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if vertex texture blending is used with a _glow texture, make sure both
[xonotic/darkplaces.git] / gl_rmain.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27 #include "ft2.h"
28 #include "csprogs.h"
29 #include "cl_video.h"
30 #include "dpsoftrast.h"
31
32 #ifdef SUPPORTD3D
33 #include <d3d9.h>
34 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
35 #endif
36
37 mempool_t *r_main_mempool;
38 rtexturepool_t *r_main_texturepool;
39
40 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
41
42 static qboolean r_loadnormalmap;
43 static qboolean r_loadgloss;
44 qboolean r_loadfog;
45 static qboolean r_loaddds;
46 static qboolean r_savedds;
47
48 //
49 // screen size info
50 //
51 r_refdef_t r_refdef;
52
53 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended"};
54 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended"};
55 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
56 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
57 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
59 cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
60 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
61 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
62 cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
63 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
64 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
65
66 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
67 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
68 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
69 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
70 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
71
72 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
73 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_transparent_sortsurfacesbynearest = {0, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
81 cvar_t r_transparent_useplanardistance = {0, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
82 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
83 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
84 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
85 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
86 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
87 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
88 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
89 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
90 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
91 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
92 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
93 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
94 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
95 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
96 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
97 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
98 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
99 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
100 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
101 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
102 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
103 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
104 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
105 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
106 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
107
108 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
109 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
110 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
111
112 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
113 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
114 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
115 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
116 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
117 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
118 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
119 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
120 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
121 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
122 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
123 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
124 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
125 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
126 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
127 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
128 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
129 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
130 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
131 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
132 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
133 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
134 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
135
136 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
137 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
138 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
139 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
140 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
141 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
142 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
143 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
144
145 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
146 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
147
148 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
149 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
150 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
151
152 cvar_t r_usedepthtextures = {CVAR_SAVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
153 cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
154 cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
155 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
156 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
157 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
158 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
159 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
160 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
161
162 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
163 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
164 cvar_t r_glsl_offsetmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
165 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
166 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
167 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
168 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
169 cvar_t r_glsl_offsetmapping_lod = {CVAR_SAVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
170 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
171 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
172 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
173 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
174 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
175 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
176 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
177 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
178 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
179 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
180
181 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
182 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
183 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
184 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
185 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
186 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
187 cvar_t r_water_lowquality = {0, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"};
188 cvar_t r_water_hideplayer = {CVAR_SAVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
189 cvar_t r_water_fbo = {CVAR_SAVE, "r_water_fbo", "1", "enables use of render to texture for water effects, otherwise copy to texture is used (slower)"};
190
191 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
192 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
193 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
194 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
195
196 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
197 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
198
199 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
200 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
201 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
202 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
203 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
204
205 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
206 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
207 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
208 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
209 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
210 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
211 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
212 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
213 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
214 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
215
216 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
217
218 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
219
220 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
221
222 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
223
224 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
225 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
226
227 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer."};
228
229 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
230
231 extern cvar_t v_glslgamma;
232 extern cvar_t v_glslgamma_2d;
233
234 extern qboolean v_flipped_state;
235
236 r_framebufferstate_t r_fb;
237
238 /// shadow volume bsp struct with automatically growing nodes buffer
239 svbsp_t r_svbsp;
240
241 rtexture_t *r_texture_blanknormalmap;
242 rtexture_t *r_texture_white;
243 rtexture_t *r_texture_grey128;
244 rtexture_t *r_texture_black;
245 rtexture_t *r_texture_notexture;
246 rtexture_t *r_texture_whitecube;
247 rtexture_t *r_texture_normalizationcube;
248 rtexture_t *r_texture_fogattenuation;
249 rtexture_t *r_texture_fogheighttexture;
250 rtexture_t *r_texture_gammaramps;
251 unsigned int r_texture_gammaramps_serial;
252 //rtexture_t *r_texture_fogintensity;
253 rtexture_t *r_texture_reflectcube;
254
255 // TODO: hash lookups?
256 typedef struct cubemapinfo_s
257 {
258         char basename[64];
259         rtexture_t *texture;
260 }
261 cubemapinfo_t;
262
263 int r_texture_numcubemaps;
264 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
265
266 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
267 unsigned int r_numqueries;
268 unsigned int r_maxqueries;
269
270 typedef struct r_qwskincache_s
271 {
272         char name[MAX_QPATH];
273         skinframe_t *skinframe;
274 }
275 r_qwskincache_t;
276
277 static r_qwskincache_t *r_qwskincache;
278 static int r_qwskincache_size;
279
280 /// vertex coordinates for a quad that covers the screen exactly
281 extern const float r_screenvertex3f[12];
282 extern const float r_d3dscreenvertex3f[12];
283 const float r_screenvertex3f[12] =
284 {
285         0, 0, 0,
286         1, 0, 0,
287         1, 1, 0,
288         0, 1, 0
289 };
290 const float r_d3dscreenvertex3f[12] =
291 {
292         0, 1, 0,
293         1, 1, 0,
294         1, 0, 0,
295         0, 0, 0
296 };
297
298 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
299 {
300         int i;
301         for (i = 0;i < verts;i++)
302         {
303                 out[0] = in[0] * r;
304                 out[1] = in[1] * g;
305                 out[2] = in[2] * b;
306                 out[3] = in[3];
307                 in += 4;
308                 out += 4;
309         }
310 }
311
312 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
313 {
314         int i;
315         for (i = 0;i < verts;i++)
316         {
317                 out[0] = r;
318                 out[1] = g;
319                 out[2] = b;
320                 out[3] = a;
321                 out += 4;
322         }
323 }
324
325 // FIXME: move this to client?
326 void FOG_clear(void)
327 {
328         if (gamemode == GAME_NEHAHRA)
329         {
330                 Cvar_Set("gl_fogenable", "0");
331                 Cvar_Set("gl_fogdensity", "0.2");
332                 Cvar_Set("gl_fogred", "0.3");
333                 Cvar_Set("gl_foggreen", "0.3");
334                 Cvar_Set("gl_fogblue", "0.3");
335         }
336         r_refdef.fog_density = 0;
337         r_refdef.fog_red = 0;
338         r_refdef.fog_green = 0;
339         r_refdef.fog_blue = 0;
340         r_refdef.fog_alpha = 1;
341         r_refdef.fog_start = 0;
342         r_refdef.fog_end = 16384;
343         r_refdef.fog_height = 1<<30;
344         r_refdef.fog_fadedepth = 128;
345         memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
346 }
347
348 static void R_BuildBlankTextures(void)
349 {
350         unsigned char data[4];
351         data[2] = 128; // normal X
352         data[1] = 128; // normal Y
353         data[0] = 255; // normal Z
354         data[3] = 255; // height
355         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
356         data[0] = 255;
357         data[1] = 255;
358         data[2] = 255;
359         data[3] = 255;
360         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
361         data[0] = 128;
362         data[1] = 128;
363         data[2] = 128;
364         data[3] = 255;
365         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
366         data[0] = 0;
367         data[1] = 0;
368         data[2] = 0;
369         data[3] = 255;
370         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
371 }
372
373 static void R_BuildNoTexture(void)
374 {
375         int x, y;
376         unsigned char pix[16][16][4];
377         // this makes a light grey/dark grey checkerboard texture
378         for (y = 0;y < 16;y++)
379         {
380                 for (x = 0;x < 16;x++)
381                 {
382                         if ((y < 8) ^ (x < 8))
383                         {
384                                 pix[y][x][0] = 128;
385                                 pix[y][x][1] = 128;
386                                 pix[y][x][2] = 128;
387                                 pix[y][x][3] = 255;
388                         }
389                         else
390                         {
391                                 pix[y][x][0] = 64;
392                                 pix[y][x][1] = 64;
393                                 pix[y][x][2] = 64;
394                                 pix[y][x][3] = 255;
395                         }
396                 }
397         }
398         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
399 }
400
401 static void R_BuildWhiteCube(void)
402 {
403         unsigned char data[6*1*1*4];
404         memset(data, 255, sizeof(data));
405         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
406 }
407
408 static void R_BuildNormalizationCube(void)
409 {
410         int x, y, side;
411         vec3_t v;
412         vec_t s, t, intensity;
413 #define NORMSIZE 64
414         unsigned char *data;
415         data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
416         for (side = 0;side < 6;side++)
417         {
418                 for (y = 0;y < NORMSIZE;y++)
419                 {
420                         for (x = 0;x < NORMSIZE;x++)
421                         {
422                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
423                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
424                                 switch(side)
425                                 {
426                                 default:
427                                 case 0:
428                                         v[0] = 1;
429                                         v[1] = -t;
430                                         v[2] = -s;
431                                         break;
432                                 case 1:
433                                         v[0] = -1;
434                                         v[1] = -t;
435                                         v[2] = s;
436                                         break;
437                                 case 2:
438                                         v[0] = s;
439                                         v[1] = 1;
440                                         v[2] = t;
441                                         break;
442                                 case 3:
443                                         v[0] = s;
444                                         v[1] = -1;
445                                         v[2] = -t;
446                                         break;
447                                 case 4:
448                                         v[0] = s;
449                                         v[1] = -t;
450                                         v[2] = 1;
451                                         break;
452                                 case 5:
453                                         v[0] = -s;
454                                         v[1] = -t;
455                                         v[2] = -1;
456                                         break;
457                                 }
458                                 intensity = 127.0f / sqrt(DotProduct(v, v));
459                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
460                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
461                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
462                                 data[((side*64+y)*64+x)*4+3] = 255;
463                         }
464                 }
465         }
466         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
467         Mem_Free(data);
468 }
469
470 static void R_BuildFogTexture(void)
471 {
472         int x, b;
473 #define FOGWIDTH 256
474         unsigned char data1[FOGWIDTH][4];
475         //unsigned char data2[FOGWIDTH][4];
476         double d, r, alpha;
477
478         r_refdef.fogmasktable_start = r_refdef.fog_start;
479         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
480         r_refdef.fogmasktable_range = r_refdef.fogrange;
481         r_refdef.fogmasktable_density = r_refdef.fog_density;
482
483         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
484         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
485         {
486                 d = (x * r - r_refdef.fogmasktable_start);
487                 if(developer_extra.integer)
488                         Con_DPrintf("%f ", d);
489                 d = max(0, d);
490                 if (r_fog_exp2.integer)
491                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
492                 else
493                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
494                 if(developer_extra.integer)
495                         Con_DPrintf(" : %f ", alpha);
496                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
497                 if(developer_extra.integer)
498                         Con_DPrintf(" = %f\n", alpha);
499                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
500         }
501
502         for (x = 0;x < FOGWIDTH;x++)
503         {
504                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
505                 data1[x][0] = b;
506                 data1[x][1] = b;
507                 data1[x][2] = b;
508                 data1[x][3] = 255;
509                 //data2[x][0] = 255 - b;
510                 //data2[x][1] = 255 - b;
511                 //data2[x][2] = 255 - b;
512                 //data2[x][3] = 255;
513         }
514         if (r_texture_fogattenuation)
515         {
516                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
517                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
518         }
519         else
520         {
521                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
522                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
523         }
524 }
525
526 static void R_BuildFogHeightTexture(void)
527 {
528         unsigned char *inpixels;
529         int size;
530         int x;
531         int y;
532         int j;
533         float c[4];
534         float f;
535         inpixels = NULL;
536         strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
537         if (r_refdef.fogheighttexturename[0])
538                 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
539         if (!inpixels)
540         {
541                 r_refdef.fog_height_tablesize = 0;
542                 if (r_texture_fogheighttexture)
543                         R_FreeTexture(r_texture_fogheighttexture);
544                 r_texture_fogheighttexture = NULL;
545                 if (r_refdef.fog_height_table2d)
546                         Mem_Free(r_refdef.fog_height_table2d);
547                 r_refdef.fog_height_table2d = NULL;
548                 if (r_refdef.fog_height_table1d)
549                         Mem_Free(r_refdef.fog_height_table1d);
550                 r_refdef.fog_height_table1d = NULL;
551                 return;
552         }
553         size = image_width;
554         r_refdef.fog_height_tablesize = size;
555         r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
556         r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
557         memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
558         Mem_Free(inpixels);
559         // LordHavoc: now the magic - what is that table2d for?  it is a cooked
560         // average fog color table accounting for every fog layer between a point
561         // and the camera.  (Note: attenuation is handled separately!)
562         for (y = 0;y < size;y++)
563         {
564                 for (x = 0;x < size;x++)
565                 {
566                         Vector4Clear(c);
567                         f = 0;
568                         if (x < y)
569                         {
570                                 for (j = x;j <= y;j++)
571                                 {
572                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
573                                         f++;
574                                 }
575                         }
576                         else
577                         {
578                                 for (j = x;j >= y;j--)
579                                 {
580                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
581                                         f++;
582                                 }
583                         }
584                         f = 1.0f / f;
585                         r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
586                         r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
587                         r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
588                         r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
589                 }
590         }
591         r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
592 }
593
594 //=======================================================================================================================================================
595
596 static const char *builtinshaderstring =
597 #include "shader_glsl.h"
598 ;
599
600 const char *builtinhlslshaderstring =
601 #include "shader_hlsl.h"
602 ;
603
604 char *glslshaderstring = NULL;
605 char *hlslshaderstring = NULL;
606
607 //=======================================================================================================================================================
608
609 typedef struct shaderpermutationinfo_s
610 {
611         const char *pretext;
612         const char *name;
613 }
614 shaderpermutationinfo_t;
615
616 typedef struct shadermodeinfo_s
617 {
618         const char *vertexfilename;
619         const char *geometryfilename;
620         const char *fragmentfilename;
621         const char *pretext;
622         const char *name;
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 };
660
661 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
662 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
663 {
664         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
665         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
666         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
667         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
668         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
669         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
670         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
671         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
672         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
673         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
674         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
675         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
676         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
677         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
678         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
679         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
680         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
681         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
682 };
683
684 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
685 {
686         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
687         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
688         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
689         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
690         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
691         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
692         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
693         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
694         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
695         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
696         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
697         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
698         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
699         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
700         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
701         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
702         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
703         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
704 };
705
706 struct r_glsl_permutation_s;
707 typedef struct r_glsl_permutation_s
708 {
709         /// hash lookup data
710         struct r_glsl_permutation_s *hashnext;
711         unsigned int mode;
712         unsigned int permutation;
713
714         /// indicates if we have tried compiling this permutation already
715         qboolean compiled;
716         /// 0 if compilation failed
717         int program;
718         // texture units assigned to each detected uniform
719         int tex_Texture_First;
720         int tex_Texture_Second;
721         int tex_Texture_GammaRamps;
722         int tex_Texture_Normal;
723         int tex_Texture_Color;
724         int tex_Texture_Gloss;
725         int tex_Texture_Glow;
726         int tex_Texture_SecondaryNormal;
727         int tex_Texture_SecondaryColor;
728         int tex_Texture_SecondaryGloss;
729         int tex_Texture_SecondaryGlow;
730         int tex_Texture_Pants;
731         int tex_Texture_Shirt;
732         int tex_Texture_FogHeightTexture;
733         int tex_Texture_FogMask;
734         int tex_Texture_Lightmap;
735         int tex_Texture_Deluxemap;
736         int tex_Texture_Attenuation;
737         int tex_Texture_Cube;
738         int tex_Texture_Refraction;
739         int tex_Texture_Reflection;
740         int tex_Texture_ShadowMap2D;
741         int tex_Texture_CubeProjection;
742         int tex_Texture_ScreenNormalMap;
743         int tex_Texture_ScreenDiffuse;
744         int tex_Texture_ScreenSpecular;
745         int tex_Texture_ReflectMask;
746         int tex_Texture_ReflectCube;
747         int tex_Texture_BounceGrid;
748         /// locations of detected uniforms in program object, or -1 if not found
749         int loc_Texture_First;
750         int loc_Texture_Second;
751         int loc_Texture_GammaRamps;
752         int loc_Texture_Normal;
753         int loc_Texture_Color;
754         int loc_Texture_Gloss;
755         int loc_Texture_Glow;
756         int loc_Texture_SecondaryNormal;
757         int loc_Texture_SecondaryColor;
758         int loc_Texture_SecondaryGloss;
759         int loc_Texture_SecondaryGlow;
760         int loc_Texture_Pants;
761         int loc_Texture_Shirt;
762         int loc_Texture_FogHeightTexture;
763         int loc_Texture_FogMask;
764         int loc_Texture_Lightmap;
765         int loc_Texture_Deluxemap;
766         int loc_Texture_Attenuation;
767         int loc_Texture_Cube;
768         int loc_Texture_Refraction;
769         int loc_Texture_Reflection;
770         int loc_Texture_ShadowMap2D;
771         int loc_Texture_CubeProjection;
772         int loc_Texture_ScreenNormalMap;
773         int loc_Texture_ScreenDiffuse;
774         int loc_Texture_ScreenSpecular;
775         int loc_Texture_ReflectMask;
776         int loc_Texture_ReflectCube;
777         int loc_Texture_BounceGrid;
778         int loc_Alpha;
779         int loc_BloomBlur_Parameters;
780         int loc_ClientTime;
781         int loc_Color_Ambient;
782         int loc_Color_Diffuse;
783         int loc_Color_Specular;
784         int loc_Color_Glow;
785         int loc_Color_Pants;
786         int loc_Color_Shirt;
787         int loc_DeferredColor_Ambient;
788         int loc_DeferredColor_Diffuse;
789         int loc_DeferredColor_Specular;
790         int loc_DeferredMod_Diffuse;
791         int loc_DeferredMod_Specular;
792         int loc_DistortScaleRefractReflect;
793         int loc_EyePosition;
794         int loc_FogColor;
795         int loc_FogHeightFade;
796         int loc_FogPlane;
797         int loc_FogPlaneViewDist;
798         int loc_FogRangeRecip;
799         int loc_LightColor;
800         int loc_LightDir;
801         int loc_LightPosition;
802         int loc_OffsetMapping_ScaleSteps;
803         int loc_OffsetMapping_LodDistance;
804         int loc_OffsetMapping_Bias;
805         int loc_PixelSize;
806         int loc_ReflectColor;
807         int loc_ReflectFactor;
808         int loc_ReflectOffset;
809         int loc_RefractColor;
810         int loc_Saturation;
811         int loc_ScreenCenterRefractReflect;
812         int loc_ScreenScaleRefractReflect;
813         int loc_ScreenToDepth;
814         int loc_ShadowMap_Parameters;
815         int loc_ShadowMap_TextureScale;
816         int loc_SpecularPower;
817         int loc_UserVec1;
818         int loc_UserVec2;
819         int loc_UserVec3;
820         int loc_UserVec4;
821         int loc_ViewTintColor;
822         int loc_ViewToLight;
823         int loc_ModelToLight;
824         int loc_TexMatrix;
825         int loc_BackgroundTexMatrix;
826         int loc_ModelViewProjectionMatrix;
827         int loc_ModelViewMatrix;
828         int loc_PixelToScreenTexCoord;
829         int loc_ModelToReflectCube;
830         int loc_ShadowMapMatrix;
831         int loc_BloomColorSubtract;
832         int loc_NormalmapScrollBlend;
833         int loc_BounceGridMatrix;
834         int loc_BounceGridIntensity;
835 }
836 r_glsl_permutation_t;
837
838 #define SHADERPERMUTATION_HASHSIZE 256
839
840
841 // non-degradable "lightweight" shader parameters to keep the permutations simpler
842 // these can NOT degrade! only use for simple stuff
843 enum
844 {
845         SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
846         SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
847         SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
848         SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
849         SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
850         SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5,  ///< postprocess uservec4 is enabled
851         SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
852         SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7,  ///< LOD for offsetmapping
853         SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
854         SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
855         SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
856 };
857 #define SHADERSTATICPARMS_COUNT 11
858
859 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
860 static int shaderstaticparms_count = 0;
861
862 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
863 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
864
865 extern qboolean r_shadow_shadowmapsampler;
866 extern int r_shadow_shadowmappcf;
867 qboolean R_CompileShader_CheckStaticParms(void)
868 {
869         static int r_compileshader_staticparms_save[1];
870         memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
871         memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
872
873         // detect all
874         if (r_glsl_saturation_redcompensate.integer)
875                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
876         if (r_glsl_vertextextureblend_usebothalphas.integer)
877                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
878         if (r_shadow_glossexact.integer)
879                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
880         if (r_glsl_postprocess.integer)
881         {
882                 if (r_glsl_postprocess_uservec1_enable.integer)
883                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
884                 if (r_glsl_postprocess_uservec2_enable.integer)
885                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
886                 if (r_glsl_postprocess_uservec3_enable.integer)
887                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
888                 if (r_glsl_postprocess_uservec4_enable.integer)
889                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
890         }
891         if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
892                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
893
894         if (r_shadow_shadowmapsampler)
895                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
896         if (r_shadow_shadowmappcf > 1)
897                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
898         else if (r_shadow_shadowmappcf)
899                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
900
901         return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
902 }
903
904 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
905         if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
906                 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
907         else \
908                 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
909 static void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
910 {
911         shaderstaticparms_count = 0;
912
913         // emit all
914         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
915         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
916         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
917         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
918         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
919         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
920         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
921         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
922         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
923         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
924         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
925 }
926
927 /// information about each possible shader permutation
928 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
929 /// currently selected permutation
930 r_glsl_permutation_t *r_glsl_permutation;
931 /// storage for permutations linked in the hash table
932 memexpandablearray_t r_glsl_permutationarray;
933
934 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
935 {
936         //unsigned int hashdepth = 0;
937         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
938         r_glsl_permutation_t *p;
939         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
940         {
941                 if (p->mode == mode && p->permutation == permutation)
942                 {
943                         //if (hashdepth > 10)
944                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
945                         return p;
946                 }
947                 //hashdepth++;
948         }
949         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
950         p->mode = mode;
951         p->permutation = permutation;
952         p->hashnext = r_glsl_permutationhash[mode][hashindex];
953         r_glsl_permutationhash[mode][hashindex] = p;
954         //if (hashdepth > 10)
955         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
956         return p;
957 }
958
959 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
960 {
961         char *shaderstring;
962         if (!filename || !filename[0])
963                 return NULL;
964         if (!strcmp(filename, "glsl/default.glsl"))
965         {
966                 if (!glslshaderstring)
967                 {
968                         glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
969                         if (glslshaderstring)
970                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
971                         else
972                                 glslshaderstring = (char *)builtinshaderstring;
973                 }
974                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
975                 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
976                 return shaderstring;
977         }
978         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
979         if (shaderstring)
980         {
981                 if (printfromdisknotice)
982                         Con_DPrintf("from disk %s... ", filename);
983                 return shaderstring;
984         }
985         return shaderstring;
986 }
987
988 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
989 {
990         int i;
991         int sampler;
992         shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
993         char *vertexstring, *geometrystring, *fragmentstring;
994         char permutationname[256];
995         int vertstrings_count = 0;
996         int geomstrings_count = 0;
997         int fragstrings_count = 0;
998         const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
999         const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1000         const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1001
1002         if (p->compiled)
1003                 return;
1004         p->compiled = true;
1005         p->program = 0;
1006
1007         permutationname[0] = 0;
1008         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
1009         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1010         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1011
1012         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1013
1014         // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1015         if(vid.support.gl20shaders130)
1016         {
1017                 vertstrings_list[vertstrings_count++] = "#version 130\n";
1018                 geomstrings_list[geomstrings_count++] = "#version 130\n";
1019                 fragstrings_list[fragstrings_count++] = "#version 130\n";
1020                 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1021                 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1022                 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1023         }
1024
1025         // the first pretext is which type of shader to compile as
1026         // (later these will all be bound together as a program object)
1027         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1028         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1029         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1030
1031         // the second pretext is the mode (for example a light source)
1032         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1033         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1034         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1035         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1036
1037         // now add all the permutation pretexts
1038         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1039         {
1040                 if (permutation & (1<<i))
1041                 {
1042                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1043                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1044                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1045                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1046                 }
1047                 else
1048                 {
1049                         // keep line numbers correct
1050                         vertstrings_list[vertstrings_count++] = "\n";
1051                         geomstrings_list[geomstrings_count++] = "\n";
1052                         fragstrings_list[fragstrings_count++] = "\n";
1053                 }
1054         }
1055
1056         // add static parms
1057         R_CompileShader_AddStaticParms(mode, permutation);
1058         memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1059         vertstrings_count += shaderstaticparms_count;
1060         memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1061         geomstrings_count += shaderstaticparms_count;
1062         memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1063         fragstrings_count += shaderstaticparms_count;
1064
1065         // now append the shader text itself
1066         vertstrings_list[vertstrings_count++] = vertexstring;
1067         geomstrings_list[geomstrings_count++] = geometrystring;
1068         fragstrings_list[fragstrings_count++] = fragmentstring;
1069
1070         // if any sources were NULL, clear the respective list
1071         if (!vertexstring)
1072                 vertstrings_count = 0;
1073         if (!geometrystring)
1074                 geomstrings_count = 0;
1075         if (!fragmentstring)
1076                 fragstrings_count = 0;
1077
1078         // compile the shader program
1079         if (vertstrings_count + geomstrings_count + fragstrings_count)
1080                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1081         if (p->program)
1082         {
1083                 CHECKGLERROR
1084                 qglUseProgram(p->program);CHECKGLERROR
1085                 // look up all the uniform variable names we care about, so we don't
1086                 // have to look them up every time we set them
1087
1088                 p->loc_Texture_First              = qglGetUniformLocation(p->program, "Texture_First");
1089                 p->loc_Texture_Second             = qglGetUniformLocation(p->program, "Texture_Second");
1090                 p->loc_Texture_GammaRamps         = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1091                 p->loc_Texture_Normal             = qglGetUniformLocation(p->program, "Texture_Normal");
1092                 p->loc_Texture_Color              = qglGetUniformLocation(p->program, "Texture_Color");
1093                 p->loc_Texture_Gloss              = qglGetUniformLocation(p->program, "Texture_Gloss");
1094                 p->loc_Texture_Glow               = qglGetUniformLocation(p->program, "Texture_Glow");
1095                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1096                 p->loc_Texture_SecondaryColor     = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1097                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1098                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1099                 p->loc_Texture_Pants              = qglGetUniformLocation(p->program, "Texture_Pants");
1100                 p->loc_Texture_Shirt              = qglGetUniformLocation(p->program, "Texture_Shirt");
1101                 p->loc_Texture_FogHeightTexture   = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1102                 p->loc_Texture_FogMask            = qglGetUniformLocation(p->program, "Texture_FogMask");
1103                 p->loc_Texture_Lightmap           = qglGetUniformLocation(p->program, "Texture_Lightmap");
1104                 p->loc_Texture_Deluxemap          = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1105                 p->loc_Texture_Attenuation        = qglGetUniformLocation(p->program, "Texture_Attenuation");
1106                 p->loc_Texture_Cube               = qglGetUniformLocation(p->program, "Texture_Cube");
1107                 p->loc_Texture_Refraction         = qglGetUniformLocation(p->program, "Texture_Refraction");
1108                 p->loc_Texture_Reflection         = qglGetUniformLocation(p->program, "Texture_Reflection");
1109                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1110                 p->loc_Texture_CubeProjection     = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1111                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1112                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1113                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1114                 p->loc_Texture_ReflectMask        = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1115                 p->loc_Texture_ReflectCube        = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1116                 p->loc_Texture_BounceGrid         = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1117                 p->loc_Alpha                      = qglGetUniformLocation(p->program, "Alpha");
1118                 p->loc_BloomBlur_Parameters       = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1119                 p->loc_ClientTime                 = qglGetUniformLocation(p->program, "ClientTime");
1120                 p->loc_Color_Ambient              = qglGetUniformLocation(p->program, "Color_Ambient");
1121                 p->loc_Color_Diffuse              = qglGetUniformLocation(p->program, "Color_Diffuse");
1122                 p->loc_Color_Specular             = qglGetUniformLocation(p->program, "Color_Specular");
1123                 p->loc_Color_Glow                 = qglGetUniformLocation(p->program, "Color_Glow");
1124                 p->loc_Color_Pants                = qglGetUniformLocation(p->program, "Color_Pants");
1125                 p->loc_Color_Shirt                = qglGetUniformLocation(p->program, "Color_Shirt");
1126                 p->loc_DeferredColor_Ambient      = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1127                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1128                 p->loc_DeferredColor_Specular     = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1129                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1130                 p->loc_DeferredMod_Specular       = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1131                 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1132                 p->loc_EyePosition                = qglGetUniformLocation(p->program, "EyePosition");
1133                 p->loc_FogColor                   = qglGetUniformLocation(p->program, "FogColor");
1134                 p->loc_FogHeightFade              = qglGetUniformLocation(p->program, "FogHeightFade");
1135                 p->loc_FogPlane                   = qglGetUniformLocation(p->program, "FogPlane");
1136                 p->loc_FogPlaneViewDist           = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1137                 p->loc_FogRangeRecip              = qglGetUniformLocation(p->program, "FogRangeRecip");
1138                 p->loc_LightColor                 = qglGetUniformLocation(p->program, "LightColor");
1139                 p->loc_LightDir                   = qglGetUniformLocation(p->program, "LightDir");
1140                 p->loc_LightPosition              = qglGetUniformLocation(p->program, "LightPosition");
1141                 p->loc_OffsetMapping_ScaleSteps   = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1142                 p->loc_OffsetMapping_LodDistance  = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1143                 p->loc_OffsetMapping_Bias         = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1144                 p->loc_PixelSize                  = qglGetUniformLocation(p->program, "PixelSize");
1145                 p->loc_ReflectColor               = qglGetUniformLocation(p->program, "ReflectColor");
1146                 p->loc_ReflectFactor              = qglGetUniformLocation(p->program, "ReflectFactor");
1147                 p->loc_ReflectOffset              = qglGetUniformLocation(p->program, "ReflectOffset");
1148                 p->loc_RefractColor               = qglGetUniformLocation(p->program, "RefractColor");
1149                 p->loc_Saturation                 = qglGetUniformLocation(p->program, "Saturation");
1150                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1151                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1152                 p->loc_ScreenToDepth              = qglGetUniformLocation(p->program, "ScreenToDepth");
1153                 p->loc_ShadowMap_Parameters       = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1154                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1155                 p->loc_SpecularPower              = qglGetUniformLocation(p->program, "SpecularPower");
1156                 p->loc_UserVec1                   = qglGetUniformLocation(p->program, "UserVec1");
1157                 p->loc_UserVec2                   = qglGetUniformLocation(p->program, "UserVec2");
1158                 p->loc_UserVec3                   = qglGetUniformLocation(p->program, "UserVec3");
1159                 p->loc_UserVec4                   = qglGetUniformLocation(p->program, "UserVec4");
1160                 p->loc_ViewTintColor              = qglGetUniformLocation(p->program, "ViewTintColor");
1161                 p->loc_ViewToLight                = qglGetUniformLocation(p->program, "ViewToLight");
1162                 p->loc_ModelToLight               = qglGetUniformLocation(p->program, "ModelToLight");
1163                 p->loc_TexMatrix                  = qglGetUniformLocation(p->program, "TexMatrix");
1164                 p->loc_BackgroundTexMatrix        = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1165                 p->loc_ModelViewMatrix            = qglGetUniformLocation(p->program, "ModelViewMatrix");
1166                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1167                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1168                 p->loc_ModelToReflectCube         = qglGetUniformLocation(p->program, "ModelToReflectCube");
1169                 p->loc_ShadowMapMatrix            = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1170                 p->loc_BloomColorSubtract         = qglGetUniformLocation(p->program, "BloomColorSubtract");
1171                 p->loc_NormalmapScrollBlend       = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1172                 p->loc_BounceGridMatrix           = qglGetUniformLocation(p->program, "BounceGridMatrix");
1173                 p->loc_BounceGridIntensity        = qglGetUniformLocation(p->program, "BounceGridIntensity");
1174                 // initialize the samplers to refer to the texture units we use
1175                 p->tex_Texture_First = -1;
1176                 p->tex_Texture_Second = -1;
1177                 p->tex_Texture_GammaRamps = -1;
1178                 p->tex_Texture_Normal = -1;
1179                 p->tex_Texture_Color = -1;
1180                 p->tex_Texture_Gloss = -1;
1181                 p->tex_Texture_Glow = -1;
1182                 p->tex_Texture_SecondaryNormal = -1;
1183                 p->tex_Texture_SecondaryColor = -1;
1184                 p->tex_Texture_SecondaryGloss = -1;
1185                 p->tex_Texture_SecondaryGlow = -1;
1186                 p->tex_Texture_Pants = -1;
1187                 p->tex_Texture_Shirt = -1;
1188                 p->tex_Texture_FogHeightTexture = -1;
1189                 p->tex_Texture_FogMask = -1;
1190                 p->tex_Texture_Lightmap = -1;
1191                 p->tex_Texture_Deluxemap = -1;
1192                 p->tex_Texture_Attenuation = -1;
1193                 p->tex_Texture_Cube = -1;
1194                 p->tex_Texture_Refraction = -1;
1195                 p->tex_Texture_Reflection = -1;
1196                 p->tex_Texture_ShadowMap2D = -1;
1197                 p->tex_Texture_CubeProjection = -1;
1198                 p->tex_Texture_ScreenNormalMap = -1;
1199                 p->tex_Texture_ScreenDiffuse = -1;
1200                 p->tex_Texture_ScreenSpecular = -1;
1201                 p->tex_Texture_ReflectMask = -1;
1202                 p->tex_Texture_ReflectCube = -1;
1203                 p->tex_Texture_BounceGrid = -1;
1204                 sampler = 0;
1205                 if (p->loc_Texture_First           >= 0) {p->tex_Texture_First            = sampler;qglUniform1i(p->loc_Texture_First           , sampler);sampler++;}
1206                 if (p->loc_Texture_Second          >= 0) {p->tex_Texture_Second           = sampler;qglUniform1i(p->loc_Texture_Second          , sampler);sampler++;}
1207                 if (p->loc_Texture_GammaRamps      >= 0) {p->tex_Texture_GammaRamps       = sampler;qglUniform1i(p->loc_Texture_GammaRamps      , sampler);sampler++;}
1208                 if (p->loc_Texture_Normal          >= 0) {p->tex_Texture_Normal           = sampler;qglUniform1i(p->loc_Texture_Normal          , sampler);sampler++;}
1209                 if (p->loc_Texture_Color           >= 0) {p->tex_Texture_Color            = sampler;qglUniform1i(p->loc_Texture_Color           , sampler);sampler++;}
1210                 if (p->loc_Texture_Gloss           >= 0) {p->tex_Texture_Gloss            = sampler;qglUniform1i(p->loc_Texture_Gloss           , sampler);sampler++;}
1211                 if (p->loc_Texture_Glow            >= 0) {p->tex_Texture_Glow             = sampler;qglUniform1i(p->loc_Texture_Glow            , sampler);sampler++;}
1212                 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal  = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1213                 if (p->loc_Texture_SecondaryColor  >= 0) {p->tex_Texture_SecondaryColor   = sampler;qglUniform1i(p->loc_Texture_SecondaryColor  , sampler);sampler++;}
1214                 if (p->loc_Texture_SecondaryGloss  >= 0) {p->tex_Texture_SecondaryGloss   = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss  , sampler);sampler++;}
1215                 if (p->loc_Texture_SecondaryGlow   >= 0) {p->tex_Texture_SecondaryGlow    = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow   , sampler);sampler++;}
1216                 if (p->loc_Texture_Pants           >= 0) {p->tex_Texture_Pants            = sampler;qglUniform1i(p->loc_Texture_Pants           , sampler);sampler++;}
1217                 if (p->loc_Texture_Shirt           >= 0) {p->tex_Texture_Shirt            = sampler;qglUniform1i(p->loc_Texture_Shirt           , sampler);sampler++;}
1218                 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1219                 if (p->loc_Texture_FogMask         >= 0) {p->tex_Texture_FogMask          = sampler;qglUniform1i(p->loc_Texture_FogMask         , sampler);sampler++;}
1220                 if (p->loc_Texture_Lightmap        >= 0) {p->tex_Texture_Lightmap         = sampler;qglUniform1i(p->loc_Texture_Lightmap        , sampler);sampler++;}
