormask...
8657                         GL_BlendFunc(GL_ZERO, GL_ONE);
8658                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8659                         R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8660                 }
8661                 else
8662                 {
8663                         R_SetupShader_Generic_NoTexture(false, false);
8664                         // fog sky
8665                         GL_BlendFunc(GL_ONE, GL_ZERO);
8666                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
8667                         GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
8668                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
8669                 }
8670                 RSurf_DrawBatch();
8671                 if (skyrendermasked)
8672                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8673         }
8674         R_Mesh_ResetTextureState();
8675         GL_Color(1, 1, 1, 1);
8676 }
8677
8678 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
8679 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
8680 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qbool writedepth, qbool prepass, qbool ui)
8681 {
8682         if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
8683                 return;
8684         if (prepass)
8685         {
8686                 // render screenspace normalmap to texture
8687                 GL_DepthMask(true);
8688                 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false, false);
8689                 RSurf_DrawBatch();
8690                 return;
8691         }
8692
8693         // bind lightmap texture
8694
8695         // water/refraction/reflection/camera surfaces have to be handled specially
8696         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
8697         {
8698                 int start, end, startplaneindex;
8699                 for (start = 0;start < texturenumsurfaces;start = end)
8700                 {
8701                         startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
8702                         if(startplaneindex < 0)
8703                         {
8704                                 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
8705                                 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
8706                                 end = start + 1;
8707                                 continue;
8708                         }
8709                         for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
8710                                 ;
8711                         // now that we have a batch using the same planeindex, render it
8712                         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
8713                         {
8714                                 // render water or distortion background
8715                                 GL_DepthMask(true);
8716                                 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false, false);
8717                                 RSurf_DrawBatch();
8718                                 // blend surface on top
8719                                 GL_DepthMask(false);
8720                                 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false, false);
8721                                 RSurf_DrawBatch();
8722                         }
8723                         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
8724                         {
8725                                 // render surface with reflection texture as input
8726                                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8727                                 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false, false);
8728                                 RSurf_DrawBatch();
8729                         }
8730                 }
8731                 return;
8732         }
8733
8734         // render surface batch normally
8735         GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8736         R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0 || ui, ui);
8737         RSurf_DrawBatch();
8738 }
8739
8740 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qbool writedepth)
8741 {
8742         int vi;
8743         int j;
8744         int texturesurfaceindex;
8745         int k;
8746         const msurface_t *surface;
8747         float surfacecolor4f[4];
8748
8749 //      R_Mesh_ResetTextureState();
8750         R_SetupShader_Generic_NoTexture(false, false);
8751
8752         GL_BlendFunc(GL_ONE, GL_ZERO);
8753         GL_DepthMask(writedepth);
8754
8755         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ALWAYSCOPY, texturenumsurfaces, texturesurfacelist);
8756         vi = 0;
8757         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
8758         {
8759                 surface = texturesurfacelist[texturesurfaceindex];
8760                 k = (int)(((size_t)surface) / sizeof(msurface_t));
8761                 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
8762                 for (j = 0;j < surface->num_vertices;j++)
8763                 {
8764                         Vector4Copy(surfacecolor4f, rsurface.batchlightmapcolor4f + 4 * vi);
8765                         vi++;
8766                 }
8767         }
8768         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f);
8769         RSurf_DrawBatch();
8770 }
8771
8772 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qbool writedepth, qbool prepass, qbool ui)
8773 {
8774         CHECKGLERROR
8775         RSurf_SetupDepthAndCulling();
8776         if (r_showsurfaces.integer && r_refdef.view.showdebug)
8777         {
8778                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
8779                 return;
8780         }
8781         switch (vid.renderpath)
8782         {
8783         case RENDERPATH_GL32:
8784         case RENDERPATH_GLES2:
8785                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8786                 break;
8787         }
8788         CHECKGLERROR
8789 }
8790
8791 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8792 {
8793         int i, j;
8794         int texturenumsurfaces, endsurface;
8795         texture_t *texture;
8796         const msurface_t *surface;
8797         const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
8798
8799         RSurf_ActiveModelEntity(ent, true, true, false);
8800
8801         if (r_transparentdepthmasking.integer)
8802         {
8803                 qbool setup = false;
8804                 for (i = 0;i < numsurfaces;i = j)
8805                 {
8806                         j = i + 1;
8807                         surface = rsurface.modelsurfaces + surfacelist[i];
8808                         texture = surface->texture;
8809                         rsurface.texture = R_GetCurrentTexture(texture);
8810                         rsurface.lightmaptexture = NULL;
8811                         rsurface.deluxemaptexture = NULL;
8812                         rsurface.uselightmaptexture = false;
8813                         // scan ahead until we find a different texture
8814                         endsurface = min(i + 1024, numsurfaces);
8815                         texturenumsurfaces = 0;
8816                         texturesurfacelist[texturenumsurfaces++] = surface;
8817                         for (;j < endsurface;j++)
8818                         {
8819                                 surface = rsurface.modelsurfaces + surfacelist[j];
8820                                 if (texture != surface->texture)
8821                                         break;
8822                                 texturesurfacelist[texturenumsurfaces++] = surface;
8823                         }
8824                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
8825                                 continue;
8826                         // render the range of surfaces as depth
8827                         if (!setup)
8828                         {
8829                                 setup = true;
8830                                 GL_ColorMask(0,0,0,0);
8831                                 GL_Color(1,1,1,1);
8832                                 GL_DepthTest(true);
8833                                 GL_BlendFunc(GL_ONE, GL_ZERO);
8834                                 GL_DepthMask(true);
8835 //                              R_Mesh_ResetTextureState();
8836                         }
8837                         RSurf_SetupDepthAndCulling();
8838                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8839                         R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
8840                         R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8841                         RSurf_DrawBatch();
8842                 }
8843                 if (setup)
8844                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8845         }
8846
8847         for (i = 0;i < numsurfaces;i = j)
8848         {
8849                 j = i + 1;
8850                 surface = rsurface.modelsurfaces + surfacelist[i];
8851                 texture = surface->texture;
8852                 rsurface.texture = R_GetCurrentTexture(texture);
8853                 // scan ahead until we find a different texture
8854                 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
8855                 texturenumsurfaces = 0;
8856                 texturesurfacelist[texturenumsurfaces++] = surface;
8857                         rsurface.lightmaptexture = surface->lightmaptexture;
8858                         rsurface.deluxemaptexture = surface->deluxemaptexture;
8859                         rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
8860                         for (;j < endsurface;j++)
8861                         {
8862                                 surface = rsurface.modelsurfaces + surfacelist[j];
8863                                 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
8864                                         break;
8865                                 texturesurfacelist[texturenumsurfaces++] = surface;
8866                         }
8867                 // render the range of surfaces
8868                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false, false);
8869         }
8870         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
8871 }
8872
8873 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8874 {
8875         // transparent surfaces get pushed off into the transparent queue
8876         int surfacelistindex;
8877         const msurface_t *surface;
8878         vec3_t tempcenter, center;
8879         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
8880         {
8881                 surface = texturesurfacelist[surfacelistindex];
8882                 if (r_transparent_sortsurfacesbynearest.integer)
8883                 {
8884                         tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
8885                         tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
8886                         tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
8887                 }
8888                 else
8889                 {
8890                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
8891                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
8892                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
8893                 }
8894                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
8895                 if (rsurface.entity->transparent_offset) // transparent offset
8896                 {
8897                         center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
8898                         center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
8899                         center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
8900                 }
8901                 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);
8902         }
8903 }
8904
8905 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8906 {
8907         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
8908                 return;
8909         if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
8910                 return;
8911         RSurf_SetupDepthAndCulling();
8912         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8913         R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8914         R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
8915         RSurf_DrawBatch();
8916 }
8917
8918 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qbool writedepth, qbool depthonly, qbool prepass, qbool ui)
8919 {
8920         CHECKGLERROR
8921         if (ui)
8922                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8923         else if (depthonly)
8924                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
8925         else if (prepass)
8926         {
8927                 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
8928                         return;
8929                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8930                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
8931                 else
8932                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8933         }
8934         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
8935                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
8936         else if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
8937                 return;
8938         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
8939         {
8940                 // in the deferred case, transparent surfaces were queued during prepass
8941                 if (!r_shadow_usingdeferredprepass)
8942                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
8943         }
8944         else
8945         {
8946                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
8947                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass, ui);
8948         }
8949         CHECKGLERROR
8950 }
8951
8952 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qbool writedepth, qbool depthonly, qbool prepass, qbool ui)
8953 {
8954         int i, j;
8955         texture_t *texture;
8956         R_FrameData_SetMark();
8957         // break the surface list down into batches by texture and use of lightmapping
8958         for (i = 0;i < numsurfaces;i = j)
8959         {
8960                 j = i + 1;
8961                 // texture is the base texture pointer, rsurface.texture is the
8962                 // current frame/skin the texture is directing us to use (for example
8963                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
8964                 // use skin 1 instead)
8965                 texture = surfacelist[i]->texture;
8966                 rsurface.texture = R_GetCurrentTexture(texture);
8967                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
8968                 {
8969                         // if this texture is not the kind we want, skip ahead to the next one
8970                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
8971                                 ;
8972                         continue;
8973                 }
8974                 if(depthonly || prepass)
8975                 {
8976                         rsurface.lightmaptexture = NULL;
8977                         rsurface.deluxemaptexture = NULL;
8978                         rsurface.uselightmaptexture = false;
8979                         // simply scan ahead until we find a different texture or lightmap state
8980                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
8981                                 ;
8982                 }
8983                 else
8984                 {
8985                         rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
8986                         rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
8987                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
8988                         // simply scan ahead until we find a different texture or lightmap state
8989                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
8990                                 ;
8991                 }
8992                 // render the range of surfaces
8993                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass, ui);
8994         }
8995         R_FrameData_ReturnToMark();
8996 }
8997
8998 float locboxvertex3f[6*4*3] =
8999 {
9000         1,0,1, 1,0,0, 1,1,0, 1,1,1,
9001         0,1,1, 0,1,0, 0,0,0, 0,0,1,
9002         1,1,1, 1,1,0, 0,1,0, 0,1,1,
9003         0,0,1, 0,0,0, 1,0,0, 1,0,1,
9004         0,0,1, 1,0,1, 1,1,1, 0,1,1,
9005         1,0,0, 0,0,0, 0,1,0, 1,1,0
9006 };
9007
9008 unsigned short locboxelements[6*2*3] =
9009 {
9010          0, 1, 2, 0, 2, 3,
9011          4, 5, 6, 4, 6, 7,