1221                 if (p->loc_Texture_Deluxemap       >= 0) {p->tex_Texture_Deluxemap        = sampler;qglUniform1i(p->loc_Texture_Deluxemap       , sampler);sampler++;}
1222                 if (p->loc_Texture_Attenuation     >= 0) {p->tex_Texture_Attenuation      = sampler;qglUniform1i(p->loc_Texture_Attenuation     , sampler);sampler++;}
1223                 if (p->loc_Texture_Cube            >= 0) {p->tex_Texture_Cube             = sampler;qglUniform1i(p->loc_Texture_Cube            , sampler);sampler++;}
1224                 if (p->loc_Texture_Refraction      >= 0) {p->tex_Texture_Refraction       = sampler;qglUniform1i(p->loc_Texture_Refraction      , sampler);sampler++;}
1225                 if (p->loc_Texture_Reflection      >= 0) {p->tex_Texture_Reflection       = sampler;qglUniform1i(p->loc_Texture_Reflection      , sampler);sampler++;}
1226                 if (p->loc_Texture_ShadowMap2D     >= 0) {p->tex_Texture_ShadowMap2D      = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D     , sampler);sampler++;}
1227                 if (p->loc_Texture_CubeProjection  >= 0) {p->tex_Texture_CubeProjection   = sampler;qglUniform1i(p->loc_Texture_CubeProjection  , sampler);sampler++;}
1228                 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap  = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1229                 if (p->loc_Texture_ScreenDiffuse   >= 0) {p->tex_Texture_ScreenDiffuse    = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse   , sampler);sampler++;}
1230                 if (p->loc_Texture_ScreenSpecular  >= 0) {p->tex_Texture_ScreenSpecular   = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular  , sampler);sampler++;}
1231                 if (p->loc_Texture_ReflectMask     >= 0) {p->tex_Texture_ReflectMask      = sampler;qglUniform1i(p->loc_Texture_ReflectMask     , sampler);sampler++;}
1232                 if (p->loc_Texture_ReflectCube     >= 0) {p->tex_Texture_ReflectCube      = sampler;qglUniform1i(p->loc_Texture_ReflectCube     , sampler);sampler++;}
1233                 if (p->loc_Texture_BounceGrid      >= 0) {p->tex_Texture_BounceGrid       = sampler;qglUniform1i(p->loc_Texture_BounceGrid      , sampler);sampler++;}
1234                 CHECKGLERROR
1235                 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1236         }
1237         else
1238                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1239
1240         // free the strings
1241         if (vertexstring)
1242                 Mem_Free(vertexstring);
1243         if (geometrystring)
1244                 Mem_Free(geometrystring);
1245         if (fragmentstring)
1246                 Mem_Free(fragmentstring);
1247 }
1248
1249 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1250 {
1251         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1252         if (r_glsl_permutation != perm)
1253         {
1254                 r_glsl_permutation = perm;
1255                 if (!r_glsl_permutation->program)
1256                 {
1257                         if (!r_glsl_permutation->compiled)
1258                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1259                         if (!r_glsl_permutation->program)
1260                         {
1261                                 // remove features until we find a valid permutation
1262                                 int i;
1263                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1264                                 {
1265                                         // reduce i more quickly whenever it would not remove any bits
1266                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1267                                         if (!(permutation & j))
1268                                                 continue;
1269                                         permutation -= j;
1270                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1271                                         if (!r_glsl_permutation->compiled)
1272                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1273                                         if (r_glsl_permutation->program)
1274                                                 break;
1275                                 }
1276                                 if (i >= SHADERPERMUTATION_COUNT)
1277                                 {
1278                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1279                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1280                                         qglUseProgram(0);CHECKGLERROR
1281                                         return; // no bit left to clear, entire mode is broken
1282                                 }
1283                         }
1284                 }
1285                 CHECKGLERROR
1286                 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1287         }
1288         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1289         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1290         if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1291 }
1292
1293 #ifdef SUPPORTD3D
1294
1295 #ifdef SUPPORTD3D
1296 #include <d3d9.h>
1297 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1298 extern D3DCAPS9 vid_d3d9caps;
1299 #endif
1300
1301 struct r_hlsl_permutation_s;
1302 typedef struct r_hlsl_permutation_s
1303 {
1304         /// hash lookup data
1305         struct r_hlsl_permutation_s *hashnext;
1306         unsigned int mode;
1307         unsigned int permutation;
1308
1309         /// indicates if we have tried compiling this permutation already
1310         qboolean compiled;
1311         /// NULL if compilation failed
1312         IDirect3DVertexShader9 *vertexshader;
1313         IDirect3DPixelShader9 *pixelshader;
1314 }
1315 r_hlsl_permutation_t;
1316
1317 typedef enum D3DVSREGISTER_e
1318 {
1319         D3DVSREGISTER_TexMatrix = 0, // float4x4
1320         D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1321         D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1322         D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1323         D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1324         D3DVSREGISTER_ModelToLight = 20, // float4x4
1325         D3DVSREGISTER_EyePosition = 24,
1326         D3DVSREGISTER_FogPlane = 25,
1327         D3DVSREGISTER_LightDir = 26,
1328         D3DVSREGISTER_LightPosition = 27,
1329 }
1330 D3DVSREGISTER_t;
1331
1332 typedef enum D3DPSREGISTER_e
1333 {
1334         D3DPSREGISTER_Alpha = 0,
1335         D3DPSREGISTER_BloomBlur_Parameters = 1,
1336         D3DPSREGISTER_ClientTime = 2,
1337         D3DPSREGISTER_Color_Ambient = 3,
1338         D3DPSREGISTER_Color_Diffuse = 4,
1339         D3DPSREGISTER_Color_Specular = 5,
1340         D3DPSREGISTER_Color_Glow = 6,
1341         D3DPSREGISTER_Color_Pants = 7,
1342         D3DPSREGISTER_Color_Shirt = 8,
1343         D3DPSREGISTER_DeferredColor_Ambient = 9,
1344         D3DPSREGISTER_DeferredColor_Diffuse = 10,
1345         D3DPSREGISTER_DeferredColor_Specular = 11,
1346         D3DPSREGISTER_DeferredMod_Diffuse = 12,
1347         D3DPSREGISTER_DeferredMod_Specular = 13,
1348         D3DPSREGISTER_DistortScaleRefractReflect = 14,
1349         D3DPSREGISTER_EyePosition = 15, // unused
1350         D3DPSREGISTER_FogColor = 16,
1351         D3DPSREGISTER_FogHeightFade = 17,
1352         D3DPSREGISTER_FogPlane = 18,
1353         D3DPSREGISTER_FogPlaneViewDist = 19,
1354         D3DPSREGISTER_FogRangeRecip = 20,
1355         D3DPSREGISTER_LightColor = 21,
1356         D3DPSREGISTER_LightDir = 22, // unused
1357         D3DPSREGISTER_LightPosition = 23,
1358         D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1359         D3DPSREGISTER_PixelSize = 25,
1360         D3DPSREGISTER_ReflectColor = 26,
1361         D3DPSREGISTER_ReflectFactor = 27,
1362         D3DPSREGISTER_ReflectOffset = 28,
1363         D3DPSREGISTER_RefractColor = 29,
1364         D3DPSREGISTER_Saturation = 30,
1365         D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1366         D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1367         D3DPSREGISTER_ScreenToDepth = 33,
1368         D3DPSREGISTER_ShadowMap_Parameters = 34,
1369         D3DPSREGISTER_ShadowMap_TextureScale = 35,
1370         D3DPSREGISTER_SpecularPower = 36,
1371         D3DPSREGISTER_UserVec1 = 37,
1372         D3DPSREGISTER_UserVec2 = 38,
1373         D3DPSREGISTER_UserVec3 = 39,
1374         D3DPSREGISTER_UserVec4 = 40,
1375         D3DPSREGISTER_ViewTintColor = 41,
1376         D3DPSREGISTER_PixelToScreenTexCoord = 42,
1377         D3DPSREGISTER_BloomColorSubtract = 43,
1378         D3DPSREGISTER_ViewToLight = 44, // float4x4
1379         D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1380         D3DPSREGISTER_NormalmapScrollBlend = 52,
1381         D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1382         D3DPSREGISTER_OffsetMapping_Bias = 54,
1383         // next at 54
1384 }
1385 D3DPSREGISTER_t;
1386
1387 /// information about each possible shader permutation
1388 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1389 /// currently selected permutation
1390 r_hlsl_permutation_t *r_hlsl_permutation;
1391 /// storage for permutations linked in the hash table
1392 memexpandablearray_t r_hlsl_permutationarray;
1393
1394 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1395 {
1396         //unsigned int hashdepth = 0;
1397         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1398         r_hlsl_permutation_t *p;
1399         for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1400         {
1401                 if (p->mode == mode && p->permutation == permutation)
1402                 {
1403                         //if (hashdepth > 10)
1404                         //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1405                         return p;
1406                 }
1407                 //hashdepth++;
1408         }
1409         p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1410         p->mode = mode;
1411         p->permutation = permutation;
1412         p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1413         r_hlsl_permutationhash[mode][hashindex] = p;
1414         //if (hashdepth > 10)
1415         //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1416         return p;
1417 }
1418
1419 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
1420 {
1421         char *shaderstring;
1422         if (!filename || !filename[0])
1423                 return NULL;
1424         if (!strcmp(filename, "hlsl/default.hlsl"))
1425         {
1426                 if (!hlslshaderstring)
1427                 {
1428                         hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1429                         if (hlslshaderstring)
1430                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
1431                         else
1432                                 hlslshaderstring = (char *)builtinhlslshaderstring;
1433                 }
1434                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1435                 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1436                 return shaderstring;
1437         }
1438         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1439         if (shaderstring)
1440         {
1441                 if (printfromdisknotice)
1442                         Con_DPrintf("from disk %s... ", filename);
1443                 return shaderstring;
1444         }
1445         return shaderstring;
1446 }
1447
1448 #include <d3dx9.h>
1449 //#include <d3dx9shader.h>
1450 //#include <d3dx9mesh.h>
1451
1452 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1453 {
1454         DWORD *vsbin = NULL;
1455         DWORD *psbin = NULL;
1456         fs_offset_t vsbinsize;
1457         fs_offset_t psbinsize;
1458 //      IDirect3DVertexShader9 *vs = NULL;
1459 //      IDirect3DPixelShader9 *ps = NULL;
1460         ID3DXBuffer *vslog = NULL;
1461         ID3DXBuffer *vsbuffer = NULL;
1462         ID3DXConstantTable *vsconstanttable = NULL;
1463         ID3DXBuffer *pslog = NULL;
1464         ID3DXBuffer *psbuffer = NULL;
1465         ID3DXConstantTable *psconstanttable = NULL;
1466         int vsresult = 0;
1467         int psresult = 0;
1468         char temp[MAX_INPUTLINE];
1469         const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1470         char vabuf[1024];
1471         qboolean debugshader = gl_paranoid.integer != 0;
1472         if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1473         if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1474         if (!debugshader)
1475         {
1476                 vsbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1477                 psbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1478         }
1479         if ((!vsbin && vertstring) || (!psbin && fragstring))
1480         {
1481                 const char* dllnames_d3dx9 [] =
1482                 {
1483                         "d3dx9_43.dll",
1484                         "d3dx9_42.dll",
1485                         "d3dx9_41.dll",
1486                         "d3dx9_40.dll",
1487                         "d3dx9_39.dll",
1488                         "d3dx9_38.dll",
1489                         "d3dx9_37.dll",
1490                         "d3dx9_36.dll",
1491                         "d3dx9_35.dll",
1492                         "d3dx9_34.dll",
1493                         "d3dx9_33.dll",
1494                         "d3dx9_32.dll",
1495                         "d3dx9_31.dll",
1496                         "d3dx9_30.dll",
1497                         "d3dx9_29.dll",
1498                         "d3dx9_28.dll",
1499                         "d3dx9_27.dll",
1500                         "d3dx9_26.dll",
1501                         "d3dx9_25.dll",
1502                         "d3dx9_24.dll",
1503                         NULL
1504                 };
1505                 dllhandle_t d3dx9_dll = NULL;
1506                 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1507                 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1508                 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1509                 dllfunction_t d3dx9_dllfuncs[] =
1510                 {
1511                         {"D3DXCompileShaderFromFileA",  (void **) &qD3DXCompileShaderFromFileA},
1512                         {"D3DXPreprocessShader",                (void **) &qD3DXPreprocessShader},
1513                         {"D3DXCompileShader",                   (void **) &qD3DXCompileShader},
1514                         {NULL, NULL}
1515                 };
1516                 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1517                 {
1518                         DWORD shaderflags = 0;
1519                         if (debugshader)
1520                                 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1521                         vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1522                         psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1523                         if (vertstring && vertstring[0])
1524                         {
1525                                 if (debugshader)
1526                                 {
1527 //                                      vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
1528 //                                      FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
1529                                         FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vertstring, strlen(vertstring));
1530                                         vsresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1531                                 }
1532                                 else
1533                                         vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1534                                 if (vsbuffer)
1535                                 {
1536                                         vsbinsize = vsbuffer->GetBufferSize();
1537                                         vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1538                                         memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
1539                                         vsbuffer->Release();
1540                                 }
1541                                 if (vslog)
1542                                 {
1543                                         strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
1544                                         Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1545                                         vslog->Release();
1546                                 }
1547                         }
1548                         if (fragstring && fragstring[0])
1549                         {
1550                                 if (debugshader)
1551                                 {
1552 //                                      psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
1553 //                                      FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
1554                                         FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), fragstring, strlen(fragstring));
1555                                         psresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1556                                 }
1557                                 else
1558                                         psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1559                                 if (psbuffer)
1560                                 {
1561                                         psbinsize = psbuffer->GetBufferSize();
1562                                         psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1563                                         memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
1564                                         psbuffer->Release();
1565                                 }
1566                                 if (pslog)
1567                                 {
1568                                         strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
1569                                         Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1570                                         pslog->Release();
1571                                 }
1572                         }
1573                         Sys_UnloadLibrary(&d3dx9_dll);
1574                 }
1575                 else
1576                         Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1577         }
1578         if (vsbin && psbin)
1579         {
1580                 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1581                 if (FAILED(vsresult))
1582                         Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1583                 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1584                 if (FAILED(psresult))
1585                         Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1586         }
1587         // free the shader data
1588         vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1589         psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1590 }
1591
1592 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1593 {
1594         int i;
1595         shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1596         int vertstring_length = 0;
1597         int geomstring_length = 0;
1598         int fragstring_length = 0;
1599         char *t;
1600         char *vertexstring, *geometrystring, *fragmentstring;
1601         char *vertstring, *geomstring, *fragstring;
1602         char permutationname[256];
1603         char cachename[256];
1604         int vertstrings_count = 0;
1605         int geomstrings_count = 0;
1606         int fragstrings_count = 0;
1607         const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1608         const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1609         const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1610
1611         if (p->compiled)
1612                 return;
1613         p->compiled = true;
1614         p->vertexshader = NULL;
1615         p->pixelshader = NULL;
1616
1617         permutationname[0] = 0;
1618         cachename[0] = 0;
1619         vertexstring   = R_HLSL_GetText(modeinfo->vertexfilename, true);
1620         geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
1621         fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
1622
1623         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1624         strlcat(cachename, "hlsl/", sizeof(cachename));
1625
1626         // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1627         vertstrings_count = 0;
1628         geomstrings_count = 0;
1629         fragstrings_count = 0;
1630         vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1631         geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1632         fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1633
1634         // the first pretext is which type of shader to compile as
1635         // (later these will all be bound together as a program object)
1636         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1637         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1638         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1639
1640         // the second pretext is the mode (for example a light source)
1641         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1642         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1643         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1644         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1645         strlcat(cachename, modeinfo->name, sizeof(cachename));
1646
1647         // now add all the permutation pretexts
1648         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1649         {
1650                 if (permutation & (1<<i))
1651                 {
1652                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1653                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1654                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1655                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1656                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1657                 }
1658                 else
1659                 {
1660                         // keep line numbers correct
1661                         vertstrings_list[vertstrings_count++] = "\n";
1662                         geomstrings_list[geomstrings_count++] = "\n";
1663                         fragstrings_list[fragstrings_count++] = "\n";
1664                 }
1665         }
1666
1667         // add static parms
1668         R_CompileShader_AddStaticParms(mode, permutation);
1669         memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1670         vertstrings_count += shaderstaticparms_count;
1671         memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1672         geomstrings_count += shaderstaticparms_count;
1673         memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1674         fragstrings_count += shaderstaticparms_count;
1675
1676         // replace spaces in the cachename with _ characters
1677         for (i = 0;cachename[i];i++)
1678                 if (cachename[i] == ' ')
1679                         cachename[i] = '_';
1680
1681         // now append the shader text itself
1682         vertstrings_list[vertstrings_count++] = vertexstring;
1683         geomstrings_list[geomstrings_count++] = geometrystring;
1684         fragstrings_list[fragstrings_count++] = fragmentstring;
1685
1686         // if any sources were NULL, clear the respective list
1687         if (!vertexstring)
1688                 vertstrings_count = 0;
1689         if (!geometrystring)
1690                 geomstrings_count = 0;
1691         if (!fragmentstring)
1692                 fragstrings_count = 0;
1693
1694         vertstring_length = 0;
1695         for (i = 0;i < vertstrings_count;i++)
1696                 vertstring_length += strlen(vertstrings_list[i]);
1697         vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1698         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1699                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1700
1701         geomstring_length = 0;
1702         for (i = 0;i < geomstrings_count;i++)
1703                 geomstring_length += strlen(geomstrings_list[i]);
1704         geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1705         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1706                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1707
1708         fragstring_length = 0;
1709         for (i = 0;i < fragstrings_count;i++)
1710                 fragstring_length += strlen(fragstrings_list[i]);
1711         fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1712         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1713                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1714
1715         // try to load the cached shader, or generate one
1716         R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1717
1718         if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1719                 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1720         else
1721                 Con_Printf("^1HLSL shader %s failed!  some features may not work properly.\n", permutationname);
1722
1723         // free the strings
1724         if (vertstring)
1725                 Mem_Free(vertstring);
1726         if (geomstring)
1727                 Mem_Free(geomstring);
1728         if (fragstring)
1729                 Mem_Free(fragstring);
1730         if (vertexstring)
1731                 Mem_Free(vertexstring);
1732         if (geometrystring)
1733                 Mem_Free(geometrystring);
1734         if (fragmentstring)
1735                 Mem_Free(fragmentstring);
1736 }
1737
1738 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1739 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1740 static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1741 static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1742 static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1743 static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1744
1745 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1746 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1747 static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1748 static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1749 static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1750 static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1751
1752 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1753 {
1754         r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1755         if (r_hlsl_permutation != perm)
1756         {
1757                 r_hlsl_permutation = perm;
1758                 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1759                 {
1760                         if (!r_hlsl_permutation->compiled)
1761                                 R_HLSL_CompilePermutation(perm, mode, permutation);
1762                         if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1763                         {
1764                                 // remove features until we find a valid permutation
1765                                 int i;
1766                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1767                                 {
1768                                         // reduce i more quickly whenever it would not remove any bits
1769                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1770                                         if (!(permutation & j))
1771                                                 continue;
1772                                         permutation -= j;
1773                                         r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1774                                         if (!r_hlsl_permutation->compiled)
1775                                                 R_HLSL_CompilePermutation(perm, mode, permutation);
1776                                         if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1777                                                 break;
1778                                 }
1779                                 if (i >= SHADERPERMUTATION_COUNT)
1780                                 {
1781                                         //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1782                                         r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1783                                         return; // no bit left to clear, entire mode is broken
1784                                 }
1785                         }
1786                 }
1787                 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1788                 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1789         }
1790         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1791         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1792         hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1793 }
1794 #endif
1795
1796 static void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1797 {
1798         DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1799         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1800         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1801         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1802 }
1803
1804 void R_GLSL_Restart_f(void)
1805 {
1806         unsigned int i, limit;
1807         if (glslshaderstring && glslshaderstring != builtinshaderstring)
1808                 Mem_Free(glslshaderstring);
1809         glslshaderstring = NULL;
1810         if (hlslshaderstring && hlslshaderstring != builtinhlslshaderstring)
1811                 Mem_Free(hlslshaderstring);
1812         hlslshaderstring = NULL;
1813         switch(vid.renderpath)
1814         {
1815         case RENDERPATH_D3D9:
1816 #ifdef SUPPORTD3D
1817                 {
1818                         r_hlsl_permutation_t *p;
1819                         r_hlsl_permutation = NULL;
1820                         limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1821                         for (i = 0;i < limit;i++)
1822                         {
1823                                 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1824                                 {
1825                                         if (p->vertexshader)
1826                                                 IDirect3DVertexShader9_Release(p->vertexshader);
1827                                         if (p->pixelshader)
1828                                                 IDirect3DPixelShader9_Release(p->pixelshader);
1829                                         Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1830                                 }
1831                         }
1832                         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1833                 }
1834 #endif
1835                 break;
1836         case RENDERPATH_D3D10:
1837                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1838                 break;
1839         case RENDERPATH_D3D11:
1840                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1841                 break;
1842         case RENDERPATH_GL20:
1843         case RENDERPATH_GLES2:
1844                 {
1845                         r_glsl_permutation_t *p;
1846                         r_glsl_permutation = NULL;
1847                         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1848                         for (i = 0;i < limit;i++)
1849                         {
1850                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1851                                 {
1852                                         GL_Backend_FreeProgram(p->program);
1853                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1854                                 }
1855                         }
1856                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1857                 }
1858                 break;
1859         case RENDERPATH_GL11:
1860         case RENDERPATH_GL13:
1861         case RENDERPATH_GLES1:
1862                 break;
1863         case RENDERPATH_SOFT:
1864                 break;
1865         }
1866 }
1867
1868 static void R_GLSL_DumpShader_f(void)
1869 {
1870         int i;
1871         qfile_t *file;
1872
1873         file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1874         if (file)
1875         {
1876                 FS_Print(file, "/* The engine may define the following macros:\n");
1877                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1878                 for (i = 0;i < SHADERMODE_COUNT;i++)
1879                         FS_Print(file, glslshadermodeinfo[i].pretext);
1880                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1881                         FS_Print(file, shaderpermutationinfo[i].pretext);
1882                 FS_Print(file, "*/\n");
1883                 FS_Print(file, builtinshaderstring);
1884                 FS_Close(file);
1885                 Con_Printf("glsl/default.glsl written\n");
1886         }
1887         else
1888                 Con_Printf("failed to write to glsl/default.glsl\n");
1889
1890         file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
1891         if (file)
1892         {
1893                 FS_Print(file, "/* The engine may define the following macros:\n");
1894                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1895                 for (i = 0;i < SHADERMODE_COUNT;i++)
1896                         FS_Print(file, hlslshadermodeinfo[i].pretext);
1897                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1898                         FS_Print(file, shaderpermutationinfo[i].pretext);
1899                 FS_Print(file, "*/\n");
1900                 FS_Print(file, builtinhlslshaderstring);
1901                 FS_Close(file);
1902                 Con_Printf("hlsl/default.hlsl written\n");
1903         }
1904         else
1905                 Con_Printf("failed to write to hlsl/default.hlsl\n");
1906 }
1907
1908 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1909 {
1910         unsigned int permutation = 0;
1911         if (r_trippy.integer && !notrippy)
1912                 permutation |= SHADERPERMUTATION_TRIPPY;
1913         permutation |= SHADERPERMUTATION_VIEWTINT;
1914         if (first)
1915                 permutation |= SHADERPERMUTATION_DIFFUSE;
1916         if (second)
1917                 permutation |= SHADERPERMUTATION_SPECULAR;
1918         if (texturemode == GL_MODULATE)
1919                 permutation |= SHADERPERMUTATION_COLORMAPPING;
1920         else if (texturemode == GL_ADD)
1921                 permutation |= SHADERPERMUTATION_GLOW;
1922         else if (texturemode == GL_DECAL)
1923                 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1924         if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1925                 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1926         if (suppresstexalpha)
1927                 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1928         if (!second)
1929                 texturemode = GL_MODULATE;
1930         if (vid.allowalphatocoverage)
1931                 GL_AlphaToCoverage(false);
1932         switch (vid.renderpath)
1933         {
1934         case RENDERPATH_D3D9:
1935 #ifdef SUPPORTD3D
1936                 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
1937                 R_Mesh_TexBind(GL20TU_FIRST , first );
1938                 R_Mesh_TexBind(GL20TU_SECOND, second);
1939                 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
1940                         R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1941 #endif
1942                 break;
1943         case RENDERPATH_D3D10:
1944                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1945                 break;
1946         case RENDERPATH_D3D11:
1947                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1948                 break;
1949         case RENDERPATH_GL20:
1950         case RENDERPATH_GLES2:
1951                 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1952                 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
1953                 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
1954                 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1955                         R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1956                 break;
1957         case RENDERPATH_GL13:
1958         case RENDERPATH_GLES1:
1959                 R_Mesh_TexBind(0, first );
1960                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
1961                 R_Mesh_TexBind(1, second);
1962                 if (second)
1963                         R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
1964                 break;
1965         case RENDERPATH_GL11:
1966                 R_Mesh_TexBind(0, first );
1967                 break;
1968         case RENDERPATH_SOFT:
1969                 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
1970                 R_Mesh_TexBind(GL20TU_FIRST , first );
1971                 R_Mesh_TexBind(GL20TU_SECOND, second);
1972                 break;
1973         }
1974 }
1975
1976 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
1977 {
1978         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
1979 }
1980
1981 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb)
1982 {
1983         unsigned int permutation = 0;
1984         if (r_trippy.integer && !notrippy)
1985                 permutation |= SHADERPERMUTATION_TRIPPY;
1986         if (depthrgb)
1987                 permutation |= SHADERPERMUTATION_DEPTHRGB;
1988         if (vid.allowalphatocoverage)
1989                 GL_AlphaToCoverage(false);
1990         switch (vid.renderpath)
1991         {
1992         case RENDERPATH_D3D9:
1993 #ifdef SUPPORTD3D
1994                 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1995 #endif
1996                 break;
1997         case RENDERPATH_D3D10:
1998                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1999                 break;
2000         case RENDERPATH_D3D11:
2001                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2002                 break;
2003         case RENDERPATH_GL20:
2004         case RENDERPATH_GLES2:
2005                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2006                 break;
2007         case RENDERPATH_GL13:
2008         case RENDERPATH_GLES1:
2009                 R_Mesh_TexBind(0, 0);
2010                 R_Mesh_TexBind(1, 0);
2011                 break;
2012         case RENDERPATH_GL11:
2013                 R_Mesh_TexBind(0, 0);
2014                 break;
2015         case RENDERPATH_SOFT:
2016                 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2017                 break;
2018         }
2019 }
2020
2021 void R_SetupShader_ShowDepth(qboolean notrippy)
2022 {
2023         int permutation = 0;
2024         if (r_trippy.integer && !notrippy)
2025                 permutation |= SHADERPERMUTATION_TRIPPY;
2026         if (vid.allowalphatocoverage)
2027                 GL_AlphaToCoverage(false);
2028         switch (vid.renderpath)
2029         {
2030         case RENDERPATH_D3D9:
2031 #ifdef SUPPORTHLSL
2032                 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, permutation);
2033 #endif
2034                 break;
2035         case RENDERPATH_D3D10:
2036                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2037                 break;
2038         case RENDERPATH_D3D11:
2039                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2040                 break;
2041         case RENDERPATH_GL20:
2042         case RENDERPATH_GLES2:
2043                 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, permutation);
2044                 break;
2045         case RENDERPATH_GL13:
2046         case RENDERPATH_GLES1:
2047                 break;
2048         case RENDERPATH_GL11:
2049                 break;
2050         case RENDERPATH_SOFT:
2051                 R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, permutation);
2052                 break;
2053         }
2054 }
2055
2056 extern qboolean r_shadow_usingdeferredprepass;
2057 extern rtexture_t *r_shadow_attenuationgradienttexture;
2058 extern rtexture_t *r_shadow_attenuation2dtexture;
2059 extern rtexture_t *r_shadow_attenuation3dtexture;
2060 extern qboolean r_shadow_usingshadowmap2d;
2061 extern qboolean r_shadow_usingshadowmaportho;
2062 extern float r_shadow_shadowmap_texturescale[2];
2063 extern float r_shadow_shadowmap_parameters[4];
2064 extern qboolean r_shadow_shadowmapvsdct;
2065 extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
2066 extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
2067 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2068 extern matrix4x4_t r_shadow_shadowmapmatrix;
2069 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2070 extern int r_shadow_prepass_width;
2071 extern int r_shadow_prepass_height;
2072 extern rtexture_t *r_shadow_prepassgeometrydepthbuffer;
2073 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2074 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2075 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2076
2077 #define BLENDFUNC_ALLOWS_COLORMOD      1
2078 #define BLENDFUNC_ALLOWS_FOG           2
2079 #define BLENDFUNC_ALLOWS_FOG_HACK0     4
2080 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2081 #define BLENDFUNC_ALLOWS_ANYFOG        (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2082 static int R_BlendFuncFlags(int src, int dst)
2083 {
2084         int r = 0;
2085
2086         // a blendfunc allows colormod if:
2087         // a) it can never keep the destination pixel invariant, or
2088         // b) it can keep the destination pixel invariant, and still can do so if colormodded
2089         // this is to prevent unintended side effects from colormod
2090
2091         // a blendfunc allows fog if:
2092         // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2093         // this is to prevent unintended side effects from fog
2094
2095         // these checks are the output of fogeval.pl
2096
2097         r |= BLENDFUNC_ALLOWS_COLORMOD;
2098         if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2099         if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2100         if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2101         if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2102         if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2103         if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2104         if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2105         if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2106         if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2107         if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2108         if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2109         if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2110         if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2111         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2112         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2113         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2114         if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2115         if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2116         if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2117         if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2118         if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2119
2120         return r;
2121 }
2122
2123 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
2124 {
2125         // select a permutation of the lighting shader appropriate to this
2126         // combination of texture, entity, light source, and fogging, only use the
2127         // minimum features necessary to avoid wasting rendering time in the
2128         // fragment shader on features that are not being used
2129         unsigned int permutation = 0;
2130         unsigned int mode = 0;
2131         int blendfuncflags;
2132         static float dummy_colormod[3] = {1, 1, 1};
2133         float *colormod = rsurface.colormod;
2134         float m16f[16];
2135         matrix4x4_t tempmatrix;
2136         r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2137         if (r_trippy.integer && !notrippy)
2138                 permutation |= SHADERPERMUTATION_TRIPPY;
2139         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2140                 permutation |= SHADERPERMUTATION_ALPHAKILL;
2141         if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2142                 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2143         if (rsurfacepass == RSURFPASS_BACKGROUND)
2144         {
2145                 // distorted background
2146                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2147                 {
2148                         mode = SHADERMODE_WATER;
2149                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2150                                 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2151                         if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2152                         {
2153                                 // this is the right thing to do for wateralpha
2154                                 GL_BlendFunc(GL_ONE, GL_ZERO);
2155                                 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2156                         }
2157                         else
2158                         {
2159                                 // this is the right thing to do for entity alpha
2160                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2161                                 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2162                         }
2163                 }
2164                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2165                 {
2166                         mode = SHADERMODE_REFRACTION;
2167                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2168                                 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2169                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2170                         blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2171                 }
2172                 else
2173                 {
2174                         mode = SHADERMODE_GENERIC;
2175                         permutation |= SHADERPERMUTATION_DIFFUSE;
2176                         GL_BlendFunc(GL_ONE, GL_ZERO);
2177                         blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2178                 }
2179                 if (vid.allowalphatocoverage)
2180                         GL_AlphaToCoverage(false);
2181         }
2182         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2183         {
2184                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2185                 {
2186                         switch(rsurface.texture->offsetmapping)
2187                         {
2188                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2189                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2190                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2191                         case OFFSETMAPPING_OFF: break;
2192                         }
2193                 }
2194                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2195                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2196                 // normalmap (deferred prepass), may use alpha test on diffuse
2197                 mode = SHADERMODE_DEFERREDGEOMETRY;
2198                 GL_BlendFunc(GL_ONE, GL_ZERO);
2199                 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2200                 if (vid.allowalphatocoverage)
2201                         GL_AlphaToCoverage(false);
2202         }
2203         else if (rsurfacepass == RSURFPASS_RTLIGHT)
2204         {
2205                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2206                 {
2207                         switch(rsurface.texture->offsetmapping)
2208                         {
2209                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2210                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2211                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2212                         case OFFSETMAPPING_OFF: break;
2213                         }
2214                 }
2215                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2216                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2217                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2218                         permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2219                 // light source
2220                 mode = SHADERMODE_LIGHTSOURCE;
2221                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2222                         permutation |= SHADERPERMUTATION_CUBEFILTER;
2223                 if (diffusescale > 0)
2224                         permutation |= SHADERPERMUTATION_DIFFUSE;
2225                 if (specularscale > 0)
2226                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2227                 if (r_refdef.fogenabled)
2228                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2229                 if (rsurface.texture->colormapping)
2230                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2231                 if (r_shadow_usingshadowmap2d)
2232                 {
2233                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2234                         if(r_shadow_shadowmapvsdct)
2235                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2236
2237                         if (r_shadow_shadowmap2ddepthbuffer)
2238                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
2239                 }
2240                 if (rsurface.texture->reflectmasktexture)
2241                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2242                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2243                 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2244                 if (vid.allowalphatocoverage)
2245                         GL_AlphaToCoverage(false);
2246         }
2247         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2248         {
2249                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2250                 {
2251                         switch(rsurface.texture->offsetmapping)
2252                         {
2253                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2254                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2255                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2256                         case OFFSETMAPPING_OFF: break;
2257                         }
2258                 }
2259                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2260                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2261                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2262                         permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2263                 // unshaded geometry (fullbright or ambient model lighting)
2264                 mode = SHADERMODE_FLATCOLOR;
2265                 ambientscale = diffusescale = specularscale = 0;
2266                 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2267                         permutation |= SHADERPERMUTATION_GLOW;
2268                 if (r_refdef.fogenabled)
2269                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2270                 if (rsurface.texture->colormapping)
2271                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2272                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2273                 {
2274                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2275                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2276
2277                         if (r_shadow_shadowmap2ddepthbuffer)
2278                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
2279                 }
2280                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2281                         permutation |= SHADERPERMUTATION_REFLECTION;
2282                 if (rsurface.texture->reflectmasktexture)
2283                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2284                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2285                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2286                 // when using alphatocoverage, we don't need alphakill
2287                 if (vid.allowalphatocoverage)
2288                 {
2289                         if (r_transparent_alphatocoverage.integer)
2290                         {
2291                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2292                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2293                         }
2294                         else
2295                                 GL_AlphaToCoverage(false);
2296                 }
2297         }
2298         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2299         {
2300                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2301                 {
2302                         switch(rsurface.texture->offsetmapping)
2303                         {
2304                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2305                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2306                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2307                         case OFFSETMAPPING_OFF: break;
2308                         }
2309                 }
2310                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2311                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2312                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2313                         permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2314                 // directional model lighting
2315                 mode = SHADERMODE_LIGHTDIRECTION;
2316                 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2317                         permutation |= SHADERPERMUTATION_GLOW;
2318                 permutation |= SHADERPERMUTATION_DIFFUSE;
2319                 if (specularscale > 0)
2320                         permutation |= SHADERPERMUTATION_SPECULAR;
2321                 if (r_refdef.fogenabled)
2322                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2323                 if (rsurface.texture->colormapping)
2324                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2325                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2326                 {
2327                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2328                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2329
2330                         if (r_shadow_shadowmap2ddepthbuffer)
2331                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
2332                 }
2333                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2334                         permutation |= SHADERPERMUTATION_REFLECTION;
2335                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2336                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2337                 if (rsurface.texture->reflectmasktexture)