9012          8, 9,10, 8,10,11,
9013         12,13,14, 12,14,15,
9014         16,17,18, 16,18,19,
9015         20,21,22, 20,22,23
9016 };
9017
9018 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9019 {
9020         int i, j;
9021         cl_locnode_t *loc = (cl_locnode_t *)ent;
9022         vec3_t mins, size;
9023         float vertex3f[6*4*3];
9024         CHECKGLERROR
9025         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9026         GL_DepthMask(false);
9027         GL_DepthRange(0, 1);
9028         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9029         GL_DepthTest(true);
9030         GL_CullFace(GL_NONE);
9031         R_EntityMatrix(&identitymatrix);
9032
9033 //      R_Mesh_ResetTextureState();
9034
9035         i = surfacelist[0];
9036         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9037                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9038                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9039                         surfacelist[0] < 0 ? 0.5f : 0.125f);
9040
9041         if (VectorCompare(loc->mins, loc->maxs))
9042         {
9043                 VectorSet(size, 2, 2, 2);
9044                 VectorMA(loc->mins, -0.5f, size, mins);
9045         }
9046         else
9047         {
9048                 VectorCopy(loc->mins, mins);
9049                 VectorSubtract(loc->maxs, loc->mins, size);
9050         }
9051
9052         for (i = 0;i < 6*4*3;)
9053                 for (j = 0;j < 3;j++, i++)
9054                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
9055
9056         R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
9057         R_SetupShader_Generic_NoTexture(false, false);
9058         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
9059 }
9060
9061 void R_DrawLocs(void)
9062 {
9063         int index;
9064         cl_locnode_t *loc, *nearestloc;
9065         vec3_t center;
9066         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
9067         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
9068         {
9069                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
9070                 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
9071         }
9072 }
9073
9074 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
9075 {
9076         if (decalsystem->decals)
9077                 Mem_Free(decalsystem->decals);
9078         memset(decalsystem, 0, sizeof(*decalsystem));
9079 }
9080
9081 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)
9082 {
9083         tridecal_t *decal;
9084         tridecal_t *decals;
9085         int i;
9086
9087         // expand or initialize the system
9088         if (decalsystem->maxdecals <= decalsystem->numdecals)
9089         {
9090                 decalsystem_t old = *decalsystem;
9091                 qbool useshortelements;
9092                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
9093                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
9094                 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)));
9095                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
9096                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
9097                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
9098                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
9099                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
9100                 if (decalsystem->numdecals)
9101                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
9102                 if (old.decals)
9103                         Mem_Free(old.decals);
9104                 for (i = 0;i < decalsystem->maxdecals*3;i++)
9105                         decalsystem->element3i[i] = i;
9106                 if (useshortelements)
9107                         for (i = 0;i < decalsystem->maxdecals*3;i++)
9108                                 decalsystem->element3s[i] = i;
9109         }
9110
9111         // grab a decal and search for another free slot for the next one
9112         decals = decalsystem->decals;
9113         decal = decalsystem->decals + (i = decalsystem->freedecal++);
9114         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
9115                 ;
9116         decalsystem->freedecal = i;
9117         if (decalsystem->numdecals <= i)
9118                 decalsystem->numdecals = i + 1;
9119
9120         // initialize the decal
9121         decal->lived = 0;
9122         decal->triangleindex = triangleindex;
9123         decal->surfaceindex = surfaceindex;
9124         decal->decalsequence = decalsequence;
9125         decal->color4f[0][0] = c0[0];
9126         decal->color4f[0][1] = c0[1];
9127         decal->color4f[0][2] = c0[2];
9128         decal->color4f[0][3] = 1;
9129         decal->color4f[1][0] = c1[0];
9130         decal->color4f[1][1] = c1[1];
9131         decal->color4f[1][2] = c1[2];
9132         decal->color4f[1][3] = 1;
9133         decal->color4f[2][0] = c2[0];
9134         decal->color4f[2][1] = c2[1];
9135         decal->color4f[2][2] = c2[2];
9136         decal->color4f[2][3] = 1;
9137         decal->vertex3f[0][0] = v0[0];
9138         decal->vertex3f[0][1] = v0[1];
9139         decal->vertex3f[0][2] = v0[2];
9140         decal->vertex3f[1][0] = v1[0];
9141         decal->vertex3f[1][1] = v1[1];
9142         decal->vertex3f[1][2] = v1[2];
9143         decal->vertex3f[2][0] = v2[0];
9144         decal->vertex3f[2][1] = v2[1];
9145         decal->vertex3f[2][2] = v2[2];
9146         decal->texcoord2f[0][0] = t0[0];
9147         decal->texcoord2f[0][1] = t0[1];
9148         decal->texcoord2f[1][0] = t1[0];
9149         decal->texcoord2f[1][1] = t1[1];
9150         decal->texcoord2f[2][0] = t2[0];
9151         decal->texcoord2f[2][1] = t2[1];
9152         TriangleNormal(v0, v1, v2, decal->plane);
9153         VectorNormalize(decal->plane);
9154         decal->plane[3] = DotProduct(v0, decal->plane);
9155 }
9156
9157 extern cvar_t cl_decals_bias;
9158 extern cvar_t cl_decals_models;
9159 extern cvar_t cl_decals_newsystem_intensitymultiplier;
9160 // baseparms, parms, temps
9161 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)
9162 {
9163         int cornerindex;
9164         int index;
9165         float v[9][3];
9166         const float *vertex3f;
9167         const float *normal3f;
9168         int numpoints;
9169         float points[2][9][3];
9170         float temp[3];
9171         float tc[9][2];
9172         float f;
9173         float c[9][4];
9174         const int *e;
9175
9176         e = rsurface.modelelement3i + 3*triangleindex;
9177
9178         vertex3f = rsurface.modelvertex3f;
9179         normal3f = rsurface.modelnormal3f;
9180
9181         if (normal3f)
9182         {
9183                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9184                 {
9185                         index = 3*e[cornerindex];
9186                         VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
9187                 }
9188         }
9189         else
9190         {
9191                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9192                 {
9193                         index = 3*e[cornerindex];
9194                         VectorCopy(vertex3f + index, v[cornerindex]);
9195                 }
9196         }
9197
9198         // cull backfaces
9199         //TriangleNormal(v[0], v[1], v[2], normal);
9200         //if (DotProduct(normal, localnormal) < 0.0f)
9201         //      continue;
9202         // clip by each of the box planes formed from the projection matrix
9203         // if anything survives, we emit the decal
9204         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]);
9205         if (numpoints < 3)
9206                 return;
9207         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]);
9208         if (numpoints < 3)
9209                 return;
9210         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]);
9211         if (numpoints < 3)
9212                 return;
9213         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]);
9214         if (numpoints < 3)
9215                 return;
9216         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]);
9217         if (numpoints < 3)
9218                 return;
9219         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]);
9220         if (numpoints < 3)
9221                 return;
9222         // some part of the triangle survived, so we have to accept it...
9223         if (dynamic)
9224         {
9225                 // dynamic always uses the original triangle
9226                 numpoints = 3;
9227                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9228                 {
9229                         index = 3*e[cornerindex];
9230                         VectorCopy(vertex3f + index, v[cornerindex]);
9231                 }
9232         }
9233         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
9234         {
9235                 // convert vertex positions to texcoords
9236                 Matrix4x4_Transform(projection, v[cornerindex], temp);
9237                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
9238                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
9239                 // calculate distance fade from the projection origin
9240                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
9241                 f = bound(0.0f, f, 1.0f);
9242                 c[cornerindex][0] = r * f;
9243                 c[cornerindex][1] = g * f;
9244                 c[cornerindex][2] = b * f;
9245                 c[cornerindex][3] = 1.0f;
9246                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
9247         }
9248         if (dynamic)
9249                 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);
9250         else
9251                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
9252                         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);
9253 }
9254 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)
9255 {
9256         matrix4x4_t projection;
9257         decalsystem_t *decalsystem;
9258         qbool dynamic;
9259         model_t *model;
9260         const msurface_t *surface;
9261         const msurface_t *surfaces;
9262         const texture_t *texture;
9263         int numtriangles;
9264         int surfaceindex;
9265         int triangleindex;
9266         float localorigin[3];
9267         float localnormal[3];
9268         float localmins[3];
9269         float localmaxs[3];
9270         float localsize;
9271         //float normal[3];
9272         float planes[6][4];
9273         float angles[3];
9274         bih_t *bih;
9275         int bih_triangles_count;
9276         int bih_triangles[256];
9277         int bih_surfaces[256];
9278
9279         decalsystem = &ent->decalsystem;
9280         model = ent->model;
9281         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
9282         {
9283                 R_DecalSystem_Reset(&ent->decalsystem);
9284                 return;
9285         }
9286
9287         if (!model->brush.data_leafs && !cl_decals_models.integer)
9288         {
9289                 if (decalsystem->model)
9290                         R_DecalSystem_Reset(decalsystem);
9291                 return;
9292         }
9293
9294         if (decalsystem->model != model)
9295                 R_DecalSystem_Reset(decalsystem);
9296         decalsystem->model = model;
9297
9298         RSurf_ActiveModelEntity(ent, true, false, false);
9299
9300         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
9301         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
9302         VectorNormalize(localnormal);
9303         localsize = worldsize*rsurface.inversematrixscale;
9304         localmins[0] = localorigin[0] - localsize;
9305         localmins[1] = localorigin[1] - localsize;
9306         localmins[2] = localorigin[2] - localsize;
9307         localmaxs[0] = localorigin[0] + localsize;
9308         localmaxs[1] = localorigin[1] + localsize;
9309         localmaxs[2] = localorigin[2] + localsize;
9310
9311         //VectorCopy(localnormal, planes[4]);
9312         //VectorVectors(planes[4], planes[2], planes[0]);
9313         AnglesFromVectors(angles, localnormal, NULL, false);
9314         AngleVectors(angles, planes[0], planes[2], planes[4]);
9315         VectorNegate(planes[0], planes[1]);
9316         VectorNegate(planes[2], planes[3]);
9317         VectorNegate(planes[4], planes[5]);
9318         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
9319         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
9320         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
9321         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
9322         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
9323         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
9324
9325 #if 1
9326 // works
9327 {
9328         matrix4x4_t forwardprojection;
9329         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
9330         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
9331 }
9332 #else
9333 // broken
9334 {
9335         float projectionvector[4][3];
9336         VectorScale(planes[0], ilocalsize, projectionvector[0]);
9337         VectorScale(planes[2], ilocalsize, projectionvector[1]);
9338         VectorScale(planes[4], ilocalsize, projectionvector[2]);
9339         projectionvector[0][0] = planes[0][0] * ilocalsize;
9340         projectionvector[0][1] = planes[1][0] * ilocalsize;
9341         projectionvector[0][2] = planes[2][0] * ilocalsize;
9342         projectionvector[1][0] = planes[0][1] * ilocalsize;
9343         projectionvector[1][1] = planes[1][1] * ilocalsize;
9344         projectionvector[1][2] = planes[2][1] * ilocalsize;
9345         projectionvector[2][0] = planes[0][2] * ilocalsize;
9346         projectionvector[2][1] = planes[1][2] * ilocalsize;
9347         projectionvector[2][2] = planes[2][2] * ilocalsize;
9348         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
9349         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
9350         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
9351         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
9352 }
9353 #endif
9354
9355         dynamic = model->surfmesh.isanimated;
9356         surfaces = model->data_surfaces;
9357
9358         bih = NULL;
9359         bih_triangles_count = -1;
9360         if(!dynamic)
9361         {
9362                 if(model->render_bih.numleafs)
9363                         bih = &model->render_bih;
9364                 else if(model->collision_bih.numleafs)
9365                         bih = &model->collision_bih;
9366         }
9367         if(bih)
9368                 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
9369         if(bih_triangles_count == 0)
9370                 return;
9371         if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
9372                 return;
9373         if(bih_triangles_count > 0)
9374         {
9375                 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
9376                 {
9377                         surfaceindex = bih_surfaces[triangleindex];
9378                         surface = surfaces + surfaceindex;
9379                         texture = surface->texture;
9380                         if (!texture)
9381                                 continue;
9382                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9383                                 continue;
9384                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9385                                 continue;
9386                         R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
9387                 }
9388         }
9389         else
9390         {
9391                 for (surfaceindex = model->submodelsurfaces_start;surfaceindex < model->submodelsurfaces_end;surfaceindex++)
9392                 {
9393                         surface = surfaces + surfaceindex;
9394                         // check cull box first because it rejects more than any other check
9395                         if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
9396                                 continue;
9397                         // skip transparent surfaces
9398                         texture = surface->texture;
9399                         if (!texture)
9400                                 continue;
9401                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9402                                 continue;
9403                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9404                                 continue;
9405                         numtriangles = surface->num_triangles;
9406                         for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
9407                                 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
9408                 }
9409         }
9410 }
9411
9412 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
9413 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)
9414 {
9415         int renderentityindex;
9416         float worldmins[3];
9417         float worldmaxs[3];
9418         entity_render_t *ent;
9419
9420         worldmins[0] = worldorigin[0] - worldsize;
9421         worldmins[1] = worldorigin[1] - worldsize;
9422         worldmins[2] = worldorigin[2] - worldsize;
9423         worldmaxs[0] = worldorigin[0] + worldsize;
9424         worldmaxs[1] = worldorigin[1] + worldsize;
9425         worldmaxs[2] = worldorigin[2] + worldsize;
9426
9427         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9428