2338                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2339                 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2340                 {
2341                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
2342                         if (r_shadow_bouncegriddirectional)
2343                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2344                 }
2345                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2346                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2347                 // when using alphatocoverage, we don't need alphakill
2348                 if (vid.allowalphatocoverage)
2349                 {
2350                         if (r_transparent_alphatocoverage.integer)
2351                         {
2352                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2353                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2354                         }
2355                         else
2356                                 GL_AlphaToCoverage(false);
2357                 }
2358         }
2359         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2360         {
2361                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2362                 {
2363                         switch(rsurface.texture->offsetmapping)
2364                         {
2365                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2366                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2367                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2368                         case OFFSETMAPPING_OFF: break;
2369                         }
2370                 }
2371                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2372                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2373                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2374                         permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2375                 // ambient model lighting
2376                 mode = SHADERMODE_LIGHTDIRECTION;
2377                 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2378                         permutation |= SHADERPERMUTATION_GLOW;
2379                 if (r_refdef.fogenabled)
2380                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2381                 if (rsurface.texture->colormapping)
2382                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2383                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2384                 {
2385                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2386                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2387
2388                         if (r_shadow_shadowmap2ddepthbuffer)
2389                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
2390                 }
2391                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2392                         permutation |= SHADERPERMUTATION_REFLECTION;
2393                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2394                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2395                 if (rsurface.texture->reflectmasktexture)
2396                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2397                 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2398                 {
2399                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
2400                         if (r_shadow_bouncegriddirectional)
2401                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2402                 }
2403                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2404                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2405                 // when using alphatocoverage, we don't need alphakill
2406                 if (vid.allowalphatocoverage)
2407                 {
2408                         if (r_transparent_alphatocoverage.integer)
2409                         {
2410                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2411                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2412                         }
2413                         else
2414                                 GL_AlphaToCoverage(false);
2415                 }
2416         }
2417         else
2418         {
2419                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2420                 {
2421                         switch(rsurface.texture->offsetmapping)
2422                         {
2423                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2424                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2425                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2426                         case OFFSETMAPPING_OFF: break;
2427                         }
2428                 }
2429                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2430                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2431                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2432                         permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2433                 // lightmapped wall
2434                 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2435                         permutation |= SHADERPERMUTATION_GLOW;
2436                 if (r_refdef.fogenabled)
2437                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2438                 if (rsurface.texture->colormapping)
2439                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2440                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2441                 {
2442                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2443                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2444
2445                         if (r_shadow_shadowmap2ddepthbuffer)
2446                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
2447                 }
2448                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2449                         permutation |= SHADERPERMUTATION_REFLECTION;
2450                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2451                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2452                 if (rsurface.texture->reflectmasktexture)
2453                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2454                 if (FAKELIGHT_ENABLED)
2455                 {
2456                         // fake lightmapping (q1bsp, q3bsp, fullbright map)
2457                         mode = SHADERMODE_FAKELIGHT;
2458                         permutation |= SHADERPERMUTATION_DIFFUSE;
2459                         if (specularscale > 0)
2460                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2461                 }
2462                 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2463                 {
2464                         // deluxemapping (light direction texture)
2465                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2466                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2467                         else
2468                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2469                         permutation |= SHADERPERMUTATION_DIFFUSE;
2470                         if (specularscale > 0)
2471                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2472                 }
2473                 else if (r_glsl_deluxemapping.integer >= 2)
2474                 {
2475                         // fake deluxemapping (uniform light direction in tangentspace)
2476                         if (rsurface.uselightmaptexture)
2477                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2478                         else
2479                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2480                         permutation |= SHADERPERMUTATION_DIFFUSE;
2481                         if (specularscale > 0)
2482                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2483                 }
2484                 else if (rsurface.uselightmaptexture)
2485                 {
2486                         // ordinary lightmapping (q1bsp, q3bsp)
2487                         mode = SHADERMODE_LIGHTMAP;
2488                 }
2489                 else
2490                 {
2491                         // ordinary vertex coloring (q3bsp)
2492                         mode = SHADERMODE_VERTEXCOLOR;
2493                 }
2494                 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2495                 {
2496                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
2497                         if (r_shadow_bouncegriddirectional)
2498                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2499                 }
2500                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2501                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2502                 // when using alphatocoverage, we don't need alphakill
2503                 if (vid.allowalphatocoverage)
2504                 {
2505                         if (r_transparent_alphatocoverage.integer)
2506                         {
2507                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2508                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2509                         }
2510                         else
2511                                 GL_AlphaToCoverage(false);
2512                 }
2513         }
2514         if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2515                 colormod = dummy_colormod;
2516         if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2517                 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2518         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2519                 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2520         switch(vid.renderpath)
2521         {
2522         case RENDERPATH_D3D9:
2523 #ifdef SUPPORTD3D
2524                 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2525                 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2526                 R_SetupShader_SetPermutationHLSL(mode, permutation);
2527                 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2528                 if (mode == SHADERMODE_LIGHTSOURCE)
2529                 {
2530                         Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2531                         hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2532                 }
2533                 else
2534                 {
2535                         if (mode == SHADERMODE_LIGHTDIRECTION)
2536                         {
2537                                 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2538                         }
2539                 }
2540                 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2541                 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2542                 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2543                 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2544                 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2545
2546                 if (mode == SHADERMODE_LIGHTSOURCE)
2547                 {
2548                         hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2549                         hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2550                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2551                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2552                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2553
2554                         // additive passes are only darkened by fog, not tinted
2555                         hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2556                         hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2557                 }
2558                 else
2559                 {
2560                         if (mode == SHADERMODE_FLATCOLOR)
2561                         {
2562                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2563                         }
2564                         else if (mode == SHADERMODE_LIGHTDIRECTION)
2565                         {
2566                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
2567                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2568                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2569                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2570                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2571                                 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2572                                 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2573                         }
2574                         else
2575                         {
2576                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2577                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2578                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2579                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2580                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2581                         }
2582                         // additive passes are only darkened by fog, not tinted
2583                         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2584                                 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2585                         else
2586                                 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2587                         hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2588                         hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2589                         hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2590                         hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2591                         hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2592                         hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2593                         hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2594                         hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2595                         if (mode == SHADERMODE_WATER)
2596                                 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2597                 }
2598                 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2599                 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2600                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2601                 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2602                 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2603                 if (rsurface.texture->pantstexture)
2604                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2605                 else
2606                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2607                 if (rsurface.texture->shirttexture)
2608                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2609                 else
2610                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2611                 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2612                 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2613                 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2614                 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2615                 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2616                                 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2617                                 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2618                                 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2619                                 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2620                         );
2621                 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2622                 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2623                 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2624                 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2625
2626                 R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
2627                 R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
2628                 R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
2629                 R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
2630                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
2631                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
2632                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
2633                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
2634                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
2635                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
2636                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
2637                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2638                 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
2639                 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
2640                 R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2641                 R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2642                 if (rsurface.rtlight                                  ) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
2643                 if (rsurfacepass == RSURFPASS_BACKGROUND)
2644                 {
2645                         R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2646                         if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2647                         R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2648                 }
2649                 else
2650                 {
2651                         if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2652                 }
2653 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
2654                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
2655                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
2656                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2657                 {
2658                         R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2659                         if (rsurface.rtlight)
2660                         {
2661                                 if (permutation & SHADERPERMUTATION_CUBEFILTER        ) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
2662                                 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT    ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
2663                         }
2664                 }
2665 #endif
2666                 break;
2667         case RENDERPATH_D3D10:
2668                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2669                 break;
2670         case RENDERPATH_D3D11:
2671                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2672                 break;
2673         case RENDERPATH_GL20:
2674         case RENDERPATH_GLES2:
2675                 if (!vid.useinterleavedarrays)
2676                 {
2677                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2678                         R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2679                         R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2680                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2681                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2682                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2683                         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2684                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2685                 }
2686                 else
2687                 {
2688                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2689                         R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2690                 }
2691                 R_SetupShader_SetPermutationGLSL(mode, permutation);
2692                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2693                 if (mode == SHADERMODE_LIGHTSOURCE)
2694                 {
2695                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2696                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2697                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2698                         if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2699                         if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2700                         if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2701         
2702                         // additive passes are only darkened by fog, not tinted
2703                         if (r_glsl_permutation->loc_FogColor >= 0)
2704                                 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2705                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2706                 }
2707                 else
2708                 {
2709                         if (mode == SHADERMODE_FLATCOLOR)
2710                         {
2711                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2712                         }
2713                         else if (mode == SHADERMODE_LIGHTDIRECTION)
2714                         {
2715                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2716                                 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2717                                 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2718                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2719                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2720                                 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2721                                 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2722                         }
2723                         else
2724                         {
2725                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2726                                 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2727                                 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2728                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2729                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2730                         }
2731                         // additive passes are only darkened by fog, not tinted
2732                         if (r_glsl_permutation->loc_FogColor >= 0)
2733                         {
2734                                 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2735                                         qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2736                                 else
2737                                         qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2738                         }
2739                         if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2740                         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]);
2741                         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]);
2742                         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2743                         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2744                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2745                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2746                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2747                         if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2748                 }
2749                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2750                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2751                 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2752                 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2753                 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2754
2755                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2756                 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2757                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2758                 if (r_glsl_permutation->loc_Color_Pants >= 0)
2759                 {
2760                         if (rsurface.texture->pantstexture)
2761                                 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2762                         else
2763                                 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2764                 }
2765                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2766                 {
2767                         if (rsurface.texture->shirttexture)
2768                                 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2769                         else
2770                                 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2771                 }
2772                 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]);
2773                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2774                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2775                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2776                 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2777                                 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2778                                 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2779                                 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2780                                 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2781                         );
2782                 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);
2783                 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2784                 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]);
2785                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2786                 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegridmatrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2787                 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2788
2789                 if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First            , r_texture_white                                     );
2790                 if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second           , r_texture_white                                     );
2791                 if (r_glsl_permutation->tex_Texture_GammaRamps      >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps       , r_texture_gammaramps                                );
2792                 if (r_glsl_permutation->tex_Texture_Normal          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal           , rsurface.texture->nmaptexture                       );
2793                 if (r_glsl_permutation->tex_Texture_Color           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color            , rsurface.texture->basetexture                       );
2794                 if (r_glsl_permutation->tex_Texture_Gloss           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss            , rsurface.texture->glosstexture                      );
2795                 if (r_glsl_permutation->tex_Texture_Glow            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow             , rsurface.texture->glowtexture                       );
2796                 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal  , rsurface.texture->backgroundnmaptexture             );
2797                 if (r_glsl_permutation->tex_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor   , rsurface.texture->backgroundbasetexture             );
2798                 if (r_glsl_permutation->tex_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss   , rsurface.texture->backgroundglosstexture            );
2799                 if (r_glsl_permutation->tex_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow    , rsurface.texture->backgroundglowtexture             );
2800                 if (r_glsl_permutation->tex_Texture_Pants           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants            , rsurface.texture->pantstexture                      );
2801                 if (r_glsl_permutation->tex_Texture_Shirt           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt            , rsurface.texture->shirttexture                      );
2802                 if (r_glsl_permutation->tex_Texture_ReflectMask     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask      , rsurface.texture->reflectmasktexture                );
2803                 if (r_glsl_permutation->tex_Texture_ReflectCube     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube      , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2804                 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture                          );
2805                 if (r_glsl_permutation->tex_Texture_FogMask         >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask          , r_texture_fogattenuation                            );
2806                 if (r_glsl_permutation->tex_Texture_Lightmap        >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap         , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2807                 if (r_glsl_permutation->tex_Texture_Deluxemap       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap        , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2808                 if (r_glsl_permutation->tex_Texture_Attenuation     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation      , r_shadow_attenuationgradienttexture                 );
2809                 if (rsurfacepass == RSURFPASS_BACKGROUND)
2810                 {
2811                         if (r_glsl_permutation->tex_Texture_Refraction  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2812                         if (r_glsl_permutation->tex_Texture_First       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2813                         if (r_glsl_permutation->tex_Texture_Reflection  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2814                 }
2815                 else
2816                 {
2817                         if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2818                 }
2819                 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap   , r_shadow_prepassgeometrynormalmaptexture            );
2820                 if (r_glsl_permutation->tex_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse     , r_shadow_prepasslightingdiffusetexture              );
2821                 if (r_glsl_permutation->tex_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular    , r_shadow_prepasslightingspeculartexture             );
2822                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2823                 {
2824                         if (r_glsl_permutation->tex_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture                           );
2825                         if (rsurface.rtlight)
2826                         {
2827                                 if (r_glsl_permutation->tex_Texture_Cube            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube              , rsurface.rtlight->currentcubemap                    );
2828                                 if (r_glsl_permutation->tex_Texture_CubeProjection  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection    , r_shadow_shadowmapvsdcttexture                      );
2829                         }
2830                 }
2831                 if (r_glsl_permutation->tex_Texture_BounceGrid  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2832                 CHECKGLERROR
2833                 break;
2834         case RENDERPATH_GL11:
2835         case RENDERPATH_GL13:
2836         case RENDERPATH_GLES1:
2837                 break;
2838         case RENDERPATH_SOFT:
2839                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2840                 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2841                 R_SetupShader_SetPermutationSoft(mode, permutation);
2842                 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2843                 if (mode == SHADERMODE_LIGHTSOURCE)
2844                 {
2845                         {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2846                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2847                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2848                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2849                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2850                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2851         
2852                         // additive passes are only darkened by fog, not tinted
2853                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2854                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2855                 }
2856                 else
2857                 {
2858                         if (mode == SHADERMODE_FLATCOLOR)
2859                         {
2860                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2861                         }
2862                         else if (mode == SHADERMODE_LIGHTDIRECTION)
2863                         {
2864                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2865                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2866                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2867                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2868                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2869                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2870                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2871                         }
2872                         else
2873                         {
2874                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2875                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2876                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2877                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2878                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2879                         }
2880                         // additive passes are only darkened by fog, not tinted
2881                         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2882                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2883                         else
2884                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2885                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2886                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2887                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2888                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2889                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2890                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2891                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2892                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2893                         DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2894                 }
2895                 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2896                 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2897                 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2898                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2899                 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2900
2901                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2902                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2903                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2904                 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2905                 {
2906                         if (rsurface.texture->pantstexture)
2907                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2908                         else
2909                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2910                 }
2911                 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2912                 {
2913                         if (rsurface.texture->shirttexture)
2914                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2915                         else
2916                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2917                 }
2918                 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2919                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2920                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2921                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2922                 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2923                                 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2924                                 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2925                                 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2926                                 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2927                         );
2928                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2929                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
2930                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2931                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2932
2933                 R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
2934                 R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
2935                 R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
2936                 R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
2937                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
2938                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
2939                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
2940                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
2941                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
2942                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
2943                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
2944                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2945                 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
2946                 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
2947                 R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2948                 R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2949                 if (rsurface.rtlight                                  ) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
2950                 if (rsurfacepass == RSURFPASS_BACKGROUND)
2951                 {
2952                         R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2953                         if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2954                         R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2955                 }
2956                 else
2957                 {
2958                         if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2959                 }
2960 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
2961                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
2962                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
2963                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2964                 {
2965                         R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2966                         if (rsurface.rtlight)
2967                         {
2968                                 if (permutation & SHADERPERMUTATION_CUBEFILTER        ) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
2969                                 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT    ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
2970                         }
2971                 }
2972                 break;
2973         }
2974 }
2975
2976 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2977 {
2978         // select a permutation of the lighting shader appropriate to this
2979         // combination of texture, entity, light source, and fogging, only use the
2980         // minimum features necessary to avoid wasting rendering time in the
2981         // fragment shader on features that are not being used
2982         unsigned int permutation = 0;
2983         unsigned int mode = 0;
2984         const float *lightcolorbase = rtlight->currentcolor;
2985         float ambientscale = rtlight->ambientscale;
2986         float diffusescale = rtlight->diffusescale;
2987         float specularscale = rtlight->specularscale;
2988         // this is the location of the light in view space
2989         vec3_t viewlightorigin;
2990         // this transforms from view space (camera) to light space (cubemap)
2991         matrix4x4_t viewtolight;
2992         matrix4x4_t lighttoview;
2993         float viewtolight16f[16];
2994         // light source
2995         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2996         if (rtlight->currentcubemap != r_texture_whitecube)
2997                 permutation |= SHADERPERMUTATION_CUBEFILTER;
2998         if (diffusescale > 0)
2999                 permutation |= SHADERPERMUTATION_DIFFUSE;
3000         if (specularscale > 0 && r_shadow_gloss.integer > 0)
3001                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
3002         if (r_shadow_usingshadowmap2d)
3003         {
3004                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3005                 if (r_shadow_shadowmapvsdct)
3006                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3007
3008                 if (r_shadow_shadowmap2ddepthbuffer)
3009                         permutation |= SHADERPERMUTATION_DEPTHRGB;
3010         }
3011         if (vid.allowalphatocoverage)
3012                 GL_AlphaToCoverage(false);
3013         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3014         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3015         Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3016         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3017         switch(vid.renderpath)
3018         {
3019         case RENDERPATH_D3D9:
3020 #ifdef SUPPORTD3D
3021                 R_SetupShader_SetPermutationHLSL(mode, permutation);
3022                 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3023                 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3024                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3025                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3026                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3027                 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3028                 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3029                 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3030                 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3031                 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3032
3033                 R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
3034                 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
3035                 R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
3036                 R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2ddepthtexture                    );
3037                 R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
3038 #endif
3039                 break;
3040         case RENDERPATH_D3D10:
3041                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3042                 break;
3043         case RENDERPATH_D3D11:
3044                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3045                 break;
3046         case RENDERPATH_GL20:
3047         case RENDERPATH_GLES2:
3048                 R_SetupShader_SetPermutationGLSL(mode, permutation);
3049                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3f(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3050                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
3051                 if (r_glsl_permutation->loc_DeferredColor_Ambient     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3052                 if (r_glsl_permutation->loc_DeferredColor_Diffuse     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3053                 if (r_glsl_permutation->loc_DeferredColor_Specular    >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Specular   , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3054                 if (r_glsl_permutation->loc_ShadowMap_TextureScale    >= 0) qglUniform2f(       r_glsl_permutation->loc_ShadowMap_TextureScale   , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3055                 if (r_glsl_permutation->loc_ShadowMap_Parameters      >= 0) qglUniform4f(       r_glsl_permutation->loc_ShadowMap_Parameters     , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3056                 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);
3057                 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]);
3058                 if (r_glsl_permutation->loc_PixelToScreenTexCoord     >= 0) qglUniform2f(       r_glsl_permutation->loc_PixelToScreenTexCoord    , 1.0f/vid.width, 1.0f/vid.height);
3059
3060                 if (r_glsl_permutation->tex_Texture_Attenuation       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation        , r_shadow_attenuationgradienttexture                 );
3061                 if (r_glsl_permutation->tex_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap    , r_shadow_prepassgeometrynormalmaptexture            );
3062                 if (r_glsl_permutation->tex_Texture_Cube              >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube               , rsurface.rtlight->currentcubemap                    );
3063                 if (r_glsl_permutation->tex_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D        , r_shadow_shadowmap2ddepthtexture                    );
3064                 if (r_glsl_permutation->tex_Texture_CubeProjection    >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection     , r_shadow_shadowmapvsdcttexture                      );
3065                 break;
3066         case RENDERPATH_GL11:
3067         case RENDERPATH_GL13:
3068         case RENDERPATH_GLES1:
3069                 break;
3070         case RENDERPATH_SOFT:
3071                 R_SetupShader_SetPermutationGLSL(mode, permutation);
3072                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3073                 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1            , 1, false, viewtolight16f);
3074                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3075                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3076                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Specular   , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3077                 DPSOFTRAST_Uniform2f(       DPSOFTRAST_UNIFORM_ShadowMap_TextureScale   , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3078                 DPSOFTRAST_Uniform4f(       DPSOFTRAST_UNIFORM_ShadowMap_Parameters     , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3079                 DPSOFTRAST_Uniform1f(       DPSOFTRAST_UNIFORM_SpecularPower            , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3080                 DPSOFTRAST_Uniform2f(       DPSOFTRAST_UNIFORM_ScreenToDepth            , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3081                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3082
3083                 R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
3084                 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
3085                 R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
3086                 R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2ddepthtexture                    );
3087                 R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
3088                 break;
3089         }
3090 }
3091
3092 #define SKINFRAME_HASH 1024
3093
3094 typedef struct
3095 {
3096         int loadsequence; // incremented each level change
3097         memexpandablearray_t array;
3098         skinframe_t *hash[SKINFRAME_HASH];
3099 }
3100 r_skinframe_t;
3101 r_skinframe_t r_skinframe;
3102
3103 void R_SkinFrame_PrepareForPurge(void)
3104 {
3105         r_skinframe.loadsequence++;
3106         // wrap it without hitting zero
3107         if (r_skinframe.loadsequence >= 200)
3108                 r_skinframe.loadsequence = 1;
3109 }
3110
3111 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3112 {
3113         if (!skinframe)
3114                 return;
3115         // mark the skinframe as used for the purging code
3116         skinframe->loadsequence = r_skinframe.loadsequence;
3117 }
3118
3119 void R_SkinFrame_Purge(void)
3120 {
3121         int i;
3122         skinframe_t *s;
3123         for (i = 0;i < SKINFRAME_HASH;i++)
3124         {
3125                 for (s = r_skinframe.hash[i];s;s = s->next)
3126                 {
3127                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3128                         {
3129                                 if (s->merged == s->base)
3130                                         s->merged = NULL;
3131                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3132                                 R_PurgeTexture(s->stain );s->stain  = NULL;
3133                                 R_PurgeTexture(s->merged);s->merged = NULL;
3134                                 R_PurgeTexture(s->base  );s->base   = NULL;
3135                                 R_PurgeTexture(s->pants );s->pants  = NULL;
3136                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
3137                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
3138                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
3139                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
3140                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
3141                                 R_PurgeTexture(s->reflect);s->reflect = NULL;
3142                                 s->loadsequence = 0;
3143                         }
3144                 }
3145         }
3146 }
3147
3148 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3149         skinframe_t *item;
3150         char basename[MAX_QPATH];
3151
3152         Image_StripImageExtension(name, basename, sizeof(basename));
3153
3154         if( last == NULL ) {
3155                 int hashindex;
3156                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3157                 item = r_skinframe.hash[hashindex];
3158         } else {
3159                 item = last->next;
3160         }
3161
3162         // linearly search through the hash bucket
3163         for( ; item ; item = item->next ) {
3164                 if( !strcmp( item->basename, basename ) ) {
3165                         return item;
3166                 }
3167         }
3168         return NULL;
3169 }
3170
3171 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3172 {
3173         skinframe_t *item;
3174         int hashindex;
3175         char basename[MAX_QPATH];
3176
3177         Image_StripImageExtension(name, basename, sizeof(basename));
3178
3179         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3180         for (item = r_skinframe.hash[hashindex];item;item = item->next)
3181                 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3182                         break;
3183
3184         if (!item) {
3185                 rtexture_t *dyntexture;
3186                 // check whether its a dynamic texture
3187                 dyntexture = CL_GetDynTexture( basename );
3188                 if (!add && !dyntexture)
3189                         return NULL;
3190                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3191                 memset(item, 0, sizeof(*item));
3192                 strlcpy(item->basename, basename, sizeof(item->basename));
3193                 item->base = dyntexture; // either NULL or dyntexture handle
3194                 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3195                 item->comparewidth = comparewidth;
3196                 item->compareheight = compareheight;
3197                 item->comparecrc = comparecrc;
3198                 item->next = r_skinframe.hash[hashindex];
3199                 r_skinframe.hash[hashindex] = item;
3200         }
3201         else if (textureflags & TEXF_FORCE_RELOAD)
3202         {
3203                 rtexture_t *dyntexture;
3204                 // check whether its a dynamic texture
3205                 dyntexture = CL_GetDynTexture( basename );
3206                 if (!add && !dyntexture)
3207                         return NULL;
3208                 if (item->merged == item->base)
3209                         item->merged = NULL;
3210                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3211                 R_PurgeTexture(item->stain );item->stain  = NULL;
3212                 R_PurgeTexture(item->merged);item->merged = NULL;
3213                 R_PurgeTexture(item->base  );item->base   = NULL;
3214                 R_PurgeTexture(item->pants );item->pants  = NULL;
3215                 R_PurgeTexture(item->shirt );item->shirt  = NULL;
3216                 R_PurgeTexture(item->nmap  );item->nmap   = NULL;
3217                 R_PurgeTexture(item->gloss );item->gloss  = NULL;
3218                 R_PurgeTexture(item->glow  );item->glow   = NULL;
3219                 R_PurgeTexture(item->fog   );item->fog    = NULL;
3220         R_PurgeTexture(item->reflect);item->reflect = NULL;
3221                 item->loadsequence = 0;
3222         }
3223         else if( item->base == NULL )
3224         {
3225                 rtexture_t *dyntexture;
3226                 // check whether its a dynamic texture
3227                 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
3228                 dyntexture = CL_GetDynTexture( basename );
3229                 item->base = dyntexture; // either NULL or dyntexture handle
3230         }
3231
3232         R_SkinFrame_MarkUsed(item);
3233         return item;
3234 }
3235
3236 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3237         { \
3238                 unsigned long long avgcolor[5], wsum; \
3239                 int pix, comp, w; \
3240                 avgcolor[0] = 0; \
3241                 avgcolor[1] = 0; \
3242                 avgcolor[2] = 0; \
3243                 avgcolor[3] = 0; \
3244                 avgcolor[4] = 0; \
3245                 wsum = 0; \
3246                 for(pix = 0; pix < cnt; ++pix) \
3247                 { \
3248                         w = 0; \
3249                         for(comp = 0; comp < 3; ++comp) \
3250                                 w += getpixel; \
3251                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3252                         { \