9429         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
9430         {
9431                 ent = r_refdef.scene.entities[renderentityindex];
9432                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
9433                         continue;
9434
9435                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9436         }
9437 }
9438
9439 typedef struct r_decalsystem_splatqueue_s
9440 {
9441         vec3_t worldorigin;
9442         vec3_t worldnormal;
9443         float color[4];
9444         float tcrange[4];
9445         float worldsize;
9446         unsigned int decalsequence;
9447 }
9448 r_decalsystem_splatqueue_t;
9449
9450 int r_decalsystem_numqueued = 0;
9451 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
9452
9453 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)
9454 {
9455         r_decalsystem_splatqueue_t *queue;
9456
9457         if (r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
9458                 return;
9459
9460         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
9461         VectorCopy(worldorigin, queue->worldorigin);
9462         VectorCopy(worldnormal, queue->worldnormal);
9463         Vector4Set(queue->color, r, g, b, a);
9464         Vector4Set(queue->tcrange, s1, t1, s2, t2);
9465         queue->worldsize = worldsize;
9466         queue->decalsequence = cl.decalsequence++;
9467 }
9468
9469 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
9470 {
9471         int i;
9472         r_decalsystem_splatqueue_t *queue;
9473
9474         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
9475                 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);
9476         r_decalsystem_numqueued = 0;
9477 }
9478
9479 extern cvar_t cl_decals_max;
9480 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
9481 {
9482         int i;
9483         decalsystem_t *decalsystem = &ent->decalsystem;
9484         int numdecals;
9485         unsigned int killsequence;
9486         tridecal_t *decal;
9487         float frametime;
9488         float lifetime;
9489
9490         if (!decalsystem->numdecals)
9491                 return;
9492
9493         if (r_showsurfaces.integer)
9494                 return;
9495
9496         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9497         {
9498                 R_DecalSystem_Reset(decalsystem);
9499                 return;
9500         }
9501
9502         killsequence = cl.decalsequence - bound(1, (unsigned int) cl_decals_max.integer, cl.decalsequence);
9503         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
9504
9505         if (decalsystem->lastupdatetime)
9506                 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
9507         else
9508                 frametime = 0;
9509         decalsystem->lastupdatetime = r_refdef.scene.time;
9510         numdecals = decalsystem->numdecals;
9511
9512         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9513         {
9514                 if (decal->color4f[0][3])
9515                 {
9516                         decal->lived += frametime;
9517                         if (killsequence > decal->decalsequence || decal->lived >= lifetime)
9518                         {
9519                                 memset(decal, 0, sizeof(*decal));
9520                                 if (decalsystem->freedecal > i)
9521                                         decalsystem->freedecal = i;
9522                         }
9523                 }
9524         }
9525         decal = decalsystem->decals;
9526         while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
9527                 numdecals--;
9528
9529         // collapse the array by shuffling the tail decals into the gaps
9530         for (;;)
9531         {
9532                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
9533                         decalsystem->freedecal++;
9534                 if (decalsystem->freedecal == numdecals)
9535                         break;
9536                 decal[decalsystem->freedecal] = decal[--numdecals];
9537         }
9538
9539         decalsystem->numdecals = numdecals;
9540
9541         if (numdecals <= 0)
9542         {
9543                 // if there are no decals left, reset decalsystem
9544                 R_DecalSystem_Reset(decalsystem);
9545         }
9546 }
9547
9548 extern skinframe_t *decalskinframe;
9549 static void R_DrawModelDecals_Entity(entity_render_t *ent)
9550 {
9551         int i;
9552         decalsystem_t *decalsystem = &ent->decalsystem;
9553         int numdecals;
9554         tridecal_t *decal;
9555         float faderate;
9556         float alpha;
9557         float *v3f;
9558         float *c4f;
9559         float *t2f;
9560         const int *e;
9561         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
9562         int numtris = 0;
9563
9564         numdecals = decalsystem->numdecals;
9565         if (!numdecals)
9566                 return;
9567
9568         if (r_showsurfaces.integer)
9569                 return;
9570
9571         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9572         {
9573                 R_DecalSystem_Reset(decalsystem);
9574                 return;
9575         }
9576
9577         // if the model is static it doesn't matter what value we give for
9578         // wantnormals and wanttangents, so this logic uses only rules applicable
9579         // to a model, knowing that they are meaningless otherwise
9580         RSurf_ActiveModelEntity(ent, false, false, false);
9581
9582         decalsystem->lastupdatetime = r_refdef.scene.time;
9583
9584         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
9585
9586         // update vertex positions for animated models
9587         v3f = decalsystem->vertex3f;
9588         c4f = decalsystem->color4f;
9589         t2f = decalsystem->texcoord2f;
9590         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9591         {
9592                 if (!decal->color4f[0][3])
9593                         continue;
9594
9595                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
9596                         continue;
9597
9598                 // skip backfaces
9599                 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
9600                         continue;
9601
9602                 // update color values for fading decals
9603                 if (decal->lived >= cl_decals_time.value)
9604                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
9605                 else
9606                         alpha = 1.0f;
9607
9608                 c4f[ 0] = decal->color4f[0][0] * alpha;
9609                 c4f[ 1] = decal->color4f[0][1] * alpha;
9610                 c4f[ 2] = decal->color4f[0][2] * alpha;
9611                 c4f[ 3] = 1;
9612                 c4f[ 4] = decal->color4f[1][0] * alpha;
9613                 c4f[ 5] = decal->color4f[1][1] * alpha;
9614                 c4f[ 6] = decal->color4f[1][2] * alpha;
9615                 c4f[ 7] = 1;
9616                 c4f[ 8] = decal->color4f[2][0] * alpha;
9617                 c4f[ 9] = decal->color4f[2][1] * alpha;
9618                 c4f[10] = decal->color4f[2][2] * alpha;
9619                 c4f[11] = 1;
9620
9621                 t2f[0] = decal->texcoord2f[0][0];
9622                 t2f[1] = decal->texcoord2f[0][1];
9623                 t2f[2] = decal->texcoord2f[1][0];
9624                 t2f[3] = decal->texcoord2f[1][1];
9625                 t2f[4] = decal->texcoord2f[2][0];
9626                 t2f[5] = decal->texcoord2f[2][1];
9627
9628                 // update vertex positions for animated models
9629                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
9630                 {
9631                         e = rsurface.modelelement3i + 3*decal->triangleindex;
9632                         VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
9633                         VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
9634                         VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
9635                 }
9636                 else
9637                 {
9638                         VectorCopy(decal->vertex3f[0], v3f);
9639                         VectorCopy(decal->vertex3f[1], v3f + 3);
9640                         VectorCopy(decal->vertex3f[2], v3f + 6);
9641                 }
9642
9643                 if (r_refdef.fogenabled)
9644                 {
9645                         alpha = RSurf_FogVertex(v3f);
9646                         VectorScale(c4f, alpha, c4f);
9647                         alpha = RSurf_FogVertex(v3f + 3);
9648                         VectorScale(c4f + 4, alpha, c4f + 4);
9649                         alpha = RSurf_FogVertex(v3f + 6);
9650                         VectorScale(c4f + 8, alpha, c4f + 8);
9651                 }
9652
9653                 v3f += 9;
9654                 c4f += 12;
9655                 t2f += 6;
9656                 numtris++;
9657         }
9658
9659         if (numtris > 0)
9660         {
9661                 r_refdef.stats[r_stat_drawndecals] += numtris;
9662
9663                 // now render the decals all at once
9664                 // (this assumes they all use one particle font texture!)