3253                                 ++wsum; \
3254                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3255                                 w = getpixel; \
3256                                 for(comp = 0; comp < 3; ++comp) \
3257                                         avgcolor[comp] += getpixel * w; \
3258                                 avgcolor[3] += w; \
3259                         } \
3260                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3261                         avgcolor[4] += getpixel; \
3262                 } \
3263                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3264                         avgcolor[3] = 1; \
3265                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3266                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3267                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3268                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3269         }
3270
3271 extern cvar_t gl_picmip;
3272 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3273 {
3274         int j;
3275         unsigned char *pixels;
3276         unsigned char *bumppixels;
3277         unsigned char *basepixels = NULL;
3278         int basepixels_width = 0;
3279         int basepixels_height = 0;
3280         skinframe_t *skinframe;
3281         rtexture_t *ddsbase = NULL;
3282         qboolean ddshasalpha = false;
3283         float ddsavgcolor[4];
3284         char basename[MAX_QPATH];
3285         int miplevel = R_PicmipForFlags(textureflags);
3286         int savemiplevel = miplevel;
3287         int mymiplevel;
3288         char vabuf[1024];
3289
3290         if (cls.state == ca_dedicated)
3291                 return NULL;
3292
3293         // return an existing skinframe if already loaded
3294         // if loading of the first image fails, don't make a new skinframe as it
3295         // would cause all future lookups of this to be missing
3296         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3297         if (skinframe && skinframe->base)
3298                 return skinframe;
3299
3300         Image_StripImageExtension(name, basename, sizeof(basename));
3301
3302         // check for DDS texture file first
3303         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
3304         {
3305                 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3306                 if (basepixels == NULL)
3307                         return NULL;
3308         }
3309
3310         // FIXME handle miplevel
3311
3312         if (developer_loading.integer)
3313                 Con_Printf("loading skin \"%s\"\n", name);
3314
3315         // we've got some pixels to store, so really allocate this new texture now
3316         if (!skinframe)
3317                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3318         textureflags &= ~TEXF_FORCE_RELOAD;
3319         skinframe->stain = NULL;
3320         skinframe->merged = NULL;
3321         skinframe->base = NULL;
3322         skinframe->pants = NULL;
3323         skinframe->shirt = NULL;
3324         skinframe->nmap = NULL;
3325         skinframe->gloss = NULL;
3326         skinframe->glow = NULL;
3327         skinframe->fog = NULL;
3328         skinframe->reflect = NULL;
3329         skinframe->hasalpha = false;
3330
3331         if (ddsbase)
3332         {
3333                 skinframe->base = ddsbase;
3334                 skinframe->hasalpha = ddshasalpha;
3335                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3336                 if (r_loadfog && skinframe->hasalpha)
3337                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
3338                 //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]);
3339         }
3340         else
3341         {
3342                 basepixels_width = image_width;
3343                 basepixels_height = image_height;
3344                 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);
3345                 if (textureflags & TEXF_ALPHA)
3346                 {
3347                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3348                         {
3349                                 if (basepixels[j] < 255)
3350                                 {
3351                                         skinframe->hasalpha = true;
3352                                         break;
3353                                 }
3354                         }
3355                         if (r_loadfog && skinframe->hasalpha)
3356                         {
3357                                 // has transparent pixels
3358                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3359                                 for (j = 0;j < image_width * image_height * 4;j += 4)
3360                                 {
3361                                         pixels[j+0] = 255;
3362                                         pixels[j+1] = 255;
3363                                         pixels[j+2] = 255;
3364                                         pixels[j+3] = basepixels[j+3];
3365                                 }
3366                                 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);
3367                                 Mem_Free(pixels);
3368                         }
3369                 }
3370                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3371 #ifndef USE_GLES2
3372                 //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]);
3373                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3374                         R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3375                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3376                         R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3377 #endif
3378         }
3379
3380         if (r_loaddds)
3381         {
3382                 mymiplevel = savemiplevel;
3383                 if (r_loadnormalmap)
3384                         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);
3385                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3386                 if (r_loadgloss)
3387                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3388                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3389                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3390                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3391         }
3392
3393         // _norm is the name used by tenebrae and has been adopted as standard
3394         if (r_loadnormalmap && skinframe->nmap == NULL)
3395         {
3396                 mymiplevel = savemiplevel;
3397                 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3398                 {
3399                         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);
3400                         Mem_Free(pixels);
3401                         pixels = NULL;
3402                 }
3403                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3404                 {
3405                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3406                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3407                         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);
3408                         Mem_Free(pixels);
3409                         Mem_Free(bumppixels);
3410                 }
3411                 else if (r_shadow_bumpscale_basetexture.value > 0)
3412                 {
3413                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3414                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3415                         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);
3416                         Mem_Free(pixels);
3417                 }
3418 #ifndef USE_GLES2
3419                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3420                         R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3421 #endif
3422         }
3423
3424         // _luma is supported only for tenebrae compatibility
3425         // _glow is the preferred name
3426         mymiplevel = savemiplevel;
3427         if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow",  skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
3428         {
3429                 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);
3430 #ifndef USE_GLES2
3431                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3432                         R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3433 #endif
3434                 Mem_Free(pixels);pixels = NULL;
3435         }
3436
3437         mymiplevel = savemiplevel;
3438         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3439         {
3440                 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);
3441 #ifndef USE_GLES2
3442                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3443                         R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3444 #endif
3445                 Mem_Free(pixels);
3446                 pixels = NULL;
3447         }
3448
3449         mymiplevel = savemiplevel;
3450         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3451         {
3452                 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);
3453 #ifndef USE_GLES2
3454                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3455                         R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3456 #endif
3457                 Mem_Free(pixels);
3458                 pixels = NULL;
3459         }
3460
3461         mymiplevel = savemiplevel;
3462         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3463         {
3464                 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);
3465 #ifndef USE_GLES2
3466                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3467                         R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3468 #endif
3469                 Mem_Free(pixels);
3470                 pixels = NULL;
3471         }
3472
3473         mymiplevel = savemiplevel;
3474         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3475         {
3476                 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);
3477 #ifndef USE_GLES2
3478                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3479                         R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3480 #endif
3481                 Mem_Free(pixels);
3482                 pixels = NULL;
3483         }
3484
3485         if (basepixels)
3486                 Mem_Free(basepixels);
3487
3488         return skinframe;
3489 }
3490
3491 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3492 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3493 {
3494         int i;
3495         unsigned char *temp1, *temp2;
3496         skinframe_t *skinframe;
3497         char vabuf[1024];
3498
3499         if (cls.state == ca_dedicated)
3500                 return NULL;
3501
3502         // if already loaded just return it, otherwise make a new skinframe
3503         skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3504         if (skinframe && skinframe->base)
3505                 return skinframe;
3506         textureflags &= ~TEXF_FORCE_RELOAD;
3507
3508         skinframe->stain = NULL;
3509         skinframe->merged = NULL;
3510         skinframe->base = NULL;
3511         skinframe->pants = NULL;
3512         skinframe->shirt = NULL;
3513         skinframe->nmap = NULL;
3514         skinframe->gloss = NULL;
3515         skinframe->glow = NULL;
3516         skinframe->fog = NULL;
3517         skinframe->reflect = NULL;
3518         skinframe->hasalpha = false;
3519
3520         // if no data was provided, then clearly the caller wanted to get a blank skinframe
3521         if (!skindata)
3522                 return NULL;
3523
3524         if (developer_loading.integer)
3525                 Con_Printf("loading 32bit skin \"%s\"\n", name);
3526
3527         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3528         {
3529                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3530                 temp2 = temp1 + width * height * 4;
3531                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3532                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3533                 Mem_Free(temp1);
3534         }
3535         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3536         if (textureflags & TEXF_ALPHA)
3537         {
3538                 for (i = 3;i < width * height * 4;i += 4)
3539                 {
3540                         if (skindata[i] < 255)
3541                         {
3542                                 skinframe->hasalpha = true;
3543                                 break;
3544                         }
3545                 }
3546                 if (r_loadfog && skinframe->hasalpha)
3547                 {
3548                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3549                         memcpy(fogpixels, skindata, width * height * 4);
3550                         for (i = 0;i < width * height * 4;i += 4)
3551                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3552                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3553                         Mem_Free(fogpixels);
3554                 }
3555         }
3556
3557         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3558         //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]);
3559
3560         return skinframe;
3561 }
3562
3563 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3564 {
3565         int i;
3566         int featuresmask;
3567         skinframe_t *skinframe;
3568
3569         if (cls.state == ca_dedicated)
3570                 return NULL;
3571
3572         // if already loaded just return it, otherwise make a new skinframe
3573         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3574         if (skinframe && skinframe->base)
3575                 return skinframe;
3576         textureflags &= ~TEXF_FORCE_RELOAD;
3577
3578         skinframe->stain = NULL;
3579         skinframe->merged = NULL;
3580         skinframe->base = NULL;
3581         skinframe->pants = NULL;
3582         skinframe->shirt = NULL;
3583         skinframe->nmap = NULL;
3584         skinframe->gloss = NULL;
3585         skinframe->glow = NULL;
3586         skinframe->fog = NULL;
3587         skinframe->reflect = NULL;
3588         skinframe->hasalpha = false;
3589
3590         // if no data was provided, then clearly the caller wanted to get a blank skinframe
3591         if (!skindata)
3592                 return NULL;
3593
3594         if (developer_loading.integer)
3595                 Con_Printf("loading quake skin \"%s\"\n", name);
3596
3597         // 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)
3598         skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3599         memcpy(skinframe->qpixels, skindata, width*height);
3600         skinframe->qwidth = width;
3601         skinframe->qheight = height;
3602
3603         featuresmask = 0;
3604         for (i = 0;i < width * height;i++)
3605                 featuresmask |= palette_featureflags[skindata[i]];
3606
3607         skinframe->hasalpha = false;
3608         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3609         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3610         skinframe->qgeneratemerged = true;
3611         skinframe->qgeneratebase = skinframe->qhascolormapping;
3612         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3613
3614         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3615         //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]);
3616
3617         return skinframe;
3618 }
3619
3620 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3621 {
3622         int width;
3623         int height;
3624         unsigned char *skindata;
3625         char vabuf[1024];
3626
3627         if (!skinframe->qpixels)
3628                 return;
3629
3630         if (!skinframe->qhascolormapping)
3631                 colormapped = false;
3632
3633         if (colormapped)
3634         {
3635                 if (!skinframe->qgeneratebase)
3636                         return;
3637         }
3638         else
3639         {
3640                 if (!skinframe->qgeneratemerged)
3641                         return;
3642         }
3643
3644         width = skinframe->qwidth;
3645         height = skinframe->qheight;
3646         skindata = skinframe->qpixels;
3647
3648         if (skinframe->qgeneratenmap)
3649         {
3650                 unsigned char *temp1, *temp2;
3651                 skinframe->qgeneratenmap = false;
3652                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3653                 temp2 = temp1 + width * height * 4;
3654                 // use either a custom palette or the quake palette
3655                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3656                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3657                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3658                 Mem_Free(temp1);
3659         }
3660
3661         if (skinframe->qgenerateglow)
3662         {
3663                 skinframe->qgenerateglow = false;
3664                 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
3665         }
3666
3667         if (colormapped)
3668         {
3669                 skinframe->qgeneratebase = false;
3670                 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);
3671                 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);
3672                 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);
3673         }
3674         else
3675         {
3676                 skinframe->qgeneratemerged = false;
3677                 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);
3678         }
3679
3680         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3681         {
3682                 Mem_Free(skinframe->qpixels);
3683                 skinframe->qpixels = NULL;
3684         }
3685 }
3686
3687 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)
3688 {
3689         int i;
3690         skinframe_t *skinframe;
3691         char vabuf[1024];
3692
3693         if (cls.state == ca_dedicated)
3694                 return NULL;
3695
3696         // if already loaded just return it, otherwise make a new skinframe
3697         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3698         if (skinframe && skinframe->base)
3699                 return skinframe;
3700         textureflags &= ~TEXF_FORCE_RELOAD;
3701
3702         skinframe->stain = NULL;
3703         skinframe->merged = NULL;
3704         skinframe->base = NULL;
3705         skinframe->pants = NULL;
3706         skinframe->shirt = NULL;
3707         skinframe->nmap = NULL;
3708         skinframe->gloss = NULL;
3709         skinframe->glow = NULL;
3710         skinframe->fog = NULL;
3711         skinframe->reflect = NULL;
3712         skinframe->hasalpha = false;
3713
3714         // if no data was provided, then clearly the caller wanted to get a blank skinframe
3715         if (!skindata)
3716                 return NULL;
3717
3718         if (developer_loading.integer)
3719                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3720
3721         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3722         if (textureflags & TEXF_ALPHA)
3723         {
3724                 for (i = 0;i < width * height;i++)
3725                 {
3726                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3727                         {
3728                                 skinframe->hasalpha = true;
3729                                 break;
3730                         }
3731                 }
3732                 if (r_loadfog && skinframe->hasalpha)
3733                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3734         }
3735
3736         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3737         //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]);
3738
3739         return skinframe;
3740 }
3741
3742 skinframe_t *R_SkinFrame_LoadMissing(void)
3743 {
3744         skinframe_t *skinframe;
3745
3746         if (cls.state == ca_dedicated)
3747                 return NULL;
3748
3749         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3750         skinframe->stain = NULL;
3751         skinframe->merged = NULL;
3752         skinframe->base = NULL;
3753         skinframe->pants = NULL;
3754         skinframe->shirt = NULL;
3755         skinframe->nmap = NULL;
3756         skinframe->gloss = NULL;
3757         skinframe->glow = NULL;
3758         skinframe->fog = NULL;
3759         skinframe->reflect = NULL;
3760         skinframe->hasalpha = false;
3761
3762         skinframe->avgcolor[0] = rand() / RAND_MAX;
3763         skinframe->avgcolor[1] = rand() / RAND_MAX;
3764         skinframe->avgcolor[2] = rand() / RAND_MAX;
3765         skinframe->avgcolor[3] = 1;
3766
3767         return skinframe;
3768 }
3769
3770 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3771 typedef struct suffixinfo_s
3772 {
3773         const char *suffix;
3774         qboolean flipx, flipy, flipdiagonal;
3775 }
3776 suffixinfo_t;
3777 static suffixinfo_t suffix[3][6] =
3778 {
3779         {
3780                 {"px",   false, false, false},
3781                 {"nx",   false, false, false},
3782                 {"py",   false, false, false},
3783                 {"ny",   false, false, false},
3784                 {"pz",   false, false, false},
3785                 {"nz",   false, false, false}
3786         },
3787         {
3788                 {"posx", false, false, false},
3789                 {"negx", false, false, false},
3790                 {"posy", false, false, false},
3791                 {"negy", false, false, false},
3792                 {"posz", false, false, false},
3793                 {"negz", false, false, false}
3794         },
3795         {
3796                 {"rt",    true, false,  true},
3797                 {"lf",   false,  true,  true},
3798                 {"ft",    true,  true, false},
3799                 {"bk",   false, false, false},
3800                 {"up",    true, false,  true},
3801                 {"dn",    true, false,  true}
3802         }
3803 };
3804
3805 static int componentorder[4] = {0, 1, 2, 3};
3806
3807 static rtexture_t *R_LoadCubemap(const char *basename)
3808 {
3809         int i, j, cubemapsize;
3810         unsigned char *cubemappixels, *image_buffer;
3811         rtexture_t *cubemaptexture;
3812         char name[256];
3813         // must start 0 so the first loadimagepixels has no requested width/height
3814         cubemapsize = 0;
3815         cubemappixels = NULL;
3816         cubemaptexture = NULL;
3817         // keep trying different suffix groups (posx, px, rt) until one loads
3818         for (j = 0;j < 3 && !cubemappixels;j++)
3819         {
3820                 // load the 6 images in the suffix group
3821                 for (i = 0;i < 6;i++)
3822                 {
3823                         // generate an image name based on the base and and suffix
3824                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3825                         // load it
3826                         if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3827                         {
3828                                 // an image loaded, make sure width and height are equal
3829                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3830                                 {
3831                                         // if this is the first image to load successfully, allocate the cubemap memory
3832                                         if (!cubemappixels && image_width >= 1)
3833                                         {
3834                                                 cubemapsize = image_width;
3835                                                 // note this clears to black, so unavailable sides are black
3836                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3837                                         }
3838                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3839                                         if (cubemappixels)
3840                                                 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);
3841                                 }
3842                                 else
3843                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3844                                 // free the image
3845                                 Mem_Free(image_buffer);
3846                         }
3847                 }
3848         }
3849         // if a cubemap loaded, upload it
3850         if (cubemappixels)
3851         {
3852                 if (developer_loading.integer)
3853                         Con_Printf("loading cubemap \"%s\"\n", basename);
3854
3855                 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
3856                 Mem_Free(cubemappixels);
3857         }
3858         else
3859         {
3860                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3861                 if (developer_loading.integer)
3862                 {
3863                         Con_Printf("(tried tried images ");
3864                         for (j = 0;j < 3;j++)
3865                                 for (i = 0;i < 6;i++)
3866                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3867                         Con_Print(" and was unable to find any of them).\n");
3868                 }
3869         }
3870         return cubemaptexture;
3871 }
3872
3873 rtexture_t *R_GetCubemap(const char *basename)
3874 {
3875         int i;
3876         for (i = 0;i < r_texture_numcubemaps;i++)
3877                 if (r_texture_cubemaps[i] != NULL)
3878                         if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3879                                 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3880         if (i >= MAX_CUBEMAPS || !r_main_mempool)
3881                 return r_texture_whitecube;
3882         r_texture_numcubemaps++;
3883         r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3884         strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3885         r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3886         return r_texture_cubemaps[i]->texture;
3887 }
3888
3889 static void R_Main_FreeViewCache(void)
3890 {
3891         if (r_refdef.viewcache.entityvisible)
3892                 Mem_Free(r_refdef.viewcache.entityvisible);
3893         if (r_refdef.viewcache.world_pvsbits)
3894                 Mem_Free(r_refdef.viewcache.world_pvsbits);
3895         if (r_refdef.viewcache.world_leafvisible)
3896                 Mem_Free(r_refdef.viewcache.world_leafvisible);
3897         if (r_refdef.viewcache.world_surfacevisible)
3898                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3899         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3900 }
3901
3902 static void R_Main_ResizeViewCache(void)
3903 {
3904         int numentities = r_refdef.scene.numentities;
3905         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3906         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3907         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3908         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3909         if (r_refdef.viewcache.maxentities < numentities)
3910         {
3911                 r_refdef.viewcache.maxentities = numentities;
3912                 if (r_refdef.viewcache.entityvisible)
3913                         Mem_Free(r_refdef.viewcache.entityvisible);
3914                 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3915         }
3916         if (r_refdef.viewcache.world_numclusters != numclusters)
3917         {
3918                 r_refdef.viewcache.world_numclusters = numclusters;
3919                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3920                 if (r_refdef.viewcache.world_pvsbits)
3921                         Mem_Free(r_refdef.viewcache.world_pvsbits);
3922                 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3923         }
3924         if (r_refdef.viewcache.world_numleafs != numleafs)
3925         {
3926                 r_refdef.viewcache.world_numleafs = numleafs;
3927                 if (r_refdef.viewcache.world_leafvisible)
3928                         Mem_Free(r_refdef.viewcache.world_leafvisible);
3929                 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3930         }
3931         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3932         {
3933                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3934                 if (r_refdef.viewcache.world_surfacevisible)
3935                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
3936                 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3937         }
3938 }
3939
3940 extern rtexture_t *loadingscreentexture;
3941 static void gl_main_start(void)
3942 {
3943         loadingscreentexture = NULL;
3944         r_texture_blanknormalmap = NULL;
3945         r_texture_white = NULL;
3946         r_texture_grey128 = NULL;
3947         r_texture_black = NULL;
3948         r_texture_whitecube = NULL;
3949         r_texture_normalizationcube = NULL;
3950         r_texture_fogattenuation = NULL;
3951         r_texture_fogheighttexture = NULL;
3952         r_texture_gammaramps = NULL;
3953         r_texture_numcubemaps = 0;
3954
3955         r_loaddds = r_texture_dds_load.integer != 0;
3956         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3957
3958         switch(vid.renderpath)
3959         {
3960         case RENDERPATH_GL20:
3961         case RENDERPATH_D3D9:
3962         case RENDERPATH_D3D10:
3963         case RENDERPATH_D3D11:
3964         case RENDERPATH_SOFT:
3965         case RENDERPATH_GLES2:
3966                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3967                 Cvar_SetValueQuick(&gl_combine, 1);
3968                 Cvar_SetValueQuick(&r_glsl, 1);
3969                 r_loadnormalmap = true;
3970                 r_loadgloss = true;
3971                 r_loadfog = false;
3972                 break;
3973         case RENDERPATH_GL13:
3974         case RENDERPATH_GLES1:
3975                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3976                 Cvar_SetValueQuick(&gl_combine, 1);
3977                 Cvar_SetValueQuick(&r_glsl, 0);
3978                 r_loadnormalmap = false;
3979                 r_loadgloss = false;
3980                 r_loadfog = true;
3981                 break;
3982         case RENDERPATH_GL11:
3983                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3984                 Cvar_SetValueQuick(&gl_combine, 0);
3985                 Cvar_SetValueQuick(&r_glsl, 0);
3986                 r_loadnormalmap = false;
3987                 r_loadgloss = false;
3988                 r_loadfog = true;
3989                 break;
3990         }
3991
3992         R_AnimCache_Free();
3993         R_FrameData_Reset();
3994
3995         r_numqueries = 0;
3996         r_maxqueries = 0;
3997         memset(r_queries, 0, sizeof(r_queries));
3998
3999         r_qwskincache = NULL;
4000         r_qwskincache_size = 0;
4001
4002         // due to caching of texture_t references, the collision cache must be reset
4003         Collision_Cache_Reset(true);
4004
4005         // set up r_skinframe loading system for textures
4006         memset(&r_skinframe, 0, sizeof(r_skinframe));
4007         r_skinframe.loadsequence = 1;
4008         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4009
4010         r_main_texturepool = R_AllocTexturePool();
4011         R_BuildBlankTextures();
4012         R_BuildNoTexture();
4013         if (vid.support.arb_texture_cube_map)
4014         {
4015                 R_BuildWhiteCube();
4016                 R_BuildNormalizationCube();
4017         }
4018         r_texture_fogattenuation = NULL;
4019         r_texture_fogheighttexture = NULL;
4020         r_texture_gammaramps = NULL;
4021         //r_texture_fogintensity = NULL;
4022         memset(&r_fb, 0, sizeof(r_fb));
4023         r_glsl_permutation = NULL;
4024         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4025         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4026         glslshaderstring = NULL;
4027 #ifdef SUPPORTD3D
4028         r_hlsl_permutation = NULL;
4029         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4030         Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4031 #endif
4032         hlslshaderstring = NULL;
4033         memset(&r_svbsp, 0, sizeof (r_svbsp));
4034
4035         memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4036         r_texture_numcubemaps = 0;
4037
4038         r_refdef.fogmasktable_density = 0;
4039 }
4040
4041 static void gl_main_shutdown(void)
4042 {
4043         R_AnimCache_Free();
4044         R_FrameData_Reset();
4045
4046         R_Main_FreeViewCache();
4047
4048         switch(vid.renderpath)
4049         {
4050         case RENDERPATH_GL11:
4051         case RENDERPATH_GL13:
4052         case RENDERPATH_GL20:
4053         case RENDERPATH_GLES1:
4054         case RENDERPATH_GLES2:
4055 #ifdef GL_SAMPLES_PASSED_ARB
4056                 if (r_maxqueries)
4057                         qglDeleteQueriesARB(r_maxqueries, r_queries);
4058 #endif
4059                 break;
4060         case RENDERPATH_D3D9:
4061                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4062                 break;
4063         case RENDERPATH_D3D10:
4064                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4065                 break;
4066         case RENDERPATH_D3D11:
4067                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4068                 break;
4069         case RENDERPATH_SOFT:
4070                 break;
4071         }
4072
4073         r_numqueries = 0;
4074         r_maxqueries = 0;
4075         memset(r_queries, 0, sizeof(r_queries));
4076
4077         r_qwskincache = NULL;
4078         r_qwskincache_size = 0;
4079
4080         // clear out the r_skinframe state
4081         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4082         memset(&r_skinframe, 0, sizeof(r_skinframe));
4083
4084         if (r_svbsp.nodes)
4085                 Mem_Free(r_svbsp.nodes);
4086         memset(&r_svbsp, 0, sizeof (r_svbsp));
4087         R_FreeTexturePool(&r_main_texturepool);
4088         loadingscreentexture = NULL;
4089         r_texture_blanknormalmap = NULL;
4090         r_texture_white = NULL;
4091         r_texture_grey128 = NULL;
4092         r_texture_black = NULL;
4093         r_texture_whitecube = NULL;
4094         r_texture_normalizationcube = NULL;
4095         r_texture_fogattenuation = NULL;
4096         r_texture_fogheighttexture = NULL;
4097         r_texture_gammaramps = NULL;
4098         r_texture_numcubemaps = 0;
4099         //r_texture_fogintensity = NULL;
4100         memset(&r_fb, 0, sizeof(r_fb));
4101         R_GLSL_Restart_f();
4102
4103         r_glsl_permutation = NULL;
4104         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4105         Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4106         glslshaderstring = NULL;
4107 #ifdef SUPPORTD3D
4108         r_hlsl_permutation = NULL;
4109         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4110         Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4111 #endif
4112         hlslshaderstring = NULL;
4113 }
4114
4115 static void gl_main_newmap(void)
4116 {
4117         // FIXME: move this code to client
4118         char *entities, entname[MAX_QPATH];
4119         if (r_qwskincache)
4120                 Mem_Free(r_qwskincache);
4121         r_qwskincache = NULL;
4122         r_qwskincache_size = 0;
4123         if (cl.worldmodel)
4124         {
4125                 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4126                 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4127                 {
4128                         CL_ParseEntityLump(entities);
4129                         Mem_Free(entities);
4130                         return;
4131                 }
4132                 if (cl.worldmodel->brush.entities)
4133                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
4134         }
4135         R_Main_FreeViewCache();
4136
4137         R_FrameData_Reset();
4138 }
4139
4140 void GL_Main_Init(void)
4141 {
4142         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4143
4144         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4145         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4146         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4147         if (gamemode == GAME_NEHAHRA)
4148         {
4149                 Cvar_RegisterVariable (&gl_fogenable);
4150                 Cvar_RegisterVariable (&gl_fogdensity);
4151                 Cvar_RegisterVariable (&gl_fogred);
4152                 Cvar_RegisterVariable (&gl_foggreen);
4153                 Cvar_RegisterVariable (&gl_fogblue);
4154                 Cvar_RegisterVariable (&gl_fogstart);
4155                 Cvar_RegisterVariable (&gl_fogend);
4156                 Cvar_RegisterVariable (&gl_skyclip);
4157         }
4158         Cvar_RegisterVariable(&r_motionblur);
4159         Cvar_RegisterVariable(&r_damageblur);
4160         Cvar_RegisterVariable(&r_motionblur_averaging);
4161         Cvar_RegisterVariable(&r_motionblur_randomize);
4162         Cvar_RegisterVariable(&r_motionblur_minblur);
4163         Cvar_RegisterVariable(&r_motionblur_maxblur);
4164         Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4165         Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4166         Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4167         Cvar_RegisterVariable(&r_motionblur_mousefactor);
4168         Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4169         Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4170         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4171         Cvar_RegisterVariable(&r_equalize_entities_minambient);
4172         Cvar_RegisterVariable(&r_equalize_entities_by);
4173         Cvar_RegisterVariable(&r_equalize_entities_to);
4174         Cvar_RegisterVariable(&r_depthfirst);
4175         Cvar_RegisterVariable(&r_useinfinitefarclip);
4176         Cvar_RegisterVariable(&r_farclip_base);
4177         Cvar_RegisterVariable(&r_farclip_world);
4178         Cvar_RegisterVariable(&r_nearclip);
4179         Cvar_RegisterVariable(&r_deformvertexes);
4180         Cvar_RegisterVariable(&r_transparent);
4181         Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4182         Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
4183         Cvar_RegisterVariable(&r_transparent_useplanardistance);
4184         Cvar_RegisterVariable(&r_showoverdraw);
4185         Cvar_RegisterVariable(&r_showbboxes);
4186         Cvar_RegisterVariable(&r_showsurfaces);
4187         Cvar_RegisterVariable(&r_showtris);
4188         Cvar_RegisterVariable(&r_shownormals);
4189         Cvar_RegisterVariable(&r_showlighting);
4190         Cvar_RegisterVariable(&r_showshadowvolumes);
4191         Cvar_RegisterVariable(&r_showcollisionbrushes);
4192         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4193         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4194         Cvar_RegisterVariable(&r_showdisabledepthtest);
4195         Cvar_RegisterVariable(&r_drawportals);
4196         Cvar_RegisterVariable(&r_drawentities);
4197         Cvar_RegisterVariable(&r_draw2d);
4198         Cvar_RegisterVariable(&r_drawworld);
4199         Cvar_RegisterVariable(&r_cullentities_trace);
4200         Cvar_RegisterVariable(&r_cullentities_trace_samples);
4201         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4202         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4203         Cvar_RegisterVariable(&r_cullentities_trace_delay);
4204         Cvar_RegisterVariable(&r_sortentities);
4205         Cvar_RegisterVariable(&r_drawviewmodel);
4206         Cvar_RegisterVariable(&r_drawexteriormodel);
4207         Cvar_RegisterVariable(&r_speeds);
4208         Cvar_RegisterVariable(&r_fullbrights);
4209         Cvar_RegisterVariable(&r_wateralpha);
4210         Cvar_RegisterVariable(&r_dynamic);
4211         Cvar_RegisterVariable(&r_fakelight);
4212         Cvar_RegisterVariable(&r_fakelight_intensity);
4213         Cvar_RegisterVariable(&r_fullbright);
4214         Cvar_RegisterVariable(&r_shadows);
4215         Cvar_RegisterVariable(&r_shadows_darken);
4216         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4217         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4218         Cvar_RegisterVariable(&r_shadows_throwdistance);
4219         Cvar_RegisterVariable(&r_shadows_throwdirection);
4220         Cvar_RegisterVariable(&r_shadows_focus);
4221         Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4222         Cvar_RegisterVariable(&r_q1bsp_skymasking);
4223         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4224         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4225         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4226         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4227         Cvar_RegisterVariable(&r_fog_exp2);
4228         Cvar_RegisterVariable(&r_fog_clear);
4229         Cvar_RegisterVariable(&r_drawfog);
4230         Cvar_RegisterVariable(&r_transparentdepthmasking);
4231         Cvar_RegisterVariable(&r_transparent_sortmindist);
4232         Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4233         Cvar_RegisterVariable(&r_transparent_sortarraysize);
4234         Cvar_RegisterVariable(&r_texture_dds_load);
4235         Cvar_RegisterVariable(&r_texture_dds_save);
4236         Cvar_RegisterVariable(&r_textureunits);
4237         Cvar_RegisterVariable(&gl_combine);
4238         Cvar_RegisterVariable(&r_usedepthtextures);
4239         Cvar_RegisterVariable(&r_viewfbo);
4240         Cvar_RegisterVariable(&r_viewscale);
4241         Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4242         Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4243         Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4244         Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4245         Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4246         Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4247         Cvar_RegisterVariable(&r_glsl);
4248         Cvar_RegisterVariable(&r_glsl_deluxemapping);
4249         Cvar_RegisterVariable(&r_glsl_offsetmapping);
4250         Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4251         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4252         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4253         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4254         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4255         Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4256         Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4257         Cvar_RegisterVariable(&r_glsl_postprocess);
4258         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4259         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4260         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4261         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4262         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4263         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4264         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4265         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4266
4267         Cvar_RegisterVariable(&r_water);
4268         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4269         Cvar_RegisterVariable(&r_water_clippingplanebias);
4270         Cvar_RegisterVariable(&r_water_refractdistort);
4271         Cvar_RegisterVariable(&r_water_reflectdistort);
4272         Cvar_RegisterVariable(&r_water_scissormode);
4273         Cvar_RegisterVariable(&r_water_lowquality);
4274         Cvar_RegisterVariable(&r_water_hideplayer);
4275         Cvar_RegisterVariable(&r_water_fbo);
4276
4277         Cvar_RegisterVariable(&r_lerpsprites);
4278         Cvar_RegisterVariable(&r_lerpmodels);
4279         Cvar_RegisterVariable(&r_lerplightstyles);
4280         Cvar_RegisterVariable(&r_waterscroll);
4281         Cvar_RegisterVariable(&r_bloom);
4282         Cvar_RegisterVariable(&r_bloom_colorscale);
4283         Cvar_RegisterVariable(&r_bloom_brighten);
4284         Cvar_RegisterVariable(&r_bloom_blur);
4285         Cvar_RegisterVariable(&r_bloom_resolution);
4286         Cvar_RegisterVariable(&r_bloom_colorexponent);
4287         Cvar_RegisterVariable(&r_bloom_colorsubtract);
4288         Cvar_RegisterVariable(&r_hdr_scenebrightness);
4289         Cvar_RegisterVariable(&r_hdr_glowintensity);
4290         Cvar_RegisterVariable(&r_hdr_irisadaptation);
4291         Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4292         Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4293         Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4294         Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4295         Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4296         Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4297         Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
4298         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4299         Cvar_RegisterVariable(&developer_texturelogging);
4300         Cvar_RegisterVariable(&gl_lightmaps);
4301         Cvar_RegisterVariable(&r_test);
4302         Cvar_RegisterVariable(&r_glsl_saturation);
4303         Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4304         Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4305         Cvar_RegisterVariable(&r_framedatasize);
4306         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4307                 Cvar_SetValue("r_fullbrights", 0);
4308         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4309 }
4310
4311 void Render_Init(void)
4312 {
4313         gl_backend_init();
4314         R_Textures_Init();
4315         GL_Main_Init();
4316         Font_Init();
4317         GL_Draw_Init();
4318         R_Shadow_Init();
4319         R_Sky_Init();
4320         GL_Surf_Init();
4321         Sbar_Init();
4322         R_Particles_Init();
4323         R_Explosion_Init();
4324         R_LightningBeams_Init();
4325         Mod_RenderInit();
4326 }
4327
4328 /*
4329 ===============
4330 GL_Init
4331 ===============
4332 */
4333 #ifndef USE_GLES2
4334 extern char *ENGINE_EXTENSIONS;
4335 void GL_Init (void)
4336 {
4337         gl_renderer = (const char *)qglGetString(GL_RENDERER);
4338         gl_vendor = (const char *)qglGetString(GL_VENDOR);
4339         gl_version = (const char *)qglGetString(GL_VERSION);
4340         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4341
4342         if (!gl_extensions)
4343                 gl_extensions = "";
4344         if (!gl_platformextensions)
4345                 gl_platformextensions = "";
4346
4347         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4348         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4349         Con_Printf("GL_VERSION: %s\n", gl_version);
4350         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4351         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4352
4353         VID_CheckExtensions();
4354
4355         // LordHavoc: report supported extensions
4356         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4357
4358         // clear to black (loading plaque will be seen over this)
4359         GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4360 }
4361 #endif
4362
4363 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4364 {
4365         int i;
4366         mplane_t *p;
4367         if (r_trippy.integer)
4368                 return false;
4369         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4370         {
4371                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4372                 if (i == 4)
4373                         continue;
4374                 p = r_refdef.view.frustum + i;
4375                 switch(p->signbits)
4376                 {
4377                 default:
4378                 case 0:
4379                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4380                                 return true;
4381                         break;
4382                 case 1:
4383                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4384                                 return true;
4385                         break;
4386                 case 2:
4387                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4388                                 return true;
4389                         break;
4390                 case 3:
4391                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4392                                 return true;
4393                         break;
4394                 case 4:
4395                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4396                                 return true;
4397                         break;
4398                 case 5:
4399                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4400                                 return true;
4401                         break;
4402                 case 6:
4403                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4404                                 return true;
4405                         break;
4406                 case 7:
4407                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4408                                 return true;
4409                         break;
4410                 }
4411         }
4412         return false;
4413 }
4414
4415 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4416 {
4417         int i;
4418         const mplane_t *p;
4419         if (r_trippy.integer)
4420                 return false;
4421         for (i = 0;i < numplanes;i++)
4422         {
4423                 p = planes + i;
4424                 switch(p->signbits)
4425                 {
4426                 default:
4427                 case 0:
4428                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4429                                 return true;
4430                         break;
4431                 case 1:
4432                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4433                                 return true;
4434                         break;
4435                 case 2:
4436                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4437                                 return true;
4438                         break;
4439                 case 3:
4440                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4441                                 return true;
4442                         break;
4443                 case 4:
4444                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4445                                 return true;
4446                         break;
4447                 case 5:
4448                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4449                                 return true;
4450                         break;
4451                 case 6:
4452                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4453                                 return true;
4454                         break;
4455                 case 7:
4456                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4457                                 return true;
4458                         break;
4459                 }
4460         }
4461         return false;
4462 }
4463
4464 //==================================================================================
4465
4466 // LordHavoc: this stores temporary data used within the same frame
4467
4468 typedef struct r_framedata_mem_s
4469 {
4470         struct r_framedata_mem_s *purge; // older mem block to free on next frame
4471         size_t size; // how much usable space
4472         size_t current; // how much space in use
4473         size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4474         size_t wantedsize; // how much space was allocated
4475         unsigned char *data; // start of real data (16byte aligned)
4476 }
4477 r_framedata_mem_t;
4478
4479 static r_framedata_mem_t *r_framedata_mem;
4480
4481 void R_FrameData_Reset(void)
4482 {
4483         while (r_framedata_mem)
4484         {
4485                 r_framedata_mem_t *next = r_framedata_mem->purge;
4486                 Mem_Free(r_framedata_mem);
4487                 r_framedata_mem = next;
4488         }
4489 }
4490
4491 static void R_FrameData_Resize(void)
4492 {
4493         size_t wantedsize;
4494         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4495         wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4496         if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize)
4497         {
4498                 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4499                 newmem->wantedsize = wantedsize;
4500                 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4501                 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4502                 newmem->current = 0;
4503                 newmem->mark = 0;
4504                 newmem->purge = r_framedata_mem;
4505                 r_framedata_mem = newmem;
4506         }
4507 }
4508
4509 void R_FrameData_NewFrame(void)
4510 {
4511         R_FrameData_Resize();
4512         if (!r_framedata_mem)
4513                 return;
4514         // if we ran out of space on the last frame, free the old memory now
4515         while (r_framedata_mem->purge)
4516         {
4517                 // repeatedly remove the second item in the list, leaving only head
4518                 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4519                 Mem_Free(r_framedata_mem->purge);
4520                 r_framedata_mem->purge = next;
4521         }
4522         // reset the current mem pointer
4523         r_framedata_mem->current = 0;
4524         r_framedata_mem->mark = 0;
4525 }
4526
4527 void *R_FrameData_Alloc(size_t size)
4528 {
4529         void *data;
4530
4531         // align to 16 byte boundary - the data pointer is already aligned, so we
4532         // only need to ensure the size of every allocation is also aligned
4533         size = (size + 15) & ~15;
4534
4535         while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4536         {
4537                 // emergency - we ran out of space, allocate more memory
4538                 Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f));
4539                 R_FrameData_Resize();
4540         }
4541
4542         data = r_framedata_mem->data + r_framedata_mem->current;
4543         r_framedata_mem->current += size;
4544
4545         // count the usage for stats
4546         r_refdef.stats.framedatacurrent = max(r_refdef.stats.framedatacurrent, (int)r_framedata_mem->current);
4547         r_refdef.stats.framedatasize = max(r_refdef.stats.framedatasize, (int)r_framedata_mem->size);
4548
4549         return (void *)data;
4550 }
4551
4552 void *R_FrameData_Store(size_t size, void *data)
4553 {
4554         void *d = R_FrameData_Alloc(size);
4555         if (d && data)
4556                 memcpy(d, data, size);
4557         return d;
4558 }
4559
4560 void R_FrameData_SetMark(void)
4561 {
4562         if (!r_framedata_mem)
4563                 return;
4564         r_framedata_mem->mark = r_framedata_mem->current;
4565 }
4566
4567 void R_FrameData_ReturnToMark(void)
4568 {
4569         if (!r_framedata_mem)
4570                 return;
4571         r_framedata_mem->current = r_framedata_mem->mark;
4572 }
4573
4574 //==================================================================================
4575
4576 // LordHavoc: animcache originally written by Echon, rewritten since then
4577
4578 /**
4579  * Animation cache prevents re-generating mesh data for an animated model
4580  * multiple times in one frame for lighting, shadowing, reflections, etc.