9665                 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);
9666 //              R_Mesh_ResetTextureState();
9667                 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
9668                 GL_DepthMask(false);
9669                 GL_DepthRange(0, 1);
9670                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
9671                 GL_DepthTest(true);
9672                 GL_CullFace(GL_NONE);
9673                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
9674                 R_SetupShader_Generic(decalskinframe->base, false, false, false);
9675                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
9676         }
9677 }
9678
9679 static void R_DrawModelDecals(void)
9680 {
9681         int i, numdecals;
9682
9683         // fade faster when there are too many decals
9684         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9685         for (i = 0;i < r_refdef.scene.numentities;i++)
9686                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9687
9688         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
9689         for (i = 0;i < r_refdef.scene.numentities;i++)
9690                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9691                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
9692
9693         R_DecalSystem_ApplySplatEntitiesQueue();
9694
9695         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9696         for (i = 0;i < r_refdef.scene.numentities;i++)
9697                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9698
9699         r_refdef.stats[r_stat_totaldecals] += numdecals;
9700
9701         if (r_showsurfaces.integer || !r_drawdecals.integer)
9702                 return;
9703
9704         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
9705
9706         for (i = 0;i < r_refdef.scene.numentities;i++)
9707         {
9708                 if (!r_refdef.viewcache.entityvisible[i])
9709                         continue;
9710                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9711                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
9712         }
9713 }
9714
9715 static void R_DrawDebugModel(void)
9716 {
9717         entity_render_t *ent = rsurface.entity;
9718         int j, flagsmask;
9719         const msurface_t *surface;
9720         model_t *model = ent->model;
9721
9722         if (!sv.active  && !cls.demoplayback && ent != r_refdef.scene.worldentity)
9723                 return;
9724
9725         if (r_showoverdraw.value > 0)
9726         {
9727                 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
9728                 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9729                 R_SetupShader_Generic_NoTexture(false, false);
9730                 GL_DepthTest(false);
9731                 GL_DepthMask(false);
9732                 GL_DepthRange(0, 1);
9733                 GL_BlendFunc(GL_ONE, GL_ONE);
9734                 for (j = model->submodelsurfaces_start;j < model->submodelsurfaces_end;j++)
9735                 {
9736                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9737                                 continue;
9738                         surface = model->data_surfaces + j;
9739                         rsurface.texture = R_GetCurrentTexture(surface->texture);
9740                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9741                         {
9742                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9743                                 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9744                                 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
9745                                         GL_Color(c, 0, 0, 1.0f);
9746                                 else if (ent == r_refdef.scene.worldentity)
9747                                         GL_Color(c, c, c, 1.0f);
9748                                 else
9749                                         GL_Color(0, c, 0, 1.0f);
9750                                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9751                                 RSurf_DrawBatch();
9752                         }
9753                 }
9754                 rsurface.texture = NULL;
9755         }
9756
9757         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9758
9759 //      R_Mesh_ResetTextureState();
9760         R_SetupShader_Generic_NoTexture(false, false);
9761         GL_DepthRange(0, 1);
9762         GL_DepthTest(!r_showdisabledepthtest.integer);
9763         GL_DepthMask(false);
9764         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9765
9766         if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
9767         {
9768                 int triangleindex;
9769                 int bihleafindex;
9770                 qbool cullbox = false;
9771                 const q3mbrush_t *brush;
9772                 const bih_t *bih = &model->collision_bih;
9773                 const bih_leaf_t *bihleaf;
9774                 float vertex3f[3][3];
9775                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
9776                 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
9777                 {
9778                         if (cullbox && R_CullFrustum(bihleaf->mins, bihleaf->maxs))
9779                                 continue;
9780                         switch (bihleaf->type)
9781                         {
9782                         case BIH_BRUSH:
9783                                 brush = model->brush.data_brushes + bihleaf->itemindex;
9784                                 if (brush->colbrushf && brush->colbrushf->numtriangles)
9785                                 {
9786                                         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);
9787                                         R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
9788                                         R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
9789                                 }
9790                                 break;
9791                         case BIH_COLLISIONTRIANGLE:
9792                                 triangleindex = bihleaf->itemindex;
9793                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
9794                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
9795                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
9796                                 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);
9797                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9798                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9799                                 break;
9800                         case BIH_RENDERTRIANGLE:
9801                                 triangleindex = bihleaf->itemindex;
9802                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
9803                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
9804                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
9805                                 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);
9806                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9807                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9808                                 break;
9809                         }
9810                 }
9811         }
9812
9813         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9814
9815 #ifndef USE_GLES2
9816         if (r_showtris.value > 0 && qglPolygonMode)
9817         {
9818                 if (r_showdisabledepthtest.integer)
9819                 {
9820                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9821                         GL_DepthMask(false);
9822                 }
9823                 else
9824                 {
9825                         GL_BlendFunc(GL_ONE, GL_ZERO);
9826                         GL_DepthMask(true);
9827                 }
9828                 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
9829                 for (j = model->submodelsurfaces_start; j < model->submodelsurfaces_end; j++)
9830                 {
9831                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9832                                 continue;
9833                         surface = model->data_surfaces + j;
9834                         rsurface.texture = R_GetCurrentTexture(surface->texture);
9835                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9836                         {
9837                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9838                                 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
9839                                         GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
9840                                 else if (ent == r_refdef.scene.worldentity)
9841                                         GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
9842                                 else
9843                                         GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