4581  */
4582
4583 void R_AnimCache_Free(void)
4584 {
4585 }
4586
4587 void R_AnimCache_ClearCache(void)
4588 {
4589         int i;
4590         entity_render_t *ent;
4591
4592         for (i = 0;i < r_refdef.scene.numentities;i++)
4593         {
4594                 ent = r_refdef.scene.entities[i];
4595                 ent->animcache_vertex3f = NULL;
4596                 ent->animcache_normal3f = NULL;
4597                 ent->animcache_svector3f = NULL;
4598                 ent->animcache_tvector3f = NULL;
4599                 ent->animcache_vertexmesh = NULL;
4600                 ent->animcache_vertex3fbuffer = NULL;
4601                 ent->animcache_vertexmeshbuffer = NULL;
4602         }
4603 }
4604
4605 static void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4606 {
4607         int i;
4608
4609         // check if we need the meshbuffers
4610         if (!vid.useinterleavedarrays)
4611                 return;
4612
4613         if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4614                 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4615         // TODO: upload vertex3f buffer?
4616         if (ent->animcache_vertexmesh)
4617         {
4618                 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4619                 for (i = 0;i < numvertices;i++)
4620                         memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4621                 if (ent->animcache_svector3f)
4622                         for (i = 0;i < numvertices;i++)
4623                                 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4624                 if (ent->animcache_tvector3f)
4625                         for (i = 0;i < numvertices;i++)
4626                                 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4627                 if (ent->animcache_normal3f)
4628                         for (i = 0;i < numvertices;i++)
4629                                 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4630                 // TODO: upload vertexmeshbuffer?
4631         }
4632 }
4633
4634 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4635 {
4636         dp_model_t *model = ent->model;
4637         int numvertices;
4638         // see if it's already cached this frame
4639         if (ent->animcache_vertex3f)
4640         {
4641                 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
4642                 if (wantnormals || wanttangents)
4643                 {
4644                         if (ent->animcache_normal3f)
4645                                 wantnormals = false;
4646                         if (ent->animcache_svector3f)
4647                                 wanttangents = false;
4648                         if (wantnormals || wanttangents)
4649                         {
4650                                 numvertices = model->surfmesh.num_vertices;
4651                                 if (wantnormals)
4652                                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4653                                 if (wanttangents)
4654                                 {
4655                                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4656                                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4657                                 }
4658                                 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4659                                 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4660                         }
4661                 }
4662         }
4663         else
4664         {
4665                 // see if this ent is worth caching
4666                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices)
4667                         return false;
4668                 // get some memory for this entity and generate mesh data
4669                 numvertices = model->surfmesh.num_vertices;
4670                 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4671                 if (wantnormals)
4672                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4673                 if (wanttangents)
4674                 {
4675                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4676                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4677                 }
4678                 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4679                 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4680         }
4681         return true;
4682 }
4683
4684 void R_AnimCache_CacheVisibleEntities(void)
4685 {
4686         int i;
4687         qboolean wantnormals = true;
4688         qboolean wanttangents = !r_showsurfaces.integer;
4689
4690         switch(vid.renderpath)
4691         {
4692         case RENDERPATH_GL20:
4693         case RENDERPATH_D3D9:
4694         case RENDERPATH_D3D10:
4695         case RENDERPATH_D3D11:
4696         case RENDERPATH_GLES2:
4697                 break;
4698         case RENDERPATH_GL11:
4699         case RENDERPATH_GL13:
4700         case RENDERPATH_GLES1:
4701                 wanttangents = false;
4702                 break;
4703         case RENDERPATH_SOFT:
4704                 break;
4705         }
4706
4707         if (r_shownormals.integer)
4708                 wanttangents = wantnormals = true;
4709
4710         // TODO: thread this
4711         // NOTE: R_PrepareRTLights() also caches entities
4712
4713         for (i = 0;i < r_refdef.scene.numentities;i++)
4714                 if (r_refdef.viewcache.entityvisible[i])
4715                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
4716 }
4717
4718 //==================================================================================
4719
4720 extern cvar_t r_overheadsprites_pushback;
4721
4722 static void R_View_UpdateEntityLighting (void)
4723 {
4724         int i;
4725         entity_render_t *ent;
4726         vec3_t tempdiffusenormal, avg;
4727         vec_t f, fa, fd, fdd;
4728         qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
4729
4730         for (i = 0;i < r_refdef.scene.numentities;i++)
4731         {
4732                 ent = r_refdef.scene.entities[i];
4733
4734                 // skip unseen models
4735                 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen))
4736                         continue;
4737
4738                 // skip bsp models
4739                 if (ent->model && ent->model == cl.worldmodel)
4740                 {
4741                         // TODO: use modellight for r_ambient settings on world?
4742                         VectorSet(ent->modellight_ambient, 0, 0, 0);
4743                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
4744                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
4745                         continue;
4746                 }
4747                 
4748                 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
4749                 {
4750                         // aleady updated by CSQC
4751                         // TODO: force modellight on BSP models in this case?
4752                         VectorCopy(ent->modellight_lightdir, tempdiffusenormal); 
4753                 }
4754                 else
4755                 {
4756                         // fetch the lighting from the worldmodel data
4757                         VectorClear(ent->modellight_ambient);
4758                         VectorClear(ent->modellight_diffuse);
4759                         VectorClear(tempdiffusenormal);
4760                         if (ent->flags & RENDER_LIGHT)
4761                         {
4762                                 vec3_t org;
4763                                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4764
4765                                 // complete lightning for lit sprites
4766                                 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
4767                                 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
4768                                 {
4769                                         if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
4770                                                 org[2] = org[2] + r_overheadsprites_pushback.value;
4771                                         R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
4772                                 }
4773                                 else
4774                                         R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
4775
4776                                 if(ent->flags & RENDER_EQUALIZE)
4777                                 {
4778                                         // first fix up ambient lighting...
4779                                         if(r_equalize_entities_minambient.value > 0)
4780                                         {
4781                                                 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4782                                                 if(fd > 0)
4783                                                 {
4784                                                         fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
4785                                                         if(fa < r_equalize_entities_minambient.value * fd)
4786                                                         {
4787                                                                 // solve:
4788                                                                 //   fa'/fd' = minambient
4789                                                                 //   fa'+0.25*fd' = fa+0.25*fd
4790                                                                 //   ...
4791                                                                 //   fa' = fd' * minambient
4792                                                                 //   fd'*(0.25+minambient) = fa+0.25*fd
4793                                                                 //   ...
4794                                                                 //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
4795                                                                 //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
4796                                                                 //   ...
4797                                                                 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
4798                                                                 f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
4799                                                                 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
4800                                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
4801                                                         }
4802                                                 }
4803                                         }
4804
4805                                         if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
4806                                         {
4807                                                 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
4808                                                 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4809                                                 f = fa + 0.25 * fd;
4810                                                 if(f > 0)
4811                                                 {
4812                                                         // adjust brightness and saturation to target
4813                                                         avg[0] = avg[1] = avg[2] = fa / f;
4814                                                         VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
4815                                                         avg[0] = avg[1] = avg[2] = fd / f;
4816                                                         VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
4817                                                 }
4818                                         }
4819                                 }
4820                         }
4821                         else // highly rare
4822                                 VectorSet(ent->modellight_ambient, 1, 1, 1);
4823                 }
4824
4825                 // move the light direction into modelspace coordinates for lighting code
4826                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
4827                 if(VectorLength2(ent->modellight_lightdir) == 0)
4828                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
4829                 VectorNormalize(ent->modellight_lightdir);
4830         }
4831 }
4832
4833 #define MAX_LINEOFSIGHTTRACES 64
4834
4835 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
4836 {
4837         int i;
4838         vec3_t boxmins, boxmaxs;
4839         vec3_t start;
4840         vec3_t end;
4841         dp_model_t *model = r_refdef.scene.worldmodel;
4842
4843         if (!model || !model->brush.TraceLineOfSight)
4844                 return true;
4845
4846         // expand the box a little
4847         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
4848         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
4849         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
4850         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
4851         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
4852         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
4853
4854         // return true if eye is inside enlarged box
4855         if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
4856                 return true;
4857
4858         // try center
4859         VectorCopy(eye, start);
4860         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
4861         if (model->brush.TraceLineOfSight(model, start, end))
4862                 return true;
4863
4864         // try various random positions
4865         for (i = 0;i < numsamples;i++)
4866         {
4867                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4868                 if (model->brush.TraceLineOfSight(model, start, end))
4869                         return true;
4870         }
4871
4872         return false;
4873 }
4874
4875
4876 static void R_View_UpdateEntityVisible (void)
4877 {
4878         int i;
4879         int renderimask;
4880         int samples;
4881         entity_render_t *ent;
4882
4883         renderimask = r_refdef.envmap                                    ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4884                 : r_fb.water.hideplayer                                      ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4885                 : (chase_active.integer || r_fb.water.renderingscene)  ? RENDER_VIEWMODEL
4886                 :                                                          RENDER_EXTERIORMODEL;
4887         if (!r_drawviewmodel.integer)
4888                 renderimask |= RENDER_VIEWMODEL;
4889         if (!r_drawexteriormodel.integer)
4890                 renderimask |= RENDER_EXTERIORMODEL;
4891         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4892         {
4893                 // worldmodel can check visibility
4894                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4895                 for (i = 0;i < r_refdef.scene.numentities;i++)
4896                 {
4897                         ent = r_refdef.scene.entities[i];
4898                         if (!(ent->flags & renderimask))
4899                         if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
4900                         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))
4901                                 r_refdef.viewcache.entityvisible[i] = true;
4902                 }
4903         }
4904         else
4905         {
4906                 // no worldmodel or it can't check visibility
4907                 for (i = 0;i < r_refdef.scene.numentities;i++)
4908                 {
4909                         ent = r_refdef.scene.entities[i];
4910                         r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
4911                 }
4912         }
4913         if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
4914                 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
4915         {
4916                 for (i = 0;i < r_refdef.scene.numentities;i++)
4917                 {
4918                         if (!r_refdef.viewcache.entityvisible[i])
4919                                 continue;
4920                         ent = r_refdef.scene.entities[i];
4921                         if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4922                         {
4923                                 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
4924                                 if (samples < 0)
4925                                         continue; // temp entities do pvs only
4926                                 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
4927                                         ent->last_trace_visibility = realtime;
4928                                 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4929                                         r_refdef.viewcache.entityvisible[i] = 0;
4930                         }
4931                 }
4932         }
4933 }
4934
4935 /// only used if skyrendermasked, and normally returns false
4936 static int R_DrawBrushModelsSky (void)
4937 {
4938         int i, sky;
4939         entity_render_t *ent;
4940
4941         sky = false;
4942         for (i = 0;i < r_refdef.scene.numentities;i++)
4943         {
4944                 if (!r_refdef.viewcache.entityvisible[i])
4945                         continue;
4946                 ent = r_refdef.scene.entities[i];
4947                 if (!ent->model || !ent->model->DrawSky)
4948                         continue;
4949                 ent->model->DrawSky(ent);
4950                 sky = true;
4951         }
4952         return sky;
4953 }
4954
4955 static void R_DrawNoModel(entity_render_t *ent);
4956 static void R_DrawModels(void)
4957 {
4958         int i;
4959         entity_render_t *ent;
4960
4961         for (i = 0;i < r_refdef.scene.numentities;i++)
4962         {
4963                 if (!r_refdef.viewcache.entityvisible[i])
4964                         continue;
4965                 ent = r_refdef.scene.entities[i];
4966                 r_refdef.stats.entities++;
4967                 /*
4968                 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
4969                 {
4970                         vec3_t f, l, u, o;
4971                         Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
4972                         Con_Printf("R_DrawModels\n");
4973                         Con_Printf("model %s O %f %f %f F %f %f %f L %f %f %f U %f %f %f\n", ent->model->name, o[0], o[1], o[2], f[0], f[1], f[2], l[0], l[1], l[2], u[0], u[1], u[2]);
4974                         Con_Printf("group: %i %f %i %f %i %f %i %f\n", ent->framegroupblend[0].frame, ent->framegroupblend[0].lerp, ent->framegroupblend[1].frame, ent->framegroupblend[1].lerp, ent->framegroupblend[2].frame, ent->framegroupblend[2].lerp, ent->framegroupblend[3].frame, ent->framegroupblend[3].lerp);
4975                         Con_Printf("blend: %i %f %i %f %i %f %i %f %i %f %i %f %i %f %i %f\n", ent->frameblend[0].subframe, ent->frameblend[0].lerp, ent->frameblend[1].subframe, ent->frameblend[1].lerp, ent->frameblend[2].subframe, ent->frameblend[2].lerp, ent->frameblend[3].subframe, ent->frameblend[3].lerp, ent->frameblend[4].subframe, ent->frameblend[4].lerp, ent->frameblend[5].subframe, ent->frameblend[5].lerp, ent->frameblend[6].subframe, ent->frameblend[6].lerp, ent->frameblend[7].subframe, ent->frameblend[7].lerp);
4976                 }
4977                 */
4978                 if (ent->model && ent->model->Draw != NULL)
4979                         ent->model->Draw(ent);
4980                 else
4981                         R_DrawNoModel(ent);
4982         }
4983 }
4984
4985 static void R_DrawModelsDepth(void)
4986 {
4987         int i;
4988         entity_render_t *ent;
4989
4990         for (i = 0;i < r_refdef.scene.numentities;i++)
4991         {
4992                 if (!r_refdef.viewcache.entityvisible[i])
4993                         continue;
4994                 ent = r_refdef.scene.entities[i];
4995                 if (ent->model && ent->model->DrawDepth != NULL)
4996                         ent->model->DrawDepth(ent);
4997         }
4998 }
4999
5000 static void R_DrawModelsDebug(void)
5001 {
5002         int i;
5003         entity_render_t *ent;
5004
5005         for (i = 0;i < r_refdef.scene.numentities;i++)
5006         {
5007                 if (!r_refdef.viewcache.entityvisible[i])
5008                         continue;
5009                 ent = r_refdef.scene.entities[i];
5010                 if (ent->model && ent->model->DrawDebug != NULL)
5011                         ent->model->DrawDebug(ent);
5012         }
5013 }
5014
5015 static void R_DrawModelsAddWaterPlanes(void)
5016 {
5017         int i;
5018         entity_render_t *ent;
5019
5020         for (i = 0;i < r_refdef.scene.numentities;i++)
5021         {
5022                 if (!r_refdef.viewcache.entityvisible[i])
5023                         continue;
5024                 ent = r_refdef.scene.entities[i];
5025                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5026                         ent->model->DrawAddWaterPlanes(ent);
5027         }
5028 }
5029
5030 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}};
5031
5032 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5033 {
5034         if (r_hdr_irisadaptation.integer)
5035         {
5036                 vec3_t p;
5037                 vec3_t ambient;
5038                 vec3_t diffuse;
5039                 vec3_t diffusenormal;
5040                 vec3_t forward;
5041                 vec_t brightness = 0.0f;
5042                 vec_t goal;
5043                 vec_t current;
5044                 vec_t d;
5045                 int c;
5046                 VectorCopy(r_refdef.view.forward, forward);
5047                 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
5048                 {
5049                         p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
5050                         p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
5051                         p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
5052                         R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5053                         d = DotProduct(forward, diffusenormal);
5054                         brightness += VectorLength(ambient);
5055                         if (d > 0)
5056                                 brightness += d * VectorLength(diffuse);
5057                 }
5058                 brightness *= 1.0f / c;
5059                 brightness += 0.00001f; // make sure it's never zero
5060                 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5061                 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5062                 current = r_hdr_irisadaptation_value.value;
5063                 if (current < goal)
5064                         current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5065                 else if (current > goal)
5066                         current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5067                 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5068                         Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5069         }
5070         else if (r_hdr_irisadaptation_value.value != 1.0f)
5071                 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5072 }
5073
5074 static void R_View_SetFrustum(const int *scissor)
5075 {
5076         int i;
5077         double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5078         vec3_t forward, left, up, origin, v;
5079
5080         if(scissor)
5081         {
5082                 // flipped x coordinates (because x points left here)
5083                 fpx =  1.0 - 2.0 * (scissor[0]              - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5084                 fnx =  1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5085
5086                 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5087                 switch(vid.renderpath)
5088                 {
5089                         case RENDERPATH_D3D9:
5090                         case RENDERPATH_D3D10:
5091                         case RENDERPATH_D3D11:
5092                                 // non-flipped y coordinates
5093                                 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5094                                 fpy = -1.0 + 2.0 * (vid.height - scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5095                                 break;
5096                         case RENDERPATH_SOFT:
5097                         case RENDERPATH_GL11:
5098                         case RENDERPATH_GL13:
5099                         case RENDERPATH_GL20:
5100                         case RENDERPATH_GLES1:
5101                         case RENDERPATH_GLES2:
5102                                 // non-flipped y coordinates
5103                                 fny = -1.0 + 2.0 * (scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5104                                 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5105                                 break;
5106                 }
5107         }
5108
5109         // we can't trust r_refdef.view.forward and friends in reflected scenes
5110         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5111
5112 #if 0
5113         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5114         r_refdef.view.frustum[0].normal[1] = 0 - 0;
5115         r_refdef.view.frustum[0].normal[2] = -1 - 0;
5116         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5117         r_refdef.view.frustum[1].normal[1] = 0 + 0;
5118         r_refdef.view.frustum[1].normal[2] = -1 + 0;
5119         r_refdef.view.frustum[2].normal[0] = 0 - 0;
5120         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5121         r_refdef.view.frustum[2].normal[2] = -1 - 0;
5122         r_refdef.view.frustum[3].normal[0] = 0 + 0;
5123         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5124         r_refdef.view.frustum[3].normal[2] = -1 + 0;
5125 #endif
5126
5127 #if 0
5128         zNear = r_refdef.nearclip;
5129         nudge = 1.0 - 1.0 / (1<<23);
5130         r_refdef.view.frustum[4].normal[0] = 0 - 0;
5131         r_refdef.view.frustum[4].normal[1] = 0 - 0;
5132         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5133         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5134         r_refdef.view.frustum[5].normal[0] = 0 + 0;
5135         r_refdef.view.frustum[5].normal[1] = 0 + 0;
5136         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5137         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5138 #endif
5139
5140
5141
5142 #if 0
5143         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5144         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5145         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5146         r_refdef.view.frustum[0].dist = m[15] - m[12];
5147
5148         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5149         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5150         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5151         r_refdef.view.frustum[1].dist = m[15] + m[12];
5152
5153         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5154         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5155         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5156         r_refdef.view.frustum[2].dist = m[15] - m[13];
5157
5158         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5159         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5160         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5161         r_refdef.view.frustum[3].dist = m[15] + m[13];
5162
5163         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5164         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5165         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5166         r_refdef.view.frustum[4].dist = m[15] - m[14];
5167
5168         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5169         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5170         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5171         r_refdef.view.frustum[5].dist = m[15] + m[14];
5172 #endif
5173
5174         if (r_refdef.view.useperspective)
5175         {
5176                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5177                 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]);
5178                 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]);
5179                 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]);
5180                 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]);
5181
5182                 // then the normals from the corners relative to origin
5183                 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5184                 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5185                 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5186                 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5187
5188                 // in a NORMAL view, forward cross left == up
5189                 // in a REFLECTED view, forward cross left == down
5190                 // so our cross products above need to be adjusted for a left handed coordinate system
5191                 CrossProduct(forward, left, v);
5192                 if(DotProduct(v, up) < 0)
5193                 {
5194                         VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5195                         VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5196                         VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5197                         VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5198                 }
5199
5200                 // Leaving those out was a mistake, those were in the old code, and they
5201                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5202                 // I couldn't reproduce it after adding those normalizations. --blub
5203                 VectorNormalize(r_refdef.view.frustum[0].normal);
5204                 VectorNormalize(r_refdef.view.frustum[1].normal);
5205                 VectorNormalize(r_refdef.view.frustum[2].normal);
5206                 VectorNormalize(r_refdef.view.frustum[3].normal);
5207
5208                 // make the corners absolute
5209                 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5210                 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5211                 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5212                 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5213
5214                 // one more normal
5215                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5216
5217                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5218                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5219                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5220                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5221                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5222         }
5223         else
5224         {
5225                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5226                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5227                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5228                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5229                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5230                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5231                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5232                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5233                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5234                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5235         }
5236         r_refdef.view.numfrustumplanes = 5;
5237
5238         if (r_refdef.view.useclipplane)
5239         {
5240                 r_refdef.view.numfrustumplanes = 6;
5241                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5242         }
5243
5244         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5245                 PlaneClassify(r_refdef.view.frustum + i);
5246
5247         // LordHavoc: note to all quake engine coders, Quake had a special case
5248         // for 90 degrees which assumed a square view (wrong), so I removed it,
5249         // Quake2 has it disabled as well.
5250
5251         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5252         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5253         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5254         //PlaneClassify(&frustum[0]);
5255
5256         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5257         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5258         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5259         //PlaneClassify(&frustum[1]);
5260
5261         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5262         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5263         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5264         //PlaneClassify(&frustum[2]);
5265
5266         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5267         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5268         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5269         //PlaneClassify(&frustum[3]);
5270
5271         // nearclip plane
5272         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5273         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5274         //PlaneClassify(&frustum[4]);
5275 }
5276
5277 static void R_View_UpdateWithScissor(const int *myscissor)
5278 {
5279         R_Main_ResizeViewCache();
5280         R_View_SetFrustum(myscissor);
5281         R_View_WorldVisibility(r_refdef.view.useclipplane);
5282         R_View_UpdateEntityVisible();
5283         R_View_UpdateEntityLighting();
5284         R_AnimCache_CacheVisibleEntities();
5285 }
5286
5287 static void R_View_Update(void)
5288 {
5289         R_Main_ResizeViewCache();
5290         R_View_SetFrustum(NULL);
5291         R_View_WorldVisibility(r_refdef.view.useclipplane);
5292         R_View_UpdateEntityVisible();
5293         R_View_UpdateEntityLighting();
5294         R_AnimCache_CacheVisibleEntities();
5295 }
5296
5297 float viewscalefpsadjusted = 1.0f;
5298
5299 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5300 {
5301         float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5302         scale = bound(0.03125f, scale, 1.0f);
5303         *outwidth = (int)ceil(width * scale);
5304         *outheight = (int)ceil(height * scale);
5305 }
5306
5307 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5308 {
5309         const float *customclipplane = NULL;
5310         float plane[4];
5311         int /*rtwidth,*/ rtheight, scaledwidth, scaledheight;
5312         if (r_refdef.view.useclipplane && allowwaterclippingplane)
5313         {
5314                 // LordHavoc: couldn't figure out how to make this approach the
5315                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5316                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5317                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5318                         dist = r_refdef.view.clipplane.dist;
5319                 plane[0] = r_refdef.view.clipplane.normal[0];
5320                 plane[1] = r_refdef.view.clipplane.normal[1];
5321                 plane[2] = r_refdef.view.clipplane.normal[2];
5322                 plane[3] = -dist;
5323                 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5324         }
5325
5326         //rtwidth = fbo ? R_TextureWidth(depthtexture ? depthtexture : colortexture) : vid.width;
5327         rtheight = fbo ? R_TextureHeight(depthtexture ? depthtexture : colortexture) : vid.height;
5328
5329         R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5330         if (!r_refdef.view.useperspective)
5331                 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
5332         else if (vid.stencil && r_useinfinitefarclip.integer)
5333                 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
5334         else
5335                 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
5336         R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5337         R_SetViewport(&r_refdef.view.viewport);
5338         if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5339         {
5340                 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5341                 float screenplane[4];
5342                 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5343                 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5344                 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5345                 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5346                 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5347         }
5348 }
5349
5350 void R_EntityMatrix(const matrix4x4_t *matrix)
5351 {
5352         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5353         {
5354                 gl_modelmatrixchanged = false;
5355                 gl_modelmatrix = *matrix;
5356                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5357                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5358                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5359                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5360                 CHECKGLERROR
5361                 switch(vid.renderpath)
5362                 {
5363                 case RENDERPATH_D3D9:
5364 #ifdef SUPPORTD3D
5365                         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5366                         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5367 #endif
5368                         break;
5369                 case RENDERPATH_D3D10:
5370                         Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5371                         break;
5372                 case RENDERPATH_D3D11:
5373                         Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5374                         break;
5375                 case RENDERPATH_GL11:
5376                 case RENDERPATH_GL13:
5377                 case RENDERPATH_GLES1:
5378                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5379                         break;
5380                 case RENDERPATH_SOFT:
5381                         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5382                         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5383                         break;
5384                 case RENDERPATH_GL20:
5385                 case RENDERPATH_GLES2:
5386                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5387                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5388                         break;
5389                 }
5390         }
5391 }
5392
5393 void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, float x2, float y2)
5394 {
5395         r_viewport_t viewport;
5396
5397         CHECKGLERROR
5398
5399         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5400         R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, x2, y2, -10, 100, NULL);
5401         R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5402         R_SetViewport(&viewport);
5403         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5404         GL_Color(1, 1, 1, 1);
5405         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5406         GL_BlendFunc(GL_ONE, GL_ZERO);
5407         GL_ScissorTest(false);
5408         GL_DepthMask(false);
5409         GL_DepthRange(0, 1);
5410         GL_DepthTest(false);
5411         GL_DepthFunc(GL_LEQUAL);
5412         R_EntityMatrix(&identitymatrix);
5413         R_Mesh_ResetTextureState();
5414         GL_PolygonOffset(0, 0);
5415         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5416         switch(vid.renderpath)
5417         {
5418         case RENDERPATH_GL11:
5419         case RENDERPATH_GL13:
5420         case RENDERPATH_GL20:
5421         case RENDERPATH_GLES1:
5422         case RENDERPATH_GLES2:
5423                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5424                 break;
5425         case RENDERPATH_D3D9:
5426         case RENDERPATH_D3D10:
5427         case RENDERPATH_D3D11:
5428         case RENDERPATH_SOFT:
5429                 break;
5430         }
5431         GL_CullFace(GL_NONE);
5432
5433         CHECKGLERROR
5434 }
5435
5436 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5437 {
5438         DrawQ_Finish();
5439
5440         R_ResetViewRendering2D_Common(fbo, depthtexture, colortexture, 1, 1);
5441 }
5442
5443 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5444 {
5445         DrawQ_Finish();
5446
5447         R_SetupView(true, fbo, depthtexture, colortexture);
5448         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5449         GL_Color(1, 1, 1, 1);
5450         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5451         GL_BlendFunc(GL_ONE, GL_ZERO);
5452         GL_ScissorTest(true);
5453         GL_DepthMask(true);
5454         GL_DepthRange(0, 1);
5455         GL_DepthTest(true);
5456         GL_DepthFunc(GL_LEQUAL);
5457         R_EntityMatrix(&identitymatrix);
5458         R_Mesh_ResetTextureState();
5459         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5460         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5461         switch(vid.renderpath)
5462         {
5463         case RENDERPATH_GL11:
5464         case RENDERPATH_GL13:
5465         case RENDERPATH_GL20:
5466         case RENDERPATH_GLES1:
5467         case RENDERPATH_GLES2:
5468                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5469                 break;
5470         case RENDERPATH_D3D9:
5471         case RENDERPATH_D3D10:
5472         case RENDERPATH_D3D11:
5473         case RENDERPATH_SOFT:
5474                 break;
5475         }
5476         GL_CullFace(r_refdef.view.cullface_back);
5477 }
5478
5479 /*
5480 ================
5481 R_RenderView_UpdateViewVectors
5482 ================
5483 */
5484 void R_RenderView_UpdateViewVectors(void)
5485 {
5486         // break apart the view matrix into vectors for various purposes
5487         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5488         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5489         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5490         VectorNegate(r_refdef.view.left, r_refdef.view.right);
5491         // make an inverted copy of the view matrix for tracking sprites
5492         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5493 }
5494
5495 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5496 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5497
5498 static void R_Water_StartFrame(void)
5499 {
5500         int i;
5501         int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5502         r_waterstate_waterplane_t *p;
5503         qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.samples < 2;
5504
5505         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5506                 return;
5507
5508         switch(vid.renderpath)
5509         {
5510         case RENDERPATH_GL20:
5511         case RENDERPATH_D3D9:
5512         case RENDERPATH_D3D10:
5513         case RENDERPATH_D3D11:
5514         case RENDERPATH_SOFT:
5515         case RENDERPATH_GLES2:
5516                 break;
5517         case RENDERPATH_GL11:
5518         case RENDERPATH_GL13:
5519         case RENDERPATH_GLES1:
5520                 return;
5521         }
5522
5523         // set waterwidth and waterheight to the water resolution that will be
5524         // used (often less than the screen resolution for faster rendering)
5525         R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5526
5527         // calculate desired texture sizes
5528         // can't use water if the card does not support the texture size
5529         if (!r_water.integer || r_showsurfaces.integer)
5530                 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5531         else if (vid.support.arb_texture_non_power_of_two)
5532         {
5533                 texturewidth = waterwidth;
5534                 textureheight = waterheight;
5535                 camerawidth = waterwidth;
5536                 cameraheight = waterheight;
5537         }
5538         else
5539         {
5540                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
5541                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
5542                 for (camerawidth    = 1;camerawidth   <= waterwidth; camerawidth    *= 2); camerawidth  /= 2;
5543                 for (cameraheight   = 1;cameraheight  <= waterheight;cameraheight   *= 2); cameraheight /= 2;
5544         }
5545
5546         // allocate textures as needed
5547         if (r_fb.water.texturewidth != texturewidth || r_fb.water.textureheight != textureheight || r_fb.water.camerawidth != camerawidth || r_fb.water.cameraheight != cameraheight || (r_fb.depthtexture && !usewaterfbo))
5548         {
5549                 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5550                 for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++)
5551                 {
5552                         if (p->texture_refraction)
5553                                 R_FreeTexture(p->texture_refraction);
5554                         p->texture_refraction = NULL;
5555                         if (p->fbo_refraction)
5556                                 R_Mesh_DestroyFramebufferObject(p->fbo_refraction);
5557                         p->fbo_refraction = 0;
5558                         if (p->texture_reflection)
5559                                 R_FreeTexture(p->texture_reflection);
5560                         p->texture_reflection = NULL;
5561                         if (p->fbo_reflection)
5562                                 R_Mesh_DestroyFramebufferObject(p->fbo_reflection);
5563                         p->fbo_reflection = 0;
5564                         if (p->texture_camera)
5565                                 R_FreeTexture(p->texture_camera);
5566                         p->texture_camera = NULL;
5567                         if (p->fbo_camera)
5568                                 R_Mesh_DestroyFramebufferObject(p->fbo_camera);
5569                         p->fbo_camera = 0;
5570                 }
5571                 memset(&r_fb.water, 0, sizeof(r_fb.water));
5572                 r_fb.water.texturewidth = texturewidth;
5573                 r_fb.water.textureheight = textureheight;
5574                 r_fb.water.camerawidth = camerawidth;
5575                 r_fb.water.cameraheight = cameraheight;
5576         }
5577
5578         if (r_fb.water.texturewidth)
5579         {
5580                 int scaledwidth, scaledheight;
5581
5582                 r_fb.water.enabled = true;
5583
5584                 // water resolution is usually reduced
5585                 r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5586                 r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5587                 R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight);
5588
5589                 // set up variables that will be used in shader setup
5590                 r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5591                 r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5592                 r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5593                 r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5594         }
5595
5596         r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5597         r_fb.water.numwaterplanes = 0;
5598 }
5599
5600 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5601 {
5602         int planeindex, bestplaneindex, vertexindex;
5603         vec3_t mins, maxs, normal, center, v, n;
5604         vec_t planescore, bestplanescore;
5605         mplane_t plane;
5606         r_waterstate_waterplane_t *p;
5607         texture_t *t = R_GetCurrentTexture(surface->texture);
5608
5609         rsurface.texture = t;
5610         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5611         // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
5612         if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
5613                 return;
5614         // average the vertex normals, find the surface bounds (after deformvertexes)
5615         Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
5616         Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
5617         VectorCopy(n, normal);
5618         VectorCopy(v, mins);
5619         VectorCopy(v, maxs);
5620         for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
5621         {
5622                 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5623                 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5624                 VectorAdd(normal, n, normal);
5625                 mins[0] = min(mins[0], v[0]);
5626                 mins[1] = min(mins[1], v[1]);
5627                 mins[2] = min(mins[2], v[2]);
5628                 maxs[0] = max(maxs[0], v[0]);
5629                 maxs[1] = max(maxs[1], v[1]);
5630                 maxs[2] = max(maxs[2], v[2]);
5631         }
5632         VectorNormalize(normal);
5633         VectorMAM(0.5f, mins, 0.5f, maxs, center);
5634
5635         VectorCopy(normal, plane.normal);
5636         VectorNormalize(plane.normal);
5637         plane.dist = DotProduct(center, plane.normal);
5638         PlaneClassify(&plane);
5639         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5640         {
5641                 // skip backfaces (except if nocullface is set)
5642 //              if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5643 //                      return;
5644                 VectorNegate(plane.normal, plane.normal);
5645                 plane.dist *= -1;
5646                 PlaneClassify(&plane);
5647         }
5648
5649
5650         // find a matching plane if there is one
5651         bestplaneindex = -1;
5652         bestplanescore = 1048576.0f;
5653         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5654         {
5655                 if(p->camera_entity == t->camera_entity)
5656                 {
5657                         planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
5658                         if (bestplaneindex < 0 || bestplanescore > planescore)
5659                         {
5660                                 bestplaneindex = planeindex;
5661                                 bestplanescore = planescore;
5662                         }
5663                 }
5664         }
5665         planeindex = bestplaneindex;
5666         p = r_fb.water.waterplanes + planeindex;
5667
5668         // if this surface does not fit any known plane rendered this frame, add one
5669         if ((planeindex < 0 || bestplanescore > 0.001f) && r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
5670         {
5671                 // store the new plane
5672                 planeindex = r_fb.water.numwaterplanes++;
5673                 p = r_fb.water.waterplanes + planeindex;
5674                 p->plane = plane;
5675                 // clear materialflags and pvs
5676                 p->materialflags = 0;
5677                 p->pvsvalid = false;
5678                 p->camera_entity = t->camera_entity;
5679                 VectorCopy(mins, p->mins);
5680                 VectorCopy(maxs, p->maxs);
5681         }
5682         else
5683         {
5684                 // merge mins/maxs when we're adding this surface to the plane
5685                 p->mins[0] = min(p->mins[0], mins[0]);
5686                 p->mins[1] = min(p->mins[1], mins[1]);
5687                 p->mins[2] = min(p->mins[2], mins[2]);
5688                 p->maxs[0] = max(p->maxs[0], maxs[0]);
5689                 p->maxs[1] = max(p->maxs[1], maxs[1]);
5690                 p->maxs[2] = max(p->maxs[2], maxs[2]);
5691         }
5692         // merge this surface's materialflags into the waterplane
5693         p->materialflags |= t->currentmaterialflags;
5694         if(!(p->materialflags & MATERIALFLAG_CAMERA))
5695         {
5696                 // merge this surface's PVS into the waterplane
5697                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5698                  && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5699                 {
5700                         r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
5701                         p->pvsvalid = true;
5702                 }
5703         }
5704 }
5705
5706 extern cvar_t r_drawparticles;
5707 extern cvar_t r_drawdecals;
5708
5709 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5710 {
5711         int myscissor[4];
5712         r_refdef_view_t originalview;
5713         r_refdef_view_t myview;
5714         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;
5715         r_waterstate_waterplane_t *p;
5716         vec3_t visorigin;
5717         qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.samples < 2;
5718         char vabuf[1024];
5719
5720         originalview = r_refdef.view;
5721
5722         // lowquality hack, temporarily shut down some cvars and restore afterwards
5723         qualityreduction = r_water_lowquality.integer;
5724         if (qualityreduction > 0)
5725         {
5726                 if (qualityreduction >= 1)
5727                 {
5728                         old_r_shadows = r_shadows.integer;
5729                         old_r_worldrtlight = r_shadow_realtime_world.integer;
5730                         old_r_dlight = r_shadow_realtime_dlight.integer;
5731                         Cvar_SetValueQuick(&r_shadows, 0);
5732                         Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
5733                         Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
5734                 }
5735                 if (qualityreduction >= 2)
5736                 {
5737                         old_r_dynamic = r_dynamic.integer;
5738                         old_r_particles = r_drawparticles.integer;
5739                         old_r_decals = r_drawdecals.integer;
5740                         Cvar_SetValueQuick(&r_dynamic, 0);
5741                         Cvar_SetValueQuick(&r_drawparticles, 0);
5742                         Cvar_SetValueQuick(&r_drawdecals, 0);
5743                 }
5744         }
5745
5746         // make sure enough textures are allocated
5747         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5748         {
5749                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5750                 {
5751                         if (!p->texture_refraction)
5752                                 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_refraction", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5753                         if (!p->texture_refraction)
5754                                 goto error;
5755                         if (usewaterfbo)
5756                         {
5757                                 if (r_fb.water.depthtexture == NULL)
5758                                         r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5759                                 if (p->fbo_refraction == 0)
5760                                         p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
5761                         }
5762                 }
5763                 else if (p->materialflags & MATERIALFLAG_CAMERA)
5764                 {
5765                         if (!p->texture_camera)
5766                                 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_camera", planeindex), r_fb.water.camerawidth, r_fb.water.cameraheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
5767                         if (!p->texture_camera)
5768                                 goto error;
5769                         if (usewaterfbo)
5770                         {
5771                                 if (r_fb.water.depthtexture == NULL)
5772                                         r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5773                                 if (p->fbo_camera == 0)
5774                                         p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
5775                         }
5776                 }
5777
5778                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5779                 {
5780                         if (!p->texture_reflection)
5781                                 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_reflection", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5782                         if (!p->texture_reflection)
5783                                 goto error;
5784                         if (usewaterfbo)
5785                         {
5786                                 if (r_fb.water.depthtexture == NULL)
5787                                         r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5788                                 if (p->fbo_reflection == 0)
5789                                         p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
5790                         }
5791                 }
5792         }
5793
5794         // render views
5795         r_refdef.view = originalview;
5796         r_refdef.view.showdebug = false;
5797         r_refdef.view.width = r_fb.water.waterwidth;
5798         r_refdef.view.height = r_fb.water.waterheight;
5799         r_refdef.view.useclipplane = true;
5800         myview = r_refdef.view;
5801         r_fb.water.renderingscene = true;
5802         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5803         {
5804                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5805                 {
5806                         r_refdef.view = myview;
5807                         if(r_water_scissormode.integer)
5808                         {
5809                                 R_SetupView(true, p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5810                                 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5811                                         continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5812                         }
5813
5814                         // render reflected scene and copy into texture
5815                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
5816                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
5817                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
5818                         r_refdef.view.clipplane = p->plane;
5819                         // reverse the cullface settings for this render
5820                         r_refdef.view.cullface_front = GL_FRONT;
5821                         r_refdef.view.cullface_back = GL_BACK;
5822                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
5823                         {
5824                                 r_refdef.view.usecustompvs = true;
5825                                 if (p->pvsvalid)
5826                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5827                                 else
5828                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5829                         }
5830
5831                         r_fb.water.hideplayer = r_water_hideplayer.integer >= 2;
5832                         R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5833                         R_ClearScreen(r_refdef.fogenabled);
5834                         if(r_water_scissormode.integer & 2)
5835                                 R_View_UpdateWithScissor(myscissor);
5836                         else
5837                                 R_View_Update();
5838                         if(r_water_scissormode.integer & 1)
5839                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5840                         R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5841
5842                         if (!p->fbo_reflection)
5843                                 R_Mesh_CopyToTexture(p->texture_reflection, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5844                         r_fb.water.hideplayer = false;
5845                 }
5846
5847                 // render the normal view scene and copy into texture
5848                 // (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)
5849                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5850                 {
5851                         r_refdef.view = myview;
5852                         if(r_water_scissormode.integer)
5853                         {
5854                                 R_SetupView(true, p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5855                                 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5856                                         continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5857                         }
5858
5859                         r_fb.water.hideplayer = r_water_hideplayer.integer >= 1;
5860
5861                         r_refdef.view.clipplane = p->plane;
5862                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5863                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5864
5865                         if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
5866                         {
5867                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5868                                 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
5869                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5870                                 R_RenderView_UpdateViewVectors();
5871                                 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5872                                 {
5873                                         r_refdef.view.usecustompvs = true;
5874                                         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);
5875                                 }
5876                         }
5877
5878                         PlaneClassify(&r_refdef.view.clipplane);
5879
5880                         R_ResetViewRendering3D(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5881                         R_ClearScreen(r_refdef.fogenabled);
5882                         if(r_water_scissormode.integer & 2)
5883                                 R_View_UpdateWithScissor(myscissor);
5884                         else
5885                                 R_View_Update();
5886                         if(r_water_scissormode.integer & 1)
5887                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5888                         R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5889
5890                         if (!p->fbo_refraction)
5891                                 R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5892                         r_fb.water.hideplayer = false;
5893                 }
5894                 else if (p->materialflags & MATERIALFLAG_CAMERA)
5895                 {
5896                         r_refdef.view = myview;
5897
5898                         r_refdef.view.clipplane = p->plane;
5899                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5900                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5901
5902                         r_refdef.view.width = r_fb.water.camerawidth;
5903                         r_refdef.view.height = r_fb.water.cameraheight;
5904                         r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5905                         r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5906                         r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
5907                         r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
5908
5909                         if(p->camera_entity)
5910                         {
5911                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5912                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5913                         }
5914
5915                         // note: all of the view is used for displaying... so
5916                         // there is no use in scissoring
5917
5918                         // reverse the cullface settings for this render
5919                         r_refdef.view.cullface_front = GL_FRONT;
5920                         r_refdef.view.cullface_back = GL_BACK;
5921                         // also reverse the view matrix
5922                         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
5923                         R_RenderView_UpdateViewVectors();
5924                         if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5925                         {
5926                                 r_refdef.view.usecustompvs = true;
5927                                 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);
5928                         }
5929                         
5930                         // camera needs no clipplane
5931                         r_refdef.view.useclipplane = false;
5932
5933                         PlaneClassify(&r_refdef.view.clipplane);
5934
5935                         r_fb.water.hideplayer = false;
5936
5937                         R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
5938                         R_ClearScreen(r_refdef.fogenabled);
5939                         R_View_Update();
5940                         R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
5941
5942                         if (!p->fbo_camera)
5943                                 R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5944                         r_fb.water.hideplayer = false;
5945                 }
5946
5947         }
5948         if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
5949         r_fb.water.renderingscene = false;
5950         r_refdef.view = originalview;
5951         R_ResetViewRendering3D(fbo, depthtexture, colortexture);
5952         if (!r_fb.water.depthtexture)
5953                 R_ClearScreen(r_refdef.fogenabled);
5954         R_View_Update();
5955         goto finish;
5956 error:
5957         r_refdef.view = originalview;
5958         r_fb.water.renderingscene = false;
5959         Cvar_SetValueQuick(&r_water, 0);
5960         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
5961 finish:
5962         // lowquality hack, restore cvars
5963         if (qualityreduction > 0)
5964         {
5965                 if (qualityreduction >= 1)
5966                 {
5967                         Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5968                         Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5969                         Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5970                 }
5971                 if (qualityreduction >= 2)
5972                 {
5973                         Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5974                         Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5975                         Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5976                 }
5977         }
5978 }
5979
5980 static void R_Bloom_StartFrame(void)
5981 {
5982         int i;
5983         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
5984         int viewwidth, viewheight;
5985         qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.samples < 2;
5986         textype_t textype = TEXTYPE_COLORBUFFER;
5987
5988         switch (vid.renderpath)
5989         {
5990         case RENDERPATH_GL20:
5991                 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
5992                 if (vid.support.ext_framebuffer_object)
5993                 {
5994                         if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5995                         if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
5996                 }
5997                 break;
5998         case RENDERPATH_GL11:
5999         case RENDERPATH_GL13:
6000         case RENDERPATH_GLES1:
6001         case RENDERPATH_GLES2:
6002         case RENDERPATH_D3D9:
6003         case RENDERPATH_D3D10:
6004         case RENDERPATH_D3D11:
6005                 r_fb.usedepthtextures = false;
6006                 break;
6007         case RENDERPATH_SOFT:
6008                 r_fb.usedepthtextures = true;
6009                 break;
6010         }
6011
6012         if (r_viewscale_fpsscaling.integer)
6013         {
6014                 double actualframetime;
6015                 double targetframetime;
6016                 double adjust;
6017                 actualframetime = r_refdef.lastdrawscreentime;
6018                 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
6019                 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
6020                 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
6021                 if (r_viewscale_fpsscaling_stepsize.value > 0)
6022                         adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
6023                 viewscalefpsadjusted += adjust;
6024                 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
6025         }
6026         else
6027                 viewscalefpsadjusted = 1.0f;
6028
6029         R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
6030
6031         switch(vid.renderpath)
6032         {
6033         case RENDERPATH_GL20:
6034         case RENDERPATH_D3D9:
6035         case RENDERPATH_D3D10:
6036         case RENDERPATH_D3D11:
6037         case RENDERPATH_SOFT:
6038         case RENDERPATH_GLES2:
6039                 break;
6040         case RENDERPATH_GL11:
6041         case RENDERPATH_GL13:
6042         case RENDERPATH_GLES1:
6043                 return;
6044         }
6045
6046         // set bloomwidth and bloomheight to the bloom resolution that will be
6047         // used (often less than the screen resolution for faster rendering)
6048         r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
6049         r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
6050         r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
6051         r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
6052         r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
6053
6054         // calculate desired texture sizes
6055         if (vid.support.arb_texture_non_power_of_two)
6056         {
6057                 screentexturewidth = vid.width;
6058                 screentextureheight = vid.height;
6059                 bloomtexturewidth = r_fb.bloomwidth;
6060                 bloomtextureheight = r_fb.bloomheight;
6061         }
6062         else
6063         {
6064                 for (screentexturewidth  = 1;screentexturewidth  < vid.width       ;screentexturewidth  *= 2);
6065                 for (screentextureheight = 1;screentextureheight < vid.height      ;screentextureheight *= 2);
6066                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_fb.bloomwidth ;bloomtexturewidth   *= 2);
6067                 for (bloomtextureheight  = 1;bloomtextureheight  < r_fb.bloomheight;bloomtextureheight  *= 2);
6068         }
6069
6070         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))
6071         {
6072                 Cvar_SetValueQuick(&r_bloom, 0);
6073                 Cvar_SetValueQuick(&r_motionblur, 0);
6074                 Cvar_SetValueQuick(&r_damageblur, 0);
6075         }
6076
6077         if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))
6078          && !r_bloom.integer
6079          && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0))
6080          && !useviewfbo
6081          && r_viewscale.value == 1.0f
6082          && !r_viewscale_fpsscaling.integer)
6083                 screentexturewidth = screentextureheight = 0;
6084         if (!r_bloom.integer)
6085                 bloomtexturewidth = bloomtextureheight = 0;
6086
6087         // allocate textures as needed
6088         if (r_fb.screentexturewidth != screentexturewidth
6089          || r_fb.screentextureheight != screentextureheight
6090          || r_fb.bloomtexturewidth != bloomtexturewidth
6091          || r_fb.bloomtextureheight != bloomtextureheight
6092          || r_fb.textype != textype
6093          || useviewfbo != (r_fb.fbo != 0))
6094         {
6095                 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6096                 {
6097                         if (r_fb.bloomtexture[i])
6098                                 R_FreeTexture(r_fb.bloomtexture[i]);
6099                         r_fb.bloomtexture[i] = NULL;
6100
6101                         if (r_fb.bloomfbo[i])
6102                                 R_Mesh_DestroyFramebufferObject(r_fb.bloomfbo[i]);
6103                         r_fb.bloomfbo[i] = 0;
6104                 }
6105
6106                 if (r_fb.fbo)
6107                         R_Mesh_DestroyFramebufferObject(r_fb.fbo);
6108                 r_fb.fbo = 0;
6109
6110                 if (r_fb.colortexture)
6111                         R_FreeTexture(r_fb.colortexture);
6112                 r_fb.colortexture = NULL;
6113
6114                 if (r_fb.depthtexture)
6115                         R_FreeTexture(r_fb.depthtexture);
6116                 r_fb.depthtexture = NULL;
6117
6118                 if (r_fb.ghosttexture)
6119                         R_FreeTexture(r_fb.ghosttexture);
6120                 r_fb.ghosttexture = NULL;
6121
6122                 r_fb.screentexturewidth = screentexturewidth;
6123                 r_fb.screentextureheight = screentextureheight;
6124                 r_fb.bloomtexturewidth = bloomtexturewidth;
6125                 r_fb.bloomtextureheight = bloomtextureheight;
6126                 r_fb.textype = textype;
6127
6128                 if (r_fb.screentexturewidth && r_fb.screentextureheight)
6129                 {
6130                         if (r_motionblur.value > 0 || r_damageblur.value > 0)
6131                                 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);
6132                         r_fb.ghosttexture_valid = false;
6133                         r_fb.colortexture = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6134                         if (useviewfbo)
6135                         {
6136                                 r_fb.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6137                                 r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6138                                 R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6139                         }
6140                 }
6141
6142                 if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight)
6143                 {
6144                         for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6145                         {
6146                                 r_fb.bloomtexture[i] = R_LoadTexture2D(r_main_texturepool, "framebufferbloom", r_fb.bloomtexturewidth, r_fb.bloomtextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6147                                 if (useviewfbo)
6148                                         r_fb.bloomfbo[i] = R_Mesh_CreateFramebufferObject(NULL, r_fb.bloomtexture[i], NULL, NULL, NULL);
6149                         }
6150                 }
6151         }
6152
6153         // bloom texture is a different resolution
6154         r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
6155         r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6156         r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
6157         r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
6158         r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight);
6159
6160         // set up a texcoord array for the full resolution screen image
6161         // (we have to keep this around to copy back during final render)
6162         r_fb.screentexcoord2f[0] = 0;
6163         r_fb.screentexcoord2f[1] = (float)viewheight    / (float)r_fb.screentextureheight;
6164         r_fb.screentexcoord2f[2] = (float)viewwidth     / (float)r_fb.screentexturewidth;
6165         r_fb.screentexcoord2f[3] = (float)viewheight    / (float)r_fb.screentextureheight;
6166         r_fb.screentexcoord2f[4] = (float)viewwidth     / (float)r_fb.screentexturewidth;
6167         r_fb.screentexcoord2f[5] = 0;
6168         r_fb.screentexcoord2f[6] = 0;
6169         r_fb.screentexcoord2f[7] = 0;
6170
6171         // set up a texcoord array for the reduced resolution bloom image
6172         // (which will be additive blended over the screen image)
6173         r_fb.bloomtexcoord2f[0] = 0;
6174         r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6175         r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth  / (float)r_fb.bloomtexturewidth;
6176         r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6177         r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth  / (float)r_fb.bloomtexturewidth;
6178         r_fb.bloomtexcoord2f[5] = 0;
6179         r_fb.bloomtexcoord2f[6] = 0;
6180         r_fb.bloomtexcoord2f[7] = 0;
6181
6182         switch(vid.renderpath)
6183         {
6184         case RENDERPATH_GL11:
6185         case RENDERPATH_GL13:
6186         case RENDERPATH_GL20:
6187         case RENDERPATH_SOFT:
6188         case RENDERPATH_GLES1:
6189         case RENDERPATH_GLES2:
6190                 break;
6191         case RENDERPATH_D3D9:
6192         case RENDERPATH_D3D10:
6193         case RENDERPATH_D3D11:
6194                 {
6195                         int i;
6196                         for (i = 0;i < 4;i++)
6197                         {
6198                                 r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
6199                                 r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
6200                                 r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
6201                                 r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
6202                         }
6203                 }
6204                 break;
6205         }
6206
6207         R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, r_refdef.view.x, (r_fb.bloomfbo[0] ? r_fb.bloomtextureheight : vid.height) - r_fb.bloomheight - r_refdef.view.y, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6208
6209         if (r_fb.fbo)
6210                 r_refdef.view.clear = true;
6211 }
6212
6213 static void R_Bloom_MakeTexture(void)
6214 {
6215         int x, range, dir;
6216         float xoffset, yoffset, r, brighten;
6217         rtexture_t *intex;
6218         float colorscale = r_bloom_colorscale.value;
6219
6220         r_refdef.stats.bloom++;
6221
6222         if (!r_fb.fbo)
6223         {
6224                 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6225                 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6226         }
6227
6228         // scale down screen texture to the bloom texture size
6229         CHECKGLERROR
6230         r_fb.bloomindex = 0;
6231         R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6232         R_SetViewport(&r_fb.bloomviewport);
6233         GL_BlendFunc(GL_ONE, GL_ZERO);
6234         GL_Color(colorscale, colorscale, colorscale, 1);
6235         // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6236         switch(vid.renderpath)
6237         {
6238         case RENDERPATH_GL11:
6239         case RENDERPATH_GL13:
6240         case RENDERPATH_GL20:
6241         case RENDERPATH_GLES1:
6242         case RENDERPATH_GLES2:
6243         case RENDERPATH_SOFT:
6244                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6245                 break;
6246         case RENDERPATH_D3D9:
6247         case RENDERPATH_D3D10:
6248         case RENDERPATH_D3D11:
6249                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6250                 break;
6251         }
6252         // TODO: do boxfilter scale-down in shader?
6253         R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true, true);
6254         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6255         r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6256
6257         // we now have a properly scaled bloom image
6258         if (!r_fb.bloomfbo[r_fb.bloomindex])
6259         {
6260                 // copy it into the bloom texture
6261                 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6262                 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6263         }
6264
6265         // multiply bloom image by itself as many times as desired
6266         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6267         {
6268                 intex = r_fb.bloomtexture[r_fb.bloomindex];
6269                 r_fb.bloomindex ^= 1;
6270                 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6271                 x *= 2;
6272                 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
6273                 if (!r_fb.bloomfbo[r_fb.bloomindex])
6274                 {
6275                         GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); // square it and multiply by two
6276                         GL_Color(r,r,r,1); // apply fix factor
6277                 }
6278                 else
6279                 {
6280                         if(x <= 2)
6281                                 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
6282                         GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
6283                         GL_Color(1,1,1,1); // no fix factor supported here
6284                 }
6285                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
6286                 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6287                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6288                 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6289
6290                 if (!r_fb.bloomfbo[r_fb.bloomindex])
6291                 {
6292                         // copy the darkened image to a texture
6293                         R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6294                         r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6295                 }
6296         }
6297
6298         range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
6299         brighten = r_bloom_brighten.value;
6300         brighten = sqrt(brighten);
6301         if(range >= 1)
6302                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6303
6304         for (dir = 0;dir < 2;dir++)
6305         {
6306                 intex = r_fb.bloomtexture[r_fb.bloomindex];
6307                 r_fb.bloomindex ^= 1;
6308                 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6309                 // blend on at multiple vertical offsets to achieve a vertical blur
6310                 // TODO: do offset blends using GLSL
6311                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6312                 GL_BlendFunc(GL_ONE, GL_ZERO);
6313                 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6314                 for (x = -range;x <= range;x++)
6315                 {
6316                         if (!dir){xoffset = 0;yoffset = x;}
6317                         else {xoffset = x;yoffset = 0;}
6318                         xoffset /= (float)r_fb.bloomtexturewidth;
6319                         yoffset /= (float)r_fb.bloomtextureheight;
6320                         // compute a texcoord array with the specified x and y offset
6321                         r_fb.offsettexcoord2f[0] = xoffset+0;
6322                         r_fb.offsettexcoord2f[1] = yoffset+(float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6323                         r_fb.offsettexcoord2f[2] = xoffset+(float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6324                         r_fb.offsettexcoord2f[3] = yoffset+(float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6325                         r_fb.offsettexcoord2f[4] = xoffset+(float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6326                         r_fb.offsettexcoord2f[5] = yoffset+0;
6327                         r_fb.offsettexcoord2f[6] = xoffset+0;
6328                         r_fb.offsettexcoord2f[7] = yoffset+0;
6329                         // this r value looks like a 'dot' particle, fading sharply to
6330                         // black at the edges
6331                         // (probably not realistic but looks good enough)
6332                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6333                         //r = brighten/(range*2+1);
6334                         r = brighten / (range * 2 + 1);
6335                         if(range >= 1)
6336                                 r *= (1 - x*x/(float)(range*range));
6337                         GL_Color(r, r, r, 1);
6338                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
6339                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6340                         r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6341                         GL_BlendFunc(GL_ONE, GL_ONE);
6342                 }
6343
6344                 if (!r_fb.bloomfbo[r_fb.bloomindex])
6345                 {
6346                         // copy the vertically or horizontally blurred bloom view to a texture
6347                         R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6348                         r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6349                 }
6350         }
6351 }
6352
6353 static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6354 {
6355         unsigned int permutation;
6356         float uservecs[4][4];
6357
6358         switch (vid.renderpath)
6359         {
6360         case RENDERPATH_GL20:
6361         case RENDERPATH_D3D9:
6362         case RENDERPATH_D3D10:
6363         case RENDERPATH_D3D11:
6364         case RENDERPATH_SOFT:
6365         case RENDERPATH_GLES2:
6366                 permutation =
6367                           (r_fb.bloomtexture[r_fb.bloomindex] ? SHADERPERMUTATION_BLOOM : 0)
6368                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6369                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6370                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6371                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6372
6373                 if (r_fb.colortexture)
6374                 {
6375                         if (!r_fb.fbo)
6376                         {
6377                                 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6378                                 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6379                         }
6380
6381                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
6382                         {
6383                                 // declare variables
6384                                 float blur_factor, blur_mouseaccel, blur_velocity;
6385                                 static float blur_average; 
6386                                 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6387
6388                                 // set a goal for the factoring
6389                                 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value) 
6390                                         / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6391                                 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value) 
6392                                         / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6393                                 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value) 
6394                                         + (blur_mouseaccel * r_motionblur_mousefactor.value));
6395
6396                                 // from the goal, pick an averaged value between goal and last value
6397                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6398                                 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6399
6400                                 // enforce minimum amount of blur 
6401                                 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6402
6403                                 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6404
6405                                 // calculate values into a standard alpha
6406                                 cl.motionbluralpha = 1 - exp(-
6407                                                 (
6408                                                  (r_motionblur.value * blur_factor / 80)
6409                                                  +
6410                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6411                                                 )
6412                                                 /
6413                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
6414                                           );
6415
6416                                 // randomization for the blur value to combat persistent ghosting
6417                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6418                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6419
6420                                 // apply the blur
6421                                 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
6422                                 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
6423                                 {
6424                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6425                                         GL_Color(1, 1, 1, cl.motionbluralpha);
6426                                         switch(vid.renderpath)
6427                                         {
6428                                         case RENDERPATH_GL11:
6429                                         case RENDERPATH_GL13:
6430                                         case RENDERPATH_GL20:
6431                                         case RENDERPATH_GLES1:
6432                                         case RENDERPATH_GLES2:
6433                                         case RENDERPATH_SOFT:
6434                                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6435                                                 break;
6436                                         case RENDERPATH_D3D9:
6437                                         case RENDERPATH_D3D10:
6438                                         case RENDERPATH_D3D11:
6439                                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6440                                                 break;
6441                                         }
6442                                         R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
6443                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6444                                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6445                                 }
6446
6447                                 // updates old view angles for next pass
6448                                 VectorCopy(cl.viewangles, blur_oldangles);
6449
6450                                 // copy view into the ghost texture
6451                                 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6452                                 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6453                                 r_fb.ghosttexture_valid = true;
6454                         }
6455                 }
6456                 else
6457                 {
6458                         // no r_fb.colortexture means we're rendering to the real fb
6459                         // we may still have to do view tint...