9844                                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9845                                 RSurf_DrawBatch();
9846                         }
9847                 }
9848                 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
9849                 rsurface.texture = NULL;
9850         }
9851
9852 # if 0
9853         // FIXME!  implement r_shownormals with just triangles
9854         if (r_shownormals.value != 0 && qglBegin)
9855         {
9856                 int l, k;
9857                 vec3_t v;
9858                 if (r_showdisabledepthtest.integer)
9859                 {
9860                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9861                         GL_DepthMask(false);
9862                 }
9863                 else
9864                 {
9865                         GL_BlendFunc(GL_ONE, GL_ZERO);
9866                         GL_DepthMask(true);
9867                 }
9868                 for (j = model->submodelsurfaces_start; j < model->submodelsurfaces_end; j++)
9869                 {
9870                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9871                                 continue;
9872                         surface = model->data_surfaces + j;
9873                         rsurface.texture = R_GetCurrentTexture(surface->texture);
9874                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9875                         {
9876                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9877                                 qglBegin(GL_LINES);
9878                                 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
9879                                 {
9880                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9881                                         {
9882                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9883                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
9884                                                 qglVertex3f(v[0], v[1], v[2]);
9885                                                 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
9886                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9887                                                 qglVertex3f(v[0], v[1], v[2]);
9888                                         }
9889                                 }
9890                                 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
9891                                 {
9892                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9893                                         {
9894                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9895                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
9896                                                 qglVertex3f(v[0], v[1], v[2]);
9897                                                 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
9898                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9899                                                 qglVertex3f(v[0], v[1], v[2]);
9900                                         }
9901                                 }
9902                                 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
9903                                 {
9904                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9905                                         {
9906                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9907                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
9908                                                 qglVertex3f(v[0], v[1], v[2]);
9909                                                 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
9910                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9911                                                 qglVertex3f(v[0], v[1], v[2]);
9912                                         }
9913                                 }
9914                                 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
9915                                 {
9916                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9917                                         {
9918                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9919                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
9920                                                 qglVertex3f(v[0], v[1], v[2]);
9921                                                 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
9922                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9923                                                 qglVertex3f(v[0], v[1], v[2]);
9924                                         }
9925                                 }
9926                                 qglEnd();
9927                                 CHECKGLERROR
9928                         }
9929                 }
9930                 rsurface.texture = NULL;
9931         }
9932 # endif
9933 #endif
9934 }
9935
9936 int r_maxsurfacelist = 0;
9937 const msurface_t **r_surfacelist = NULL;
9938 void R_DrawModelSurfaces(entity_render_t *ent, qbool skysurfaces, qbool writedepth, qbool depthonly, qbool debug, qbool prepass, qbool ui)
9939 {
9940         int i, j, flagsmask;
9941         model_t *model = ent->model;
9942         msurface_t *surfaces;
9943         unsigned char *update;
9944         int numsurfacelist = 0;
9945         if (model == NULL)
9946                 return;
9947
9948         if (r_maxsurfacelist < model->num_surfaces)
9949         {
9950                 r_maxsurfacelist = model->num_surfaces;
9951                 if (r_surfacelist)
9952                         Mem_Free((msurface_t **)r_surfacelist);
9953                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
9954         }
9955
9956         if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
9957                 RSurf_ActiveModelEntity(ent, false, false, false);
9958         else if (prepass)
9959                 RSurf_ActiveModelEntity(ent, true, true, true);
9960         else if (depthonly)
9961                 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
9962         else
9963                 RSurf_ActiveModelEntity(ent, true, true, false);
9964
9965         surfaces = model->data_surfaces;
9966         update = model->brushq1.lightmapupdateflags;
9967
9968         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
9969
9970         if (debug)
9971         {
9972                 R_DrawDebugModel();
9973                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
9974                 return;
9975         }
9976
9977         // check if this is an empty model
9978         if (model->submodelsurfaces_start >= model->submodelsurfaces_end)
9979                 return;
9980
9981         rsurface.lightmaptexture = NULL;
9982         rsurface.deluxemaptexture = NULL;
9983         rsurface.uselightmaptexture = false;
9984         rsurface.texture = NULL;
9985         rsurface.rtlight = NULL;
9986         numsurfacelist = 0;
9987
9988         // add visible surfaces to draw list
9989         if (ent == r_refdef.scene.worldentity)
9990         {
9991                 // for the world entity, check surfacevisible
9992                 for (i = model->submodelsurfaces_start;i < model->submodelsurfaces_end;i++)
9993                 {
9994                         j = model->modelsurfaces_sorted[i];
9995                         if (r_refdef.viewcache.world_surfacevisible[j])
9996                                 r_surfacelist[numsurfacelist++] = surfaces + j;
9997                 }
9998
9999                 // don't do anything if there were no surfaces added (none of the world entity is visible)
10000                 if (!numsurfacelist)
10001                 {
10002                         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10003                         return;
10004                 }
10005         }
10006         else if (ui)
10007         {
10008                 // for ui we have to preserve the order of surfaces (not using modelsurfaces_sorted)
10009                 for (i = model->submodelsurfaces_start; i < model->submodelsurfaces_end; i++)
10010                         r_surfacelist[numsurfacelist++] = surfaces + i;
10011         }
10012         else
10013         {
10014                 // add all surfaces
10015                 for (i = model->submodelsurfaces_start; i < model->submodelsurfaces_end; i++)
10016                         r_surfacelist[numsurfacelist++] = surfaces + model->modelsurfaces_sorted[i];
10017         }
10018
10019         /*
10020          * Mark lightmaps as dirty if their lightstyle's value changed. We do this by
10021          * using style chains because most styles do not change on most frames, and most
10022          * surfaces do not have styles on them. Mods like Arcane Dimensions (e.g. ad_necrokeep)
10023          * break this rule and animate most surfaces.