6460                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6461                         {
6462                                 // apply a color tint to the whole view
6463                                 R_ResetViewRendering2D(0, NULL, NULL);
6464                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6465                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6466                                 R_SetupShader_Generic_NoTexture(false, true);
6467                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6468                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6469                         }
6470                         break; // no screen processing, no bloom, skip it
6471                 }
6472
6473                 if (r_fb.bloomtexture[0])
6474                 {
6475                         // make the bloom texture
6476                         R_Bloom_MakeTexture();
6477                 }
6478
6479 #if _MSC_VER >= 1400
6480 #define sscanf sscanf_s
6481 #endif
6482                 memset(uservecs, 0, sizeof(uservecs));
6483                 if (r_glsl_postprocess_uservec1_enable.integer)
6484                         sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6485                 if (r_glsl_postprocess_uservec2_enable.integer)
6486                         sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6487                 if (r_glsl_postprocess_uservec3_enable.integer)
6488                         sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6489                 if (r_glsl_postprocess_uservec4_enable.integer)
6490                         sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6491
6492                 R_ResetViewRendering2D(0, NULL, NULL); // here we render to the real framebuffer!
6493                 GL_Color(1, 1, 1, 1);
6494                 GL_BlendFunc(GL_ONE, GL_ZERO);
6495
6496                 switch(vid.renderpath)
6497                 {
6498                 case RENDERPATH_GL20:
6499                 case RENDERPATH_GLES2:
6500                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6501                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6502                         if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First     , r_fb.colortexture);
6503                         if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second    , r_fb.bloomtexture[r_fb.bloomindex]);
6504                         if (r_glsl_permutation->tex_Texture_GammaRamps      >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps       );
6505                         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]);
6506                         if (r_glsl_permutation->loc_PixelSize               >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize         , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6507                         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]);
6508                         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]);
6509                         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]);
6510                         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]);
6511                         if (r_glsl_permutation->loc_Saturation              >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
6512                         if (r_glsl_permutation->loc_PixelToScreenTexCoord   >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6513                         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);
6514                         break;
6515                 case RENDERPATH_D3D9:
6516 #ifdef SUPPORTD3D
6517                         // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6518                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6519                         R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6520                         R_Mesh_TexBind(GL20TU_FIRST     , r_fb.colortexture);
6521                         R_Mesh_TexBind(GL20TU_SECOND    , r_fb.bloomtexture[r_fb.bloomindex]);
6522                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
6523                         hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor        , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6524                         hlslPSSetParameter2f(D3DPSREGISTER_PixelSize            , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6525                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec1             , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6526                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec2             , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6527                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec3             , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6528                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec4             , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6529                         hlslPSSetParameter1f(D3DPSREGISTER_Saturation           , r_glsl_saturation.value);
6530                         hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6531                         hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6532 #endif
6533                         break;
6534                 case RENDERPATH_D3D10:
6535                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6536                         break;
6537                 case RENDERPATH_D3D11:
6538                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6539                         break;
6540                 case RENDERPATH_SOFT:
6541                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6542                         R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6543                         R_Mesh_TexBind(GL20TU_FIRST     , r_fb.colortexture);
6544                         R_Mesh_TexBind(GL20TU_SECOND    , r_fb.bloomtexture[r_fb.bloomindex]);
6545                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
6546                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor     , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6547                         DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize         , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6548                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1          , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6549                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2          , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6550                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3          , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6551                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4          , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6552                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation        , r_glsl_saturation.value);
6553                         DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6554                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6555                         break;
6556                 default:
6557                         break;
6558                 }
6559                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6560                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
6561                 break;
6562         case RENDERPATH_GL11:
6563         case RENDERPATH_GL13:
6564         case RENDERPATH_GLES1:
6565                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6566                 {
6567                         // apply a color tint to the whole view
6568                         R_ResetViewRendering2D(0, NULL, NULL);
6569                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6570                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6571                         R_SetupShader_Generic_NoTexture(false, true);
6572                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6573                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6574                 }
6575                 break;
6576         }
6577 }
6578
6579 matrix4x4_t r_waterscrollmatrix;
6580
6581 void R_UpdateFog(void)
6582 {
6583         // Nehahra fog
6584         if (gamemode == GAME_NEHAHRA)
6585         {
6586                 if (gl_fogenable.integer)
6587                 {
6588                         r_refdef.oldgl_fogenable = true;
6589                         r_refdef.fog_density = gl_fogdensity.value;
6590                         r_refdef.fog_red = gl_fogred.value;
6591                         r_refdef.fog_green = gl_foggreen.value;
6592                         r_refdef.fog_blue = gl_fogblue.value;
6593                         r_refdef.fog_alpha = 1;
6594                         r_refdef.fog_start = 0;
6595                         r_refdef.fog_end = gl_skyclip.value;
6596                         r_refdef.fog_height = 1<<30;
6597                         r_refdef.fog_fadedepth = 128;
6598                 }
6599                 else if (r_refdef.oldgl_fogenable)
6600                 {
6601                         r_refdef.oldgl_fogenable = false;
6602                         r_refdef.fog_density = 0;
6603                         r_refdef.fog_red = 0;
6604                         r_refdef.fog_green = 0;
6605                         r_refdef.fog_blue = 0;
6606                         r_refdef.fog_alpha = 0;
6607                         r_refdef.fog_start = 0;
6608                         r_refdef.fog_end = 0;
6609                         r_refdef.fog_height = 1<<30;
6610                         r_refdef.fog_fadedepth = 128;
6611                 }
6612         }
6613
6614         // fog parms
6615         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6616         r_refdef.fog_start = max(0, r_refdef.fog_start);
6617         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6618
6619         if (r_refdef.fog_density && r_drawfog.integer)
6620         {
6621                 r_refdef.fogenabled = true;
6622                 // this is the point where the fog reaches 0.9986 alpha, which we
6623                 // consider a good enough cutoff point for the texture
6624                 // (0.9986 * 256 == 255.6)
6625                 if (r_fog_exp2.integer)
6626                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6627                 else
6628                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6629                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6630                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6631                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6632                 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6633                         R_BuildFogHeightTexture();
6634                 // fog color was already set
6635                 // update the fog texture
6636                 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)
6637                         R_BuildFogTexture();
6638                 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6639                 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6640         }
6641         else
6642                 r_refdef.fogenabled = false;
6643
6644         // fog color
6645         if (r_refdef.fog_density)
6646         {
6647                 r_refdef.fogcolor[0] = r_refdef.fog_red;
6648                 r_refdef.fogcolor[1] = r_refdef.fog_green;
6649                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6650
6651                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6652                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6653                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6654                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6655
6656                 {
6657                         vec3_t fogvec;
6658                         VectorCopy(r_refdef.fogcolor, fogvec);
6659                         //   color.rgb *= ContrastBoost * SceneBrightness;
6660                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6661                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6662                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6663                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6664                 }
6665         }
6666 }
6667
6668 void R_UpdateVariables(void)
6669 {
6670         R_Textures_Frame();
6671
6672         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
6673
6674         r_refdef.farclip = r_farclip_base.value;
6675         if (r_refdef.scene.worldmodel)
6676                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6677         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6678
6679         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6680                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6681         r_refdef.polygonfactor = 0;
6682         r_refdef.polygonoffset = 0;
6683         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6684         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6685
6686         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6687         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6688         r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6689         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6690         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6691         if (FAKELIGHT_ENABLED)
6692         {
6693                 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
6694         }
6695         else if (r_refdef.scene.worldmodel)
6696         {
6697                 r_refdef.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
6698         }
6699         if (r_showsurfaces.integer)
6700         {
6701                 r_refdef.scene.rtworld = false;
6702                 r_refdef.scene.rtworldshadows = false;
6703                 r_refdef.scene.rtdlight = false;
6704                 r_refdef.scene.rtdlightshadows = false;
6705                 r_refdef.lightmapintensity = 0;
6706         }
6707
6708         switch(vid.renderpath)
6709         {
6710         case RENDERPATH_GL20:
6711         case RENDERPATH_D3D9:
6712         case RENDERPATH_D3D10:
6713         case RENDERPATH_D3D11:
6714         case RENDERPATH_SOFT:
6715         case RENDERPATH_GLES2:
6716                 if(v_glslgamma.integer && !vid_gammatables_trivial)
6717                 {
6718                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
6719                         {
6720                                 // build GLSL gamma texture
6721 #define RAMPWIDTH 256
6722                                 unsigned short ramp[RAMPWIDTH * 3];
6723                                 unsigned char rampbgr[RAMPWIDTH][4];
6724                                 int i;
6725
6726                                 r_texture_gammaramps_serial = vid_gammatables_serial;
6727
6728                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
6729                                 for(i = 0; i < RAMPWIDTH; ++i)
6730                                 {
6731                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6732                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6733                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
6734                                         rampbgr[i][3] = 0;
6735                                 }
6736                                 if (r_texture_gammaramps)
6737                                 {
6738                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
6739                                 }
6740                                 else
6741                                 {
6742                                         r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
6743                                 }
6744                         }
6745                 }
6746                 else
6747                 {
6748                         // remove GLSL gamma texture
6749                 }
6750                 break;
6751         case RENDERPATH_GL11:
6752         case RENDERPATH_GL13:
6753         case RENDERPATH_GLES1:
6754                 break;
6755         }
6756 }
6757
6758 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
6759 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
6760 /*
6761 ================
6762 R_SelectScene
6763 ================
6764 */
6765 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
6766         if( scenetype != r_currentscenetype ) {
6767                 // store the old scenetype
6768                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
6769                 r_currentscenetype = scenetype;
6770                 // move in the new scene
6771                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
6772         }
6773 }
6774
6775 /*
6776 ================
6777 R_GetScenePointer
6778 ================
6779 */
6780 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
6781 {
6782         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
6783         if( scenetype == r_currentscenetype ) {
6784                 return &r_refdef.scene;
6785         } else {
6786                 return &r_scenes_store[ scenetype ];
6787         }
6788 }
6789
6790 static int R_SortEntities_Compare(const void *ap, const void *bp)
6791 {
6792         const entity_render_t *a = *(const entity_render_t **)ap;
6793         const entity_render_t *b = *(const entity_render_t **)bp;
6794
6795         // 1. compare model
6796         if(a->model < b->model)
6797                 return -1;
6798         if(a->model > b->model)
6799                 return +1;
6800
6801         // 2. compare skin
6802         // TODO possibly calculate the REAL skinnum here first using
6803         // skinscenes?
6804         if(a->skinnum < b->skinnum)
6805                 return -1;
6806         if(a->skinnum > b->skinnum)
6807                 return +1;
6808
6809         // everything we compared is equal
6810         return 0;
6811 }
6812 static void R_SortEntities(void)
6813 {
6814         // below or equal 2 ents, sorting never gains anything
6815         if(r_refdef.scene.numentities <= 2)
6816                 return;
6817         // sort
6818         qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
6819 }
6820
6821 /*
6822 ================
6823 R_RenderView
6824 ================
6825 */
6826 int dpsoftrast_test;
6827 extern cvar_t r_shadow_bouncegrid;
6828 void R_RenderView(void)
6829 {
6830         matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
6831         int fbo;
6832         rtexture_t *depthtexture;
6833         rtexture_t *colortexture;
6834
6835         dpsoftrast_test = r_test.integer;
6836
6837         if (r_timereport_active)
6838                 R_TimeReport("start");
6839         r_textureframe++; // used only by R_GetCurrentTexture
6840         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6841
6842         if(R_CompileShader_CheckStaticParms())
6843                 R_GLSL_Restart_f();
6844
6845         if (!r_drawentities.integer)
6846                 r_refdef.scene.numentities = 0;
6847         else if (r_sortentities.integer)
6848                 R_SortEntities();
6849
6850         R_AnimCache_ClearCache();
6851         R_FrameData_NewFrame();
6852
6853         /* adjust for stereo display */
6854         if(R_Stereo_Active())
6855         {
6856                 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);
6857                 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
6858         }
6859
6860         if (r_refdef.view.isoverlay)
6861         {
6862                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
6863                 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
6864                 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
6865                 R_TimeReport("depthclear");
6866
6867                 r_refdef.view.showdebug = false;
6868
6869                 r_fb.water.enabled = false;
6870                 r_fb.water.numwaterplanes = 0;
6871
6872                 R_RenderScene(0, NULL, NULL);
6873
6874                 r_refdef.view.matrix = originalmatrix;
6875
6876                 CHECKGLERROR
6877                 return;
6878         }
6879
6880         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
6881         {
6882                 r_refdef.view.matrix = originalmatrix;
6883                 return;
6884         }
6885
6886         r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
6887
6888         if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
6889                 // in sRGB fallback, behave similar to true sRGB: convert this
6890                 // value from linear to sRGB
6891                 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
6892
6893         R_RenderView_UpdateViewVectors();
6894
6895         R_Shadow_UpdateWorldLightSelection();
6896
6897         R_Bloom_StartFrame();
6898         R_Water_StartFrame();
6899
6900         // now we probably have an fbo to render into
6901         fbo = r_fb.fbo;
6902         depthtexture = r_fb.depthtexture;
6903         colortexture = r_fb.colortexture;
6904
6905         CHECKGLERROR
6906         if (r_timereport_active)
6907                 R_TimeReport("viewsetup");
6908
6909         R_ResetViewRendering3D(fbo, depthtexture, colortexture);
6910
6911         if (r_refdef.view.clear || r_refdef.fogenabled || fbo)
6912         {
6913                 R_ClearScreen(r_refdef.fogenabled);
6914                 if (r_timereport_active)
6915                         R_TimeReport("viewclear");
6916         }
6917         r_refdef.view.clear = true;
6918
6919         r_refdef.view.showdebug = true;
6920
6921         R_View_Update();
6922         if (r_timereport_active)
6923                 R_TimeReport("visibility");
6924
6925         R_Shadow_UpdateBounceGridTexture();
6926         if (r_timereport_active && r_shadow_bouncegrid.integer)
6927                 R_TimeReport("bouncegrid");
6928
6929         r_fb.water.numwaterplanes = 0;
6930         if (r_fb.water.enabled)
6931                 R_RenderWaterPlanes(fbo, depthtexture, colortexture);
6932
6933         R_RenderScene(fbo, depthtexture, colortexture);
6934         r_fb.water.numwaterplanes = 0;
6935
6936         R_BlendView(fbo, depthtexture, colortexture);
6937         if (r_timereport_active)
6938                 R_TimeReport("blendview");
6939
6940         GL_Scissor(0, 0, vid.width, vid.height);
6941         GL_ScissorTest(false);
6942
6943         r_refdef.view.matrix = originalmatrix;
6944
6945         CHECKGLERROR
6946 }
6947
6948 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6949 {
6950         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
6951         {
6952                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
6953                 if (r_timereport_active)
6954                         R_TimeReport("waterworld");
6955         }
6956
6957         // don't let sound skip if going slow
6958         if (r_refdef.scene.extraupdate)
6959                 S_ExtraUpdate ();
6960
6961         R_DrawModelsAddWaterPlanes();
6962         if (r_timereport_active)
6963                 R_TimeReport("watermodels");
6964
6965         if (r_fb.water.numwaterplanes)
6966         {
6967                 R_Water_ProcessPlanes(fbo, depthtexture, colortexture);
6968                 if (r_timereport_active)
6969                         R_TimeReport("waterscenes");
6970         }
6971 }
6972
6973 extern cvar_t cl_locs_show;
6974 static void R_DrawLocs(void);
6975 static void R_DrawEntityBBoxes(void);
6976 static void R_DrawModelDecals(void);
6977 extern cvar_t cl_decals_newsystem;
6978 extern qboolean r_shadow_usingdeferredprepass;
6979 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6980 {
6981         qboolean shadowmapping = false;
6982
6983         if (r_timereport_active)
6984                 R_TimeReport("beginscene");
6985
6986         r_refdef.stats.renders++;
6987
6988         R_UpdateFog();
6989
6990         // don't let sound skip if going slow
6991         if (r_refdef.scene.extraupdate)
6992                 S_ExtraUpdate ();
6993
6994         R_MeshQueue_BeginScene();
6995
6996         R_SkyStartFrame();
6997
6998         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);
6999
7000         if (r_timereport_active)
7001                 R_TimeReport("skystartframe");
7002
7003         if (cl.csqc_vidvars.drawworld)
7004         {
7005                 // don't let sound skip if going slow
7006                 if (r_refdef.scene.extraupdate)
7007                         S_ExtraUpdate ();
7008
7009                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7010                 {
7011                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7012                         if (r_timereport_active)
7013                                 R_TimeReport("worldsky");
7014                 }
7015
7016                 if (R_DrawBrushModelsSky() && r_timereport_active)
7017                         R_TimeReport("bmodelsky");
7018
7019                 if (skyrendermasked && skyrenderlater)
7020                 {
7021                         // we have to force off the water clipping plane while rendering sky
7022                         R_SetupView(false, fbo, depthtexture, colortexture);
7023                         R_Sky();
7024                         R_SetupView(true, fbo, depthtexture, colortexture);
7025                         if (r_timereport_active)
7026                                 R_TimeReport("sky");
7027                 }
7028         }
7029
7030         R_Shadow_PrepareLights(fbo, depthtexture, colortexture);
7031         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
7032                 R_Shadow_PrepareModelShadows();
7033         if (r_timereport_active)
7034                 R_TimeReport("preparelights");
7035
7036         if (R_Shadow_ShadowMappingEnabled())
7037                 shadowmapping = true;
7038
7039         if (r_shadow_usingdeferredprepass)
7040                 R_Shadow_DrawPrepass();
7041
7042         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7043         {
7044                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7045                 if (r_timereport_active)
7046                         R_TimeReport("worlddepth");
7047         }
7048         if (r_depthfirst.integer >= 2)
7049         {
7050                 R_DrawModelsDepth();
7051                 if (r_timereport_active)
7052                         R_TimeReport("modeldepth");
7053         }
7054
7055         if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
7056         {
7057                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7058                 R_DrawModelShadowMaps(fbo, depthtexture, colortexture);
7059                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7060                 // don't let sound skip if going slow
7061                 if (r_refdef.scene.extraupdate)
7062                         S_ExtraUpdate ();
7063         }
7064
7065         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7066         {
7067                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7068                 if (r_timereport_active)
7069                         R_TimeReport("world");
7070         }
7071
7072         // don't let sound skip if going slow
7073         if (r_refdef.scene.extraupdate)
7074                 S_ExtraUpdate ();
7075
7076         R_DrawModels();
7077         if (r_timereport_active)
7078                 R_TimeReport("models");
7079
7080         // don't let sound skip if going slow
7081         if (r_refdef.scene.extraupdate)
7082                 S_ExtraUpdate ();
7083
7084         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7085         {
7086                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7087                 R_DrawModelShadows(fbo, depthtexture, colortexture);
7088                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7089                 // don't let sound skip if going slow
7090                 if (r_refdef.scene.extraupdate)
7091                         S_ExtraUpdate ();
7092         }
7093
7094         if (!r_shadow_usingdeferredprepass)
7095         {
7096                 R_Shadow_DrawLights();
7097                 if (r_timereport_active)
7098                         R_TimeReport("rtlights");
7099         }
7100
7101         // don't let sound skip if going slow
7102         if (r_refdef.scene.extraupdate)
7103                 S_ExtraUpdate ();
7104
7105         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7106         {
7107                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7108                 R_DrawModelShadows(fbo, depthtexture, colortexture);
7109                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7110                 // don't let sound skip if going slow
7111                 if (r_refdef.scene.extraupdate)
7112                         S_ExtraUpdate ();
7113         }
7114
7115         if (cl.csqc_vidvars.drawworld)
7116         {
7117                 if (cl_decals_newsystem.integer)
7118                 {
7119                         R_DrawModelDecals();
7120                         if (r_timereport_active)
7121                                 R_TimeReport("modeldecals");
7122                 }
7123                 else
7124                 {
7125                         R_DrawDecals();
7126                         if (r_timereport_active)
7127                                 R_TimeReport("decals");
7128                 }
7129
7130                 R_DrawParticles();
7131                 if (r_timereport_active)
7132                         R_TimeReport("particles");
7133
7134                 R_DrawExplosions();
7135                 if (r_timereport_active)
7136                         R_TimeReport("explosions");
7137
7138                 R_DrawLightningBeams();
7139                 if (r_timereport_active)
7140                         R_TimeReport("lightning");
7141         }
7142
7143         if (cl.csqc_loaded)
7144                 VM_CL_AddPolygonsToMeshQueue(CLVM_prog);
7145
7146         if (r_refdef.view.showdebug)
7147         {
7148                 if (cl_locs_show.integer)
7149                 {
7150                         R_DrawLocs();
7151                         if (r_timereport_active)
7152                                 R_TimeReport("showlocs");
7153                 }
7154
7155                 if (r_drawportals.integer)
7156                 {
7157                         R_DrawPortals();
7158                         if (r_timereport_active)
7159                                 R_TimeReport("portals");
7160                 }
7161
7162                 if (r_showbboxes.value > 0)
7163                 {
7164                         R_DrawEntityBBoxes();
7165                         if (r_timereport_active)
7166                                 R_TimeReport("bboxes");
7167                 }
7168         }
7169
7170         if (r_transparent.integer)
7171         {
7172                 R_MeshQueue_RenderTransparent();
7173                 if (r_timereport_active)
7174                         R_TimeReport("drawtrans");
7175         }
7176
7177         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))
7178         {
7179                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7180                 if (r_timereport_active)
7181                         R_TimeReport("worlddebug");
7182                 R_DrawModelsDebug();
7183                 if (r_timereport_active)
7184                         R_TimeReport("modeldebug");
7185         }
7186
7187         if (cl.csqc_vidvars.drawworld)
7188         {
7189                 R_Shadow_DrawCoronas();
7190                 if (r_timereport_active)
7191                         R_TimeReport("coronas");
7192         }
7193
7194 #if 0
7195         {
7196                 GL_DepthTest(false);
7197                 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7198                 GL_Color(1, 1, 1, 1);
7199                 qglBegin(GL_POLYGON);
7200                 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7201                 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7202                 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7203                 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7204                 qglEnd();
7205                 qglBegin(GL_POLYGON);
7206                 qglVertex3f(r_refdef.view.frustumcorner[0][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[0][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[0][2] + 1000 * r_refdef.view.forward[2]);
7207                 qglVertex3f(r_refdef.view.frustumcorner[1][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[1][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[1][2] + 1000 * r_refdef.view.forward[2]);
7208                 qglVertex3f(r_refdef.view.frustumcorner[3][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[3][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[3][2] + 1000 * r_refdef.view.forward[2]);
7209                 qglVertex3f(r_refdef.view.frustumcorner[2][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[2][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[2][2] + 1000 * r_refdef.view.forward[2]);
7210                 qglEnd();
7211                 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7212         }
7213 #endif
7214
7215         // don't let sound skip if going slow
7216         if (r_refdef.scene.extraupdate)
7217                 S_ExtraUpdate ();
7218 }
7219
7220 static const unsigned short bboxelements[36] =
7221 {
7222         5, 1, 3, 5, 3, 7,
7223         6, 2, 0, 6, 0, 4,
7224         7, 3, 2, 7, 2, 6,
7225         4, 0, 1, 4, 1, 5,
7226         4, 5, 7, 4, 7, 6,
7227         1, 0, 2, 1, 2, 3,
7228 };
7229
7230 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7231 {
7232         int i;
7233         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7234
7235         RSurf_ActiveWorldEntity();
7236
7237         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7238         GL_DepthMask(false);
7239         GL_DepthRange(0, 1);
7240         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7241 //      R_Mesh_ResetTextureState();
7242
7243         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7244         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7245         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7246         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7247         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7248         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7249         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7250         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7251         R_FillColors(color4f, 8, cr, cg, cb, ca);
7252         if (r_refdef.fogenabled)
7253         {
7254                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7255                 {
7256                         f1 = RSurf_FogVertex(v);
7257                         f2 = 1 - f1;
7258                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7259                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7260                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7261                 }
7262         }
7263         R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7264         R_Mesh_ResetTextureState();
7265         R_SetupShader_Generic_NoTexture(false, false);
7266         R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7267 }
7268
7269 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7270 {
7271         prvm_prog_t *prog = SVVM_prog;
7272         int i;
7273         float color[4];
7274         prvm_edict_t *edict;
7275
7276         // this function draws bounding boxes of server entities
7277         if (!sv.active)
7278                 return;
7279
7280         GL_CullFace(GL_NONE);
7281         R_SetupShader_Generic_NoTexture(false, false);
7282
7283         for (i = 0;i < numsurfaces;i++)
7284         {
7285                 edict = PRVM_EDICT_NUM(surfacelist[i]);
7286                 switch ((int)PRVM_serveredictfloat(edict, solid))
7287                 {
7288                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
7289                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
7290                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
7291                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7292                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
7293                         case SOLID_CORPSE:   Vector4Set(color, 1, 0.5, 0, 0.05);break;
7294                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
7295                 }
7296                 color[3] *= r_showbboxes.value;
7297                 color[3] = bound(0, color[3], 1);
7298                 GL_DepthTest(!r_showdisabledepthtest.integer);
7299                 GL_CullFace(r_refdef.view.cullface_front);
7300                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7301         }
7302 }
7303
7304 static void R_DrawEntityBBoxes(void)
7305 {
7306         int i;
7307         prvm_edict_t *edict;
7308         vec3_t center;
7309         prvm_prog_t *prog = SVVM_prog;
7310
7311         // this function draws bounding boxes of server entities
7312         if (!sv.active)
7313                 return;
7314
7315         for (i = 0;i < prog->num_edicts;i++)
7316         {
7317                 edict = PRVM_EDICT_NUM(i);
7318                 if (edict->priv.server->free)
7319                         continue;
7320                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7321                 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7322                         continue;
7323                 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7324                         continue;
7325                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7326                 R_MeshQueue_AddTransparent(MESHQUEUE_SORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7327         }
7328 }
7329
7330 static const int nomodelelement3i[24] =
7331 {
7332         5, 2, 0,
7333         5, 1, 2,
7334         5, 0, 3,
7335         5, 3, 1,
7336         0, 2, 4,
7337         2, 1, 4,
7338         3, 0, 4,
7339         1, 3, 4
7340 };
7341
7342 static const unsigned short nomodelelement3s[24] =
7343 {
7344         5, 2, 0,
7345         5, 1, 2,
7346         5, 0, 3,
7347         5, 3, 1,
7348         0, 2, 4,
7349         2, 1, 4,
7350         3, 0, 4,
7351         1, 3, 4
7352 };
7353
7354 static const float nomodelvertex3f[6*3] =
7355 {
7356         -16,   0,   0,
7357          16,   0,   0,
7358           0, -16,   0,
7359           0,  16,   0,
7360           0,   0, -16,
7361           0,   0,  16
7362 };
7363
7364 static const float nomodelcolor4f[6*4] =
7365 {
7366         0.0f, 0.0f, 0.5f, 1.0f,
7367         0.0f, 0.0f, 0.5f, 1.0f,
7368         0.0f, 0.5f, 0.0f, 1.0f,
7369         0.0f, 0.5f, 0.0f, 1.0f,
7370         0.5f, 0.0f, 0.0f, 1.0f,
7371         0.5f, 0.0f, 0.0f, 1.0f
7372 };
7373
7374 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7375 {
7376         int i;
7377         float f1, f2, *c;
7378         float color4f[6*4];
7379
7380         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);
7381
7382         // this is only called once per entity so numsurfaces is always 1, and
7383         // surfacelist is always {0}, so this code does not handle batches
7384
7385         if (rsurface.ent_flags & RENDER_ADDITIVE)
7386         {
7387                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7388                 GL_DepthMask(false);
7389         }
7390         else if (rsurface.colormod[3] < 1)
7391         {
7392                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7393                 GL_DepthMask(false);
7394         }
7395         else
7396         {
7397                 GL_BlendFunc(GL_ONE, GL_ZERO);
7398                 GL_DepthMask(true);
7399         }
7400         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7401         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7402         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7403         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7404         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7405         for (i = 0, c = color4f;i < 6;i++, c += 4)
7406         {
7407                 c[0] *= rsurface.colormod[0];
7408                 c[1] *= rsurface.colormod[1];
7409                 c[2] *= rsurface.colormod[2];
7410                 c[3] *= rsurface.colormod[3];
7411         }
7412         if (r_refdef.fogenabled)
7413         {
7414                 for (i = 0, c = color4f;i < 6;i++, c += 4)
7415                 {
7416                         f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7417                         f2 = 1 - f1;
7418                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7419                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7420                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7421                 }
7422         }
7423 //      R_Mesh_ResetTextureState();
7424         R_SetupShader_Generic_NoTexture(false, false);
7425         R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7426         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7427 }
7428
7429 void R_DrawNoModel(entity_render_t *ent)
7430 {
7431         vec3_t org;
7432         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7433         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7434                 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? MESHQUEUE_SORT_HUD : MESHQUEUE_SORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7435         else
7436                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7437 }
7438
7439 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
7440 {
7441         vec3_t right1, right2, diff, normal;
7442
7443         VectorSubtract (org2, org1, normal);
7444
7445         // calculate 'right' vector for start
7446         VectorSubtract (r_refdef.view.origin, org1, diff);
7447         CrossProduct (normal, diff, right1);
7448         VectorNormalize (right1);
7449
7450         // calculate 'right' vector for end
7451         VectorSubtract (r_refdef.view.origin, org2, diff);
7452         CrossProduct (normal, diff, right2);
7453         VectorNormalize (right2);
7454
7455         vert[ 0] = org1[0] + width * right1[0];
7456         vert[ 1] = org1[1] + width * right1[1];
7457         vert[ 2] = org1[2] + width * right1[2];
7458         vert[ 3] = org1[0] - width * right1[0];
7459         vert[ 4] = org1[1] - width * right1[1];
7460         vert[ 5] = org1[2] - width * right1[2];
7461         vert[ 6] = org2[0] - width * right2[0];
7462         vert[ 7] = org2[1] - width * right2[1];
7463         vert[ 8] = org2[2] - width * right2[2];
7464         vert[ 9] = org2[0] + width * right2[0];
7465         vert[10] = org2[1] + width * right2[1];
7466         vert[11] = org2[2] + width * right2[2];
7467 }
7468
7469 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)
7470 {
7471         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7472         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7473         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7474         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7475         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7476         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7477         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7478         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7479         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7480         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7481         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7482         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7483 }
7484
7485 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7486 {
7487         int i;
7488         float *vertex3f;
7489         float v[3];
7490         VectorSet(v, x, y, z);
7491         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7492                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7493                         break;
7494         if (i == mesh->numvertices)
7495         {
7496                 if (mesh->numvertices < mesh->maxvertices)
7497                 {
7498                         VectorCopy(v, vertex3f);
7499                         mesh->numvertices++;
7500                 }
7501                 return mesh->numvertices;
7502         }
7503         else
7504                 return i;
7505 }
7506
7507 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7508 {
7509         int i;
7510         int *e, element[3];
7511         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7512         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7513         e = mesh->element3i + mesh->numtriangles * 3;
7514         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7515         {
7516                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7517                 if (mesh->numtriangles < mesh->maxtriangles)
7518                 {
7519                         *e++ = element[0];
7520                         *e++ = element[1];
7521                         *e++ = element[2];
7522                         mesh->numtriangles++;
7523                 }
7524                 element[1] = element[2];
7525         }
7526 }
7527
7528 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7529 {
7530         int i;
7531         int *e, element[3];
7532         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7533         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7534         e = mesh->element3i + mesh->numtriangles * 3;
7535         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7536         {
7537                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7538                 if (mesh->numtriangles < mesh->maxtriangles)
7539                 {
7540                         *e++ = element[0];
7541                         *e++ = element[1];
7542                         *e++ = element[2];
7543                         mesh->numtriangles++;
7544                 }
7545                 element[1] = element[2];
7546         }
7547 }
7548
7549 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7550 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7551 {
7552         int planenum, planenum2;
7553         int w;
7554         int tempnumpoints;
7555         mplane_t *plane, *plane2;
7556         double maxdist;
7557         double temppoints[2][256*3];
7558         // figure out how large a bounding box we need to properly compute this brush
7559         maxdist = 0;
7560         for (w = 0;w < numplanes;w++)
7561                 maxdist = max(maxdist, fabs(planes[w].dist));
7562         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7563         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7564         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7565         {
7566                 w = 0;
7567                 tempnumpoints = 4;
7568                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7569                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7570                 {
7571                         if (planenum2 == planenum)
7572                                 continue;
7573                         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);
7574                         w = !w;
7575                 }
7576                 if (tempnumpoints < 3)
7577                         continue;
7578                 // generate elements forming a triangle fan for this polygon
7579                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7580         }
7581 }
7582
7583 static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, const matrix4x4_t *matrix, float r, float g, float b, float a)
7584 {
7585         texturelayer_t *layer;
7586         layer = t->currentlayers + t->currentnumlayers++;
7587         layer->type = type;
7588         layer->depthmask = depthmask;
7589         layer->blendfunc1 = blendfunc1;
7590         layer->blendfunc2 = blendfunc2;
7591         layer->texture = texture;
7592         layer->texmatrix = *matrix;
7593         layer->color[0] = r;
7594         layer->color[1] = g;
7595         layer->color[2] = b;
7596         layer->color[3] = a;
7597 }
7598
7599 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7600 {
7601         if(parms[0] == 0 && parms[1] == 0)
7602                 return false;
7603         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7604                 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7605                         return false;
7606         return true;
7607 }
7608
7609 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7610 {
7611         double index, f;
7612         index = parms[2] + rsurface.shadertime * parms[3];
7613         index -= floor(index);
7614         switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7615         {
7616         default:
7617         case Q3WAVEFUNC_NONE:
7618         case Q3WAVEFUNC_NOISE:
7619         case Q3WAVEFUNC_COUNT:
7620                 f = 0;
7621                 break;
7622         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7623         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7624         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7625         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7626         case Q3WAVEFUNC_TRIANGLE:
7627                 index *= 4;
7628                 f = index - floor(index);
7629                 if (index < 1)
7630                 {
7631                         // f = f;
7632                 }
7633                 else if (index < 2)
7634                         f = 1 - f;
7635                 else if (index < 3)
7636                         f = -f;
7637                 else
7638                         f = -(1 - f);
7639                 break;
7640         }
7641         f = parms[0] + parms[1] * f;
7642         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7643                 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
7644         return (float) f;
7645 }
7646
7647 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
7648 {
7649         int w, h, idx;
7650         double f;
7651         double offsetd[2];
7652         float tcmat[12];
7653         matrix4x4_t matrix, temp;
7654         switch(tcmod->tcmod)
7655         {
7656                 case Q3TCMOD_COUNT:
7657                 case Q3TCMOD_NONE:
7658                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7659                                 matrix = r_waterscrollmatrix;
7660                         else
7661                                 matrix = identitymatrix;
7662                         break;
7663                 case Q3TCMOD_ENTITYTRANSLATE:
7664                         // this is used in Q3 to allow the gamecode to control texcoord
7665                         // scrolling on the entity, which is not supported in darkplaces yet.