10024          */
10025         if (update && !skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.scene.lightmapintensity > 0 && r_q1bsp_lightmap_updates_enabled.integer)
10026         {
10027                 model_brush_lightstyleinfo_t *style;
10028
10029                 // For each lightstyle, check if its value changed and mark the lightmaps as dirty if so
10030                 for (i = 0, style = model->brushq1.data_lightstyleinfo; i < model->brushq1.num_lightstyles; i++, style++)
10031                 {
10032                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
10033                         {
10034                                 int* list = style->surfacelist;
10035                                 style->value = r_refdef.scene.lightstylevalue[style->style];
10036                                 // Value changed - mark the surfaces belonging to this style chain as dirty
10037                                 for (j = 0; j < style->numsurfaces; j++)
10038                                         update[list[j]] = true;
10039                         }
10040                 }
10041                 // Now check if update flags are set on any surfaces that are visible
10042                 if (r_q1bsp_lightmap_updates_hidden_surfaces.integer)
10043                 {
10044                         /* 
10045                          * We can do less frequent texture uploads (approximately 10hz for animated
10046                          * lightstyles) by rebuilding lightmaps on surfaces that are not currently visible.
10047                          * For optimal efficiency, this includes the submodels of the worldmodel, so we
10048                          * use model->num_surfaces, not nummodelsurfaces.
10049                          */
10050                         for (i = 0; i < model->num_surfaces;i++)
10051                                 if (update[i])
10052                                         R_BuildLightMap(ent, surfaces + i, r_q1bsp_lightmap_updates_combine.integer);
10053                 }
10054                 else
10055                 {
10056                         for (i = 0; i < numsurfacelist; i++)
10057                                 if (update[r_surfacelist[i] - surfaces])
10058                                         R_BuildLightMap(ent, (msurface_t *)r_surfacelist[i], r_q1bsp_lightmap_updates_combine.integer);
10059                 }
10060         }
10061
10062         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass, ui);
10063
10064         // add to stats if desired
10065         if (r_speeds.integer && !skysurfaces && !depthonly)
10066         {
10067                 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
10068                 for (j = 0;j < numsurfacelist;j++)
10069                         r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
10070         }
10071
10072         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10073 }
10074
10075 void R_DebugLine(vec3_t start, vec3_t end)
10076 {
10077         model_t *mod = CL_Mesh_UI();
10078         msurface_t *surf;
10079         int e0, e1, e2, e3;
10080         float offsetx, offsety, x1, y1, x2, y2, width = 1.0f;
10081         float r1 = 1.0f, g1 = 0.0f, b1 = 0.0f, alpha1 = 0.25f;
10082         float r2 = 1.0f, g2 = 1.0f, b2 = 0.0f, alpha2 = 0.25f;
10083         vec4_t w[2], s[2];
10084
10085         // transform to screen coords first
10086         Vector4Set(w[0], start[0], start[1], start[2], 1);
10087         Vector4Set(w[1], end[0], end[1], end[2], 1);
10088         R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[0], s[0]);
10089         R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[1], s[1]);
10090         x1 = s[0][0] * vid_conwidth.value / vid.width;
10091         y1 = (vid.height - s[0][1]) * vid_conheight.value / vid.height;
10092         x2 = s[1][0] * vid_conwidth.value / vid.width;
10093         y2 = (vid.height - s[1][1]) * vid_conheight.value / vid.height;
10094         //Con_DPrintf("R_DebugLine: %.0f,%.0f to %.0f,%.0f\n", x1, y1, x2, y2);
10095
10096         // add the line to the UI mesh for drawing later
10097
10098         // width is measured in real pixels
10099         if (fabs(x2 - x1) > fabs(y2 - y1))
10100         {
10101                 offsetx = 0;
10102                 offsety = 0.5f * width * vid_conheight.value / vid.height;
10103         }
10104         else
10105         {
10106                 offsetx = 0.5f * width * vid_conwidth.value / vid.width;
10107                 offsety = 0;
10108         }
10109         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);
10110         e0 = Mod_Mesh_IndexForVertex(mod, surf, x1 - offsetx, y1 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10111         e1 = Mod_Mesh_IndexForVertex(mod, surf, x2 - offsetx, y2 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10112         e2 = Mod_Mesh_IndexForVertex(mod, surf, x2 + offsetx, y2 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10113         e3 = Mod_Mesh_IndexForVertex(mod, surf, x1 + offsetx, y1 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10114         Mod_Mesh_AddTriangle(mod, surf, e0, e1, e2);
10115         Mod_Mesh_AddTriangle(mod, surf, e0, e2, e3);
10116
10117 }
10118
10119
10120 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)
10121 {
10122         static texture_t texture;
10123
10124         // fake enough texture and surface state to render this geometry
10125
10126         texture.update_lastrenderframe = -1; // regenerate this texture
10127         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
10128         texture.basealpha = 1.0f;
10129         texture.currentskinframe = skinframe;
10130         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
10131         texture.offsetmapping = OFFSETMAPPING_OFF;
10132         texture.offsetscale = 1;
10133         texture.specularscalemod = 1;
10134         texture.specularpowermod = 1;
10135         texture.transparentsort = TRANSPARENTSORT_DISTANCE;
10136
10137         R_DrawCustomSurface_Texture(&texture, texmatrix, materialflags, firstvertex, numvertices, firsttriangle, numtriangles, writedepth, prepass, ui);
10138 }
10139
10140 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)
10141 {
10142         static msurface_t surface;
10143         const msurface_t *surfacelist = &surface;
10144
10145         // fake enough texture and surface state to render this geometry
10146         surface.texture = texture;
10147         surface.num_triangles = numtriangles;
10148         surface.num_firsttriangle = firsttriangle;
10149         surface.num_vertices = numvertices;
10150         surface.num_firstvertex = firstvertex;
10151
10152         // now render it
10153         rsurface.texture = R_GetCurrentTexture(surface.texture);
10154         rsurface.lightmaptexture = NULL;
10155         rsurface.deluxemaptexture = NULL;
10156         rsurface.uselightmaptexture = false;
10157         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass, ui);
10158 }