7666                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
7667                         break;
7668                 case Q3TCMOD_ROTATE:
7669                         f = tcmod->parms[0] * rsurface.shadertime;
7670                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
7671                         Matrix4x4_ConcatRotate(&matrix, (f / 360 - floor(f / 360)) * 360, 0, 0, 1);
7672                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
7673                         break;
7674                 case Q3TCMOD_SCALE:
7675                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
7676                         break;
7677                 case Q3TCMOD_SCROLL:
7678                         // extra care is needed because of precision breakdown with large values of time
7679                         offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
7680                         offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
7681                         Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
7682                         break;
7683                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
7684                         w = (int) tcmod->parms[0];
7685                         h = (int) tcmod->parms[1];
7686                         f = rsurface.shadertime / (tcmod->parms[2] * w * h);
7687                         f = f - floor(f);
7688                         idx = (int) floor(f * w * h);
7689                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
7690                         break;
7691                 case Q3TCMOD_STRETCH:
7692                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
7693                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
7694                         break;
7695                 case Q3TCMOD_TRANSFORM:
7696                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
7697                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
7698                         VectorSet(tcmat +  6, 0                   , 0                , 1);
7699                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
7700                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
7701                         break;
7702                 case Q3TCMOD_TURBULENT:
7703                         // this is handled in the RSurf_PrepareVertices function
7704                         matrix = identitymatrix;
7705                         break;
7706         }
7707         temp = *texmatrix;
7708         Matrix4x4_Concat(texmatrix, &matrix, &temp);
7709 }
7710
7711 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
7712 {
7713         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
7714         char name[MAX_QPATH];
7715         skinframe_t *skinframe;
7716         unsigned char pixels[296*194];
7717         strlcpy(cache->name, skinname, sizeof(cache->name));
7718         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
7719         if (developer_loading.integer)
7720                 Con_Printf("loading %s\n", name);
7721         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
7722         if (!skinframe || !skinframe->base)
7723         {
7724                 unsigned char *f;
7725                 fs_offset_t filesize;
7726                 skinframe = NULL;
7727                 f = FS_LoadFile(name, tempmempool, true, &filesize);
7728                 if (f)
7729                 {
7730                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
7731                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
7732                         Mem_Free(f);
7733                 }
7734         }
7735         cache->skinframe = skinframe;
7736 }
7737
7738 texture_t *R_GetCurrentTexture(texture_t *t)
7739 {
7740         int i;
7741         const entity_render_t *ent = rsurface.entity;
7742         dp_model_t *model = ent->model;
7743         q3shaderinfo_layer_tcmod_t *tcmod;
7744
7745         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
7746                 return t->currentframe;
7747         t->update_lastrenderframe = r_textureframe;
7748         t->update_lastrenderentity = (void *)ent;
7749
7750         if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
7751                 t->camera_entity = ent->entitynumber;
7752         else
7753                 t->camera_entity = 0;
7754
7755         // switch to an alternate material if this is a q1bsp animated material
7756         {
7757                 texture_t *texture = t;
7758                 int s = rsurface.ent_skinnum;
7759                 if ((unsigned int)s >= (unsigned int)model->numskins)
7760                         s = 0;
7761                 if (model->skinscenes)
7762                 {
7763                         if (model->skinscenes[s].framecount > 1)
7764                                 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
7765                         else
7766                                 s = model->skinscenes[s].firstframe;
7767                 }
7768                 if (s > 0)
7769                         t = t + s * model->num_surfaces;
7770                 if (t->animated)
7771                 {
7772                         // use an alternate animation if the entity's frame is not 0,
7773                         // and only if the texture has an alternate animation
7774                         if (rsurface.ent_alttextures && t->anim_total[1])
7775                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
7776                         else
7777                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
7778                 }
7779                 texture->currentframe = t;
7780         }
7781
7782         // update currentskinframe to be a qw skin or animation frame
7783         if (rsurface.ent_qwskin >= 0)
7784         {
7785                 i = rsurface.ent_qwskin;
7786                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
7787                 {
7788                         r_qwskincache_size = cl.maxclients;
7789                         if (r_qwskincache)
7790                                 Mem_Free(r_qwskincache);
7791                         r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
7792                 }
7793                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
7794                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
7795                 t->currentskinframe = r_qwskincache[i].skinframe;
7796                 if (t->currentskinframe == NULL)
7797                         t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7798         }
7799         else if (t->numskinframes >= 2)
7800                 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7801         if (t->backgroundnumskinframes >= 2)
7802                 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
7803
7804         t->currentmaterialflags = t->basematerialflags;
7805         t->currentalpha = rsurface.colormod[3];
7806         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
7807                 t->currentalpha *= r_wateralpha.value;
7808         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
7809                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
7810         if(!r_fb.water.enabled || r_refdef.view.isoverlay)
7811                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
7812         if (!(rsurface.ent_flags & RENDER_LIGHT))
7813                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
7814         else if (FAKELIGHT_ENABLED)
7815         {
7816                 // no modellight if using fakelight for the map
7817         }
7818         else if ((rsurface.modeltexcoordlightmap2f == NULL || (rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT))) && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7819         {
7820                 // pick a model lighting mode
7821                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
7822                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
7823                 else
7824                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
7825         }
7826         if (rsurface.ent_flags & RENDER_ADDITIVE)
7827                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7828         else if (t->currentalpha < 1)
7829                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7830         // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
7831         if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7832                 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
7833         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
7834                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
7835         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
7836                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
7837         if (t->backgroundnumskinframes)
7838                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
7839         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
7840         {
7841                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
7842                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
7843         }
7844         else
7845                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
7846         if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
7847         {
7848                 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
7849                 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
7850         }
7851         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
7852                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
7853
7854         // there is no tcmod
7855         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7856         {
7857                 t->currenttexmatrix = r_waterscrollmatrix;
7858                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
7859         }
7860         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
7861         {
7862                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
7863                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
7864         }
7865
7866         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7867                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
7868         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7869                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
7870
7871         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
7872         if (t->currentskinframe->qpixels)
7873                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
7874         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
7875         if (!t->basetexture)
7876                 t->basetexture = r_texture_notexture;
7877         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
7878         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
7879         t->nmaptexture = t->currentskinframe->nmap;
7880         if (!t->nmaptexture)
7881                 t->nmaptexture = r_texture_blanknormalmap;
7882         t->glosstexture = r_texture_black;
7883         t->glowtexture = t->currentskinframe->glow;
7884         t->fogtexture = t->currentskinframe->fog;
7885         t->reflectmasktexture = t->currentskinframe->reflect;
7886         if (t->backgroundnumskinframes)
7887         {
7888                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
7889                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
7890                 t->backgroundglosstexture = r_texture_black;
7891                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
7892                 if (!t->backgroundnmaptexture)
7893                         t->backgroundnmaptexture = r_texture_blanknormalmap;
7894                 // make sure that if glow is going to be used, both textures are not NULL
7895                 if (!t->backgroundglowtexture && t->glowtexture)
7896                         t->backgroundglowtexture = r_texture_black;
7897                 if (!t->glowtexture && t->backgroundglowtexture)
7898                         t->glowtexture = r_texture_black;
7899         }
7900         else
7901         {
7902                 t->backgroundbasetexture = r_texture_white;
7903                 t->backgroundnmaptexture = r_texture_blanknormalmap;
7904                 t->backgroundglosstexture = r_texture_black;
7905                 t->backgroundglowtexture = NULL;
7906         }
7907         t->specularpower = r_shadow_glossexponent.value;
7908         // TODO: store reference values for these in the texture?
7909         t->specularscale = 0;
7910         if (r_shadow_gloss.integer > 0)
7911         {
7912                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
7913                 {
7914                         if (r_shadow_glossintensity.value > 0)
7915                         {
7916                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
7917                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
7918                                 t->specularscale = r_shadow_glossintensity.value;
7919                         }
7920                 }
7921                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
7922                 {
7923                         t->glosstexture = r_texture_white;
7924                         t->backgroundglosstexture = r_texture_white;
7925                         t->specularscale = r_shadow_gloss2intensity.value;
7926                         t->specularpower = r_shadow_gloss2exponent.value;
7927                 }
7928         }
7929         t->specularscale *= t->specularscalemod;
7930         t->specularpower *= t->specularpowermod;
7931         t->rtlightambient = 0;
7932
7933         // lightmaps mode looks bad with dlights using actual texturing, so turn
7934         // off the colormap and glossmap, but leave the normalmap on as it still
7935         // accurately represents the shading involved
7936         if (gl_lightmaps.integer)
7937         {
7938                 t->basetexture = r_texture_grey128;
7939                 t->pantstexture = r_texture_black;
7940                 t->shirttexture = r_texture_black;
7941                 t->nmaptexture = r_texture_blanknormalmap;
7942                 t->glosstexture = r_texture_black;
7943                 t->glowtexture = NULL;
7944                 t->fogtexture = NULL;
7945                 t->reflectmasktexture = NULL;
7946                 t->backgroundbasetexture = NULL;
7947                 t->backgroundnmaptexture = r_texture_blanknormalmap;
7948                 t->backgroundglosstexture = r_texture_black;
7949                 t->backgroundglowtexture = NULL;
7950                 t->specularscale = 0;
7951                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
7952         }
7953
7954         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
7955         VectorClear(t->dlightcolor);
7956         t->currentnumlayers = 0;
7957         if (t->currentmaterialflags & MATERIALFLAG_WALL)
7958         {
7959                 int blendfunc1, blendfunc2;
7960                 qboolean depthmask;
7961                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
7962                 {
7963                         blendfunc1 = GL_SRC_ALPHA;
7964                         blendfunc2 = GL_ONE;
7965                 }
7966                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
7967                 {
7968                         blendfunc1 = GL_SRC_ALPHA;
7969                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
7970                 }
7971                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7972                 {
7973                         blendfunc1 = t->customblendfunc[0];
7974                         blendfunc2 = t->customblendfunc[1];
7975                 }
7976                 else
7977                 {
7978                         blendfunc1 = GL_ONE;
7979                         blendfunc2 = GL_ZERO;
7980                 }
7981                 // don't colormod evilblend textures
7982                 if(!R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD)
7983                         VectorSet(t->lightmapcolor, 1, 1, 1);
7984                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
7985                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7986                 {
7987                         // fullbright is not affected by r_refdef.lightmapintensity
7988                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
7989                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
7990                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
7991                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
7992                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
7993                 }
7994                 else
7995                 {
7996                         vec3_t ambientcolor;
7997                         float colorscale;
7998                         // set the color tint used for lights affecting this surface
7999                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8000                         colorscale = 2;
8001                         // q3bsp has no lightmap updates, so the lightstylevalue that
8002                         // would normally be baked into the lightmap must be
8003                         // applied to the color
8004                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8005                         if (model->type == mod_brushq3)
8006                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8007                         colorscale *= r_refdef.lightmapintensity;
8008                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8009                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8010                         // basic lit geometry
8011                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
8012                         // add pants/shirt if needed
8013                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8014                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2]  * t->lightmapcolor[2], t->lightmapcolor[3]);
8015                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8016                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8017                         // now add ambient passes if needed
8018                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8019                         {
8020                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
8021                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8022                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
8023                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8024                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
8025                         }
8026                 }
8027                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8028                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2], t->lightmapcolor[3]);
8029                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8030                 {
8031                         // if this is opaque use alpha blend which will darken the earlier
8032                         // passes cheaply.
8033                         //
8034                         // if this is an alpha blended material, all the earlier passes
8035                         // were darkened by fog already, so we only need to add the fog
8036                         // color ontop through the fog mask texture
8037                         //
8038                         // if this is an additive blended material, all the earlier passes
8039                         // were darkened by fog already, and we should not add fog color
8040                         // (because the background was not darkened, there is no fog color
8041                         // that was lost behind it).
8042                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->lightmapcolor[3]);
8043                 }
8044         }
8045
8046         return t->currentframe;
8047 }
8048
8049 rsurfacestate_t rsurface;
8050
8051 void RSurf_ActiveWorldEntity(void)
8052 {
8053         dp_model_t *model = r_refdef.scene.worldmodel;
8054         //if (rsurface.entity == r_refdef.scene.worldentity)
8055         //      return;
8056         rsurface.entity = r_refdef.scene.worldentity;
8057         rsurface.skeleton = NULL;
8058         memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8059         rsurface.ent_skinnum = 0;
8060         rsurface.ent_qwskin = -1;
8061         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8062         rsurface.shadertime = r_refdef.scene.time;
8063         rsurface.matrix = identitymatrix;
8064         rsurface.inversematrix = identitymatrix;
8065         rsurface.matrixscale = 1;
8066         rsurface.inversematrixscale = 1;
8067         R_EntityMatrix(&identitymatrix);
8068         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8069         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8070         rsurface.fograngerecip = r_refdef.fograngerecip;
8071         rsurface.fogheightfade = r_refdef.fogheightfade;
8072         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8073         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8074         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8075         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8076         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8077         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8078         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8079         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8080         rsurface.colormod[3] = 1;
8081         VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8082         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8083         rsurface.frameblend[0].lerp = 1;
8084         rsurface.ent_alttextures = false;
8085         rsurface.basepolygonfactor = r_refdef.polygonfactor;
8086         rsurface.basepolygonoffset = r_refdef.polygonoffset;
8087         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
8088         rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8089         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8090         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8091         rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8092         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8093         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8094         rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8095         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8096         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
8097         rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8098         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8099         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
8100         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8101         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8102         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
8103         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8104         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8105         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
8106         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8107         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8108         rsurface.modelelement3i = model->surfmesh.data_element3i;
8109         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8110         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8111         rsurface.modelelement3s = model->surfmesh.data_element3s;
8112         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8113         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8114         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8115         rsurface.modelnumvertices = model->surfmesh.num_vertices;
8116         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8117         rsurface.modelsurfaces = model->data_surfaces;
8118         rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8119         rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8120         rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8121         rsurface.modelgeneratedvertex = false;
8122         rsurface.batchgeneratedvertex = false;
8123         rsurface.batchfirstvertex = 0;
8124         rsurface.batchnumvertices = 0;
8125         rsurface.batchfirsttriangle = 0;
8126         rsurface.batchnumtriangles = 0;
8127         rsurface.batchvertex3f  = NULL;
8128         rsurface.batchvertex3f_vertexbuffer = NULL;
8129         rsurface.batchvertex3f_bufferoffset = 0;
8130         rsurface.batchsvector3f = NULL;
8131         rsurface.batchsvector3f_vertexbuffer = NULL;
8132         rsurface.batchsvector3f_bufferoffset = 0;
8133         rsurface.batchtvector3f = NULL;
8134         rsurface.batchtvector3f_vertexbuffer = NULL;
8135         rsurface.batchtvector3f_bufferoffset = 0;
8136         rsurface.batchnormal3f  = NULL;
8137         rsurface.batchnormal3f_vertexbuffer = NULL;
8138         rsurface.batchnormal3f_bufferoffset = 0;
8139         rsurface.batchlightmapcolor4f = NULL;
8140         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8141         rsurface.batchlightmapcolor4f_bufferoffset = 0;
8142         rsurface.batchtexcoordtexture2f = NULL;
8143         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8144         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8145         rsurface.batchtexcoordlightmap2f = NULL;
8146         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8147         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8148         rsurface.batchvertexmesh = NULL;
8149         rsurface.batchvertexmeshbuffer = NULL;
8150         rsurface.batchvertex3fbuffer = NULL;
8151         rsurface.batchelement3i = NULL;
8152         rsurface.batchelement3i_indexbuffer = NULL;
8153         rsurface.batchelement3i_bufferoffset = 0;
8154         rsurface.batchelement3s = NULL;
8155         rsurface.batchelement3s_indexbuffer = NULL;
8156         rsurface.batchelement3s_bufferoffset = 0;
8157         rsurface.passcolor4f = NULL;
8158         rsurface.passcolor4f_vertexbuffer = NULL;
8159         rsurface.passcolor4f_bufferoffset = 0;
8160 }
8161
8162 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8163 {
8164         dp_model_t *model = ent->model;
8165         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8166         //      return;
8167         rsurface.entity = (entity_render_t *)ent;
8168         rsurface.skeleton = ent->skeleton;
8169         memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8170         rsurface.ent_skinnum = ent->skinnum;
8171         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;
8172         rsurface.ent_flags = ent->flags;
8173         rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8174         rsurface.matrix = ent->matrix;
8175         rsurface.inversematrix = ent->inversematrix;
8176         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8177         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8178         R_EntityMatrix(&rsurface.matrix);
8179         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8180         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8181         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8182         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8183         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8184         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8185         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8186         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8187         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8188         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8189         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8190         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8191         rsurface.colormod[3] = ent->alpha;
8192         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8193         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8194         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8195         rsurface.basepolygonfactor = r_refdef.polygonfactor;
8196         rsurface.basepolygonoffset = r_refdef.polygonoffset;
8197         if (ent->model->brush.submodel && !prepass)
8198         {
8199                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8200                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8201         }
8202         if (model->surfmesh.isanimated && model->AnimateVertices)
8203         {
8204                 if (ent->animcache_vertex3f)
8205                 {
8206                         rsurface.modelvertex3f = ent->animcache_vertex3f;
8207                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8208                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8209                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8210                         rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8211                         rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
8212                         rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer;
8213                 }
8214                 else if (wanttangents)
8215                 {
8216                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8217                         rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8218                         rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8219                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8220                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8221                         rsurface.modelvertexmesh = NULL;
8222                         rsurface.modelvertexmeshbuffer = NULL;
8223                         rsurface.modelvertex3fbuffer = NULL;
8224                 }
8225                 else if (wantnormals)
8226                 {
8227                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8228                         rsurface.modelsvector3f = NULL;
8229                         rsurface.modeltvector3f = NULL;
8230                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8231                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8232                         rsurface.modelvertexmesh = NULL;
8233                         rsurface.modelvertexmeshbuffer = NULL;
8234                         rsurface.modelvertex3fbuffer = NULL;
8235                 }
8236                 else
8237                 {
8238                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8239                         rsurface.modelsvector3f = NULL;
8240                         rsurface.modeltvector3f = NULL;
8241                         rsurface.modelnormal3f = NULL;
8242                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8243                         rsurface.modelvertexmesh = NULL;
8244                         rsurface.modelvertexmeshbuffer = NULL;
8245                         rsurface.modelvertex3fbuffer = NULL;
8246                 }
8247                 rsurface.modelvertex3f_vertexbuffer = 0;
8248                 rsurface.modelvertex3f_bufferoffset = 0;
8249                 rsurface.modelsvector3f_vertexbuffer = 0;
8250                 rsurface.modelsvector3f_bufferoffset = 0;
8251                 rsurface.modeltvector3f_vertexbuffer = 0;
8252                 rsurface.modeltvector3f_bufferoffset = 0;
8253                 rsurface.modelnormal3f_vertexbuffer = 0;
8254                 rsurface.modelnormal3f_bufferoffset = 0;
8255                 rsurface.modelgeneratedvertex = true;
8256         }
8257         else
8258         {
8259                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
8260                 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8261                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8262                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8263                 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8264                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8265                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8266                 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8267                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8268                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
8269                 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8270                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8271                 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8272                 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8273                 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8274                 rsurface.modelgeneratedvertex = false;
8275         }
8276         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
8277         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8278         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8279         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
8280         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8281         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8282         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
8283         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8284         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8285         rsurface.modelelement3i = model->surfmesh.data_element3i;
8286         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8287         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8288         rsurface.modelelement3s = model->surfmesh.data_element3s;
8289         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8290         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8291         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8292         rsurface.modelnumvertices = model->surfmesh.num_vertices;
8293         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8294         rsurface.modelsurfaces = model->data_surfaces;
8295         rsurface.batchgeneratedvertex = false;
8296         rsurface.batchfirstvertex = 0;
8297         rsurface.batchnumvertices = 0;
8298         rsurface.batchfirsttriangle = 0;
8299         rsurface.batchnumtriangles = 0;
8300         rsurface.batchvertex3f  = NULL;
8301         rsurface.batchvertex3f_vertexbuffer = NULL;
8302         rsurface.batchvertex3f_bufferoffset = 0;
8303         rsurface.batchsvector3f = NULL;
8304         rsurface.batchsvector3f_vertexbuffer = NULL;
8305         rsurface.batchsvector3f_bufferoffset = 0;
8306         rsurface.batchtvector3f = NULL;
8307         rsurface.batchtvector3f_vertexbuffer = NULL;
8308         rsurface.batchtvector3f_bufferoffset = 0;
8309         rsurface.batchnormal3f  = NULL;
8310         rsurface.batchnormal3f_vertexbuffer = NULL;
8311         rsurface.batchnormal3f_bufferoffset = 0;
8312         rsurface.batchlightmapcolor4f = NULL;
8313         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8314         rsurface.batchlightmapcolor4f_bufferoffset = 0;
8315         rsurface.batchtexcoordtexture2f = NULL;
8316         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8317         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8318         rsurface.batchtexcoordlightmap2f = NULL;
8319         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8320         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8321         rsurface.batchvertexmesh = NULL;
8322         rsurface.batchvertexmeshbuffer = NULL;
8323         rsurface.batchvertex3fbuffer = NULL;
8324         rsurface.batchelement3i = NULL;
8325         rsurface.batchelement3i_indexbuffer = NULL;
8326         rsurface.batchelement3i_bufferoffset = 0;
8327         rsurface.batchelement3s = NULL;
8328         rsurface.batchelement3s_indexbuffer = NULL;
8329         rsurface.batchelement3s_bufferoffset = 0;
8330         rsurface.passcolor4f = NULL;
8331         rsurface.passcolor4f_vertexbuffer = NULL;
8332         rsurface.passcolor4f_bufferoffset = 0;
8333 }
8334
8335 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
8336 {
8337         rsurface.entity = r_refdef.scene.worldentity;
8338         rsurface.skeleton = NULL;
8339         rsurface.ent_skinnum = 0;
8340         rsurface.ent_qwskin = -1;
8341         rsurface.ent_flags = entflags;
8342         rsurface.shadertime = r_refdef.scene.time - shadertime;
8343         rsurface.modelnumvertices = numvertices;
8344         rsurface.modelnumtriangles = numtriangles;
8345         rsurface.matrix = *matrix;
8346         rsurface.inversematrix = *inversematrix;
8347         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8348         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8349         R_EntityMatrix(&rsurface.matrix);
8350         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8351         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8352         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8353         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8354         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8355         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8356         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8357         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8358         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8359         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8360         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8361         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8362         VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8363         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8364         rsurface.frameblend[0].lerp = 1;
8365         rsurface.ent_alttextures = false;
8366         rsurface.basepolygonfactor = r_refdef.polygonfactor;
8367         rsurface.basepolygonoffset = r_refdef.polygonoffset;
8368         if (wanttangents)
8369         {
8370                 rsurface.modelvertex3f = (float *)vertex3f;
8371                 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8372                 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8373                 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8374         }
8375         else if (wantnormals)
8376         {
8377                 rsurface.modelvertex3f = (float *)vertex3f;
8378                 rsurface.modelsvector3f = NULL;
8379                 rsurface.modeltvector3f = NULL;
8380                 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8381         }
8382         else
8383         {
8384                 rsurface.modelvertex3f = (float *)vertex3f;
8385                 rsurface.modelsvector3f = NULL;
8386                 rsurface.modeltvector3f = NULL;
8387                 rsurface.modelnormal3f = NULL;
8388         }
8389         rsurface.modelvertexmesh = NULL;
8390         rsurface.modelvertexmeshbuffer = NULL;
8391         rsurface.modelvertex3fbuffer = NULL;
8392         rsurface.modelvertex3f_vertexbuffer = 0;
8393         rsurface.modelvertex3f_bufferoffset = 0;
8394         rsurface.modelsvector3f_vertexbuffer = 0;
8395         rsurface.modelsvector3f_bufferoffset = 0;
8396         rsurface.modeltvector3f_vertexbuffer = 0;
8397         rsurface.modeltvector3f_bufferoffset = 0;
8398         rsurface.modelnormal3f_vertexbuffer = 0;
8399         rsurface.modelnormal3f_bufferoffset = 0;
8400         rsurface.modelgeneratedvertex = true;
8401         rsurface.modellightmapcolor4f  = (float *)color4f;
8402         rsurface.modellightmapcolor4f_vertexbuffer = 0;
8403         rsurface.modellightmapcolor4f_bufferoffset = 0;
8404         rsurface.modeltexcoordtexture2f  = (float *)texcoord2f;
8405         rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8406         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8407         rsurface.modeltexcoordlightmap2f  = NULL;
8408         rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8409         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8410         rsurface.modelelement3i = (int *)element3i;
8411         rsurface.modelelement3i_indexbuffer = NULL;
8412         rsurface.modelelement3i_bufferoffset = 0;
8413         rsurface.modelelement3s = (unsigned short *)element3s;
8414         rsurface.modelelement3s_indexbuffer = NULL;
8415         rsurface.modelelement3s_bufferoffset = 0;
8416         rsurface.modellightmapoffsets = NULL;
8417         rsurface.modelsurfaces = NULL;
8418         rsurface.batchgeneratedvertex = false;
8419         rsurface.batchfirstvertex = 0;
8420         rsurface.batchnumvertices = 0;
8421         rsurface.batchfirsttriangle = 0;
8422         rsurface.batchnumtriangles = 0;
8423         rsurface.batchvertex3f  = NULL;
8424         rsurface.batchvertex3f_vertexbuffer = NULL;
8425         rsurface.batchvertex3f_bufferoffset = 0;
8426         rsurface.batchsvector3f = NULL;
8427         rsurface.batchsvector3f_vertexbuffer = NULL;
8428         rsurface.batchsvector3f_bufferoffset = 0;
8429         rsurface.batchtvector3f = NULL;
8430         rsurface.batchtvector3f_vertexbuffer = NULL;
8431         rsurface.batchtvector3f_bufferoffset = 0;
8432         rsurface.batchnormal3f  = NULL;
8433         rsurface.batchnormal3f_vertexbuffer = NULL;
8434         rsurface.batchnormal3f_bufferoffset = 0;
8435         rsurface.batchlightmapcolor4f = NULL;
8436         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8437         rsurface.batchlightmapcolor4f_bufferoffset = 0;
8438         rsurface.batchtexcoordtexture2f = NULL;
8439         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8440         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8441         rsurface.batchtexcoordlightmap2f = NULL;
8442         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8443         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8444         rsurface.batchvertexmesh = NULL;
8445         rsurface.batchvertexmeshbuffer = NULL;
8446         rsurface.batchvertex3fbuffer = NULL;
8447         rsurface.batchelement3i = NULL;
8448         rsurface.batchelement3i_indexbuffer = NULL;
8449         rsurface.batchelement3i_bufferoffset = 0;
8450         rsurface.batchelement3s = NULL;
8451         rsurface.batchelement3s_indexbuffer = NULL;
8452         rsurface.batchelement3s_bufferoffset = 0;
8453         rsurface.passcolor4f = NULL;
8454         rsurface.passcolor4f_vertexbuffer = NULL;
8455         rsurface.passcolor4f_bufferoffset = 0;
8456
8457         if (rsurface.modelnumvertices && rsurface.modelelement3i)
8458         {
8459                 if ((wantnormals || wanttangents) && !normal3f)
8460                 {
8461                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8462                         Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8463                 }
8464                 if (wanttangents && !svector3f)
8465                 {
8466                         rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8467                         rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8468                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8469                 }
8470         }
8471 }
8472
8473 float RSurf_FogPoint(const float *v)
8474 {
8475         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8476         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8477         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8478         float FogHeightFade = r_refdef.fogheightfade;
8479         float fogfrac;
8480         unsigned int fogmasktableindex;
8481         if (r_refdef.fogplaneviewabove)
8482                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8483         else
8484                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8485         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8486         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8487 }
8488
8489 float RSurf_FogVertex(const float *v)
8490 {
8491         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8492         float FogPlaneViewDist = rsurface.fogplaneviewdist;
8493         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8494         float FogHeightFade = rsurface.fogheightfade;
8495         float fogfrac;
8496         unsigned int fogmasktableindex;
8497         if (r_refdef.fogplaneviewabove)
8498                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8499         else
8500                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8501         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8502         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8503 }
8504
8505 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8506 {
8507         int i;
8508         for (i = 0;i < numelements;i++)
8509                 outelement3i[i] = inelement3i[i] + adjust;
8510 }
8511
8512 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8513 extern cvar_t gl_vbo;
8514 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8515 {
8516         int deformindex;
8517         int firsttriangle;
8518         int numtriangles;
8519         int firstvertex;
8520         int endvertex;
8521         int numvertices;
8522         int surfacefirsttriangle;
8523         int surfacenumtriangles;
8524         int surfacefirstvertex;
8525         int surfaceendvertex;
8526         int surfacenumvertices;
8527         int batchnumvertices;
8528         int batchnumtriangles;
8529         int needsupdate;
8530         int i, j;
8531         qboolean gaps;
8532         qboolean dynamicvertex;
8533         float amplitude;
8534         float animpos;
8535         float scale;
8536         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8537         float waveparms[4];
8538         q3shaderinfo_deform_t *deform;
8539         const msurface_t *surface, *firstsurface;
8540         r_vertexmesh_t *vertexmesh;
8541         if (!texturenumsurfaces)
8542                 return;
8543         // find vertex range of this surface batch
8544         gaps = false;
8545         firstsurface = texturesurfacelist[0];
8546         firsttriangle = firstsurface->num_firsttriangle;
8547         batchnumvertices = 0;
8548         batchnumtriangles = 0;
8549         firstvertex = endvertex = firstsurface->num_firstvertex;
8550         for (i = 0;i < texturenumsurfaces;i++)
8551         {
8552                 surface = texturesurfacelist[i];
8553                 if (surface != firstsurface + i)
8554                         gaps = true;
8555                 surfacefirstvertex = surface->num_firstvertex;
8556                 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
8557                 surfacenumvertices = surface->num_vertices;
8558                 surfacenumtriangles = surface->num_triangles;
8559                 if (firstvertex > surfacefirstvertex)
8560                         firstvertex = surfacefirstvertex;
8561                 if (endvertex < surfaceendvertex)
8562                         endvertex = surfaceendvertex;
8563                 batchnumvertices += surfacenumvertices;
8564                 batchnumtriangles += surfacenumtriangles;
8565         }
8566
8567         // we now know the vertex range used, and if there are any gaps in it
8568         rsurface.batchfirstvertex = firstvertex;
8569         rsurface.batchnumvertices = endvertex - firstvertex;
8570         rsurface.batchfirsttriangle = firsttriangle;
8571         rsurface.batchnumtriangles = batchnumtriangles;
8572
8573         // this variable holds flags for which properties have been updated that
8574         // may require regenerating vertexmesh array...
8575         needsupdate = 0;
8576
8577         // check if any dynamic vertex processing must occur
8578         dynamicvertex = false;
8579
8580         // if there is a chance of animated vertex colors, it's a dynamic batch
8581         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8582         {
8583                 dynamicvertex = true;
8584                 batchneed |= BATCHNEED_NOGAPS;
8585                 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
8586         }
8587
8588         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8589         {
8590                 switch (deform->deform)
8591                 {
8592                 default:
8593                 case Q3DEFORM_PROJECTIONSHADOW:
8594                 case Q3DEFORM_TEXT0:
8595                 case Q3DEFORM_TEXT1:
8596                 case Q3DEFORM_TEXT2:
8597                 case Q3DEFORM_TEXT3:
8598                 case Q3DEFORM_TEXT4:
8599                 case Q3DEFORM_TEXT5:
8600                 case Q3DEFORM_TEXT6:
8601                 case Q3DEFORM_TEXT7:
8602                 case Q3DEFORM_NONE:
8603                         break;
8604                 case Q3DEFORM_AUTOSPRITE:
8605                         dynamicvertex = true;
8606                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8607                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8608                         break;
8609                 case Q3DEFORM_AUTOSPRITE2:
8610                         dynamicvertex = true;
8611                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8612                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8613                         break;
8614                 case Q3DEFORM_NORMAL:
8615                         dynamicvertex = true;
8616                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8617                         needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8618                         break;
8619                 case Q3DEFORM_WAVE:
8620                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8621                                 break; // if wavefunc is a nop, ignore this transform
8622                         dynamicvertex = true;
8623                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8624                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8625                         break;
8626                 case Q3DEFORM_BULGE:
8627                         dynamicvertex = true;
8628                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8629                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8630                         break;
8631                 case Q3DEFORM_MOVE:
8632                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8633                                 break; // if wavefunc is a nop, ignore this transform
8634                         dynamicvertex = true;
8635                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8636                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
8637                         break;
8638                 }
8639         }
8640         switch(rsurface.texture->tcgen.tcgen)
8641         {
8642         default:
8643         case Q3TCGEN_TEXTURE:
8644                 break;
8645         case Q3TCGEN_LIGHTMAP:
8646                 dynamicvertex = true;
8647                 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
8648                 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
8649                 break;
8650         case Q3TCGEN_VECTOR:
8651                 dynamicvertex = true;
8652                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8653                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8654                 break;
8655         case Q3TCGEN_ENVIRONMENT:
8656                 dynamicvertex = true;
8657                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
8658                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8659                 break;
8660         }
8661         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8662         {
8663                 dynamicvertex = true;
8664                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8665                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8666         }
8667
8668         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8669         {
8670                 dynamicvertex = true;
8671                 batchneed |= BATCHNEED_NOGAPS;
8672                 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
8673         }
8674
8675         if (dynamicvertex || gaps || rsurface.batchfirstvertex)
8676         {
8677                 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
8678                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)      batchneed |= BATCHNEED_ARRAY_VERTEX;
8679                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)      batchneed |= BATCHNEED_ARRAY_NORMAL;
8680                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)      batchneed |= BATCHNEED_ARRAY_VECTOR;
8681                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
8682                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)    batchneed |= BATCHNEED_ARRAY_TEXCOORD;
8683                 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP)    batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
8684         }
8685
8686         // when the model data has no vertex buffer (dynamic mesh), we need to
8687         // eliminate gaps
8688         if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
8689                 batchneed |= BATCHNEED_NOGAPS;
8690
8691         // if needsupdate, we have to do a dynamic vertex batch for sure
8692         if (needsupdate & batchneed)
8693                 dynamicvertex = true;
8694
8695         // see if we need to build vertexmesh from arrays
8696         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8697                 dynamicvertex = true;
8698
8699         // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
8700         // also some drivers strongly dislike firstvertex
8701         if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
8702                 dynamicvertex = true;
8703
8704         rsurface.batchvertex3f = rsurface.modelvertex3f;
8705         rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
8706         rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8707         rsurface.batchsvector3f = rsurface.modelsvector3f;
8708         rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
8709         rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8710         rsurface.batchtvector3f = rsurface.modeltvector3f;
8711         rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
8712         rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8713         rsurface.batchnormal3f = rsurface.modelnormal3f;
8714         rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
8715         rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8716         rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
8717         rsurface.batchlightmapcolor4f_vertexbuffer  = rsurface.modellightmapcolor4f_vertexbuffer;
8718         rsurface.batchlightmapcolor4f_bufferoffset  = rsurface.modellightmapcolor4f_bufferoffset;
8719         rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
8720         rsurface.batchtexcoordtexture2f_vertexbuffer  = rsurface.modeltexcoordtexture2f_vertexbuffer;
8721         rsurface.batchtexcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
8722         rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
8723         rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
8724         rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
8725         rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
8726         rsurface.batchvertexmesh = rsurface.modelvertexmesh;
8727         rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
8728         rsurface.batchelement3i = rsurface.modelelement3i;
8729         rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
8730         rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
8731         rsurface.batchelement3s = rsurface.modelelement3s;
8732         rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
8733         rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
8734
8735         // if any dynamic vertex processing has to occur in software, we copy the
8736         // entire surface list together before processing to rebase the vertices
8737         // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
8738         //
8739         // if any gaps exist and we do not have a static vertex buffer, we have to
8740         // copy the surface list together to avoid wasting upload bandwidth on the
8741         // vertices in the gaps.
8742         //
8743         // if gaps exist and we have a static vertex buffer, we still have to
8744         // combine the index buffer ranges into one dynamic index buffer.
8745         //
8746         // in all cases we end up with data that can be drawn in one call.
8747
8748         if (!dynamicvertex)
8749         {
8750                 // static vertex data, just set pointers...
8751                 rsurface.batchgeneratedvertex = false;
8752                 // if there are gaps, we want to build a combined index buffer,
8753                 // otherwise use the original static buffer with an appropriate offset
8754                 if (gaps)
8755                 {
8756                         // build a new triangle elements array for this batch
8757                         rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8758                         rsurface.batchfirsttriangle = 0;
8759                         numtriangles = 0;
8760                         for (i = 0;i < texturenumsurfaces;i++)
8761                         {
8762                                 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8763                                 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8764                                 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
8765                                 numtriangles += surfacenumtriangles;
8766                         }
8767                         rsurface.batchelement3i_indexbuffer = NULL;
8768                         rsurface.batchelement3i_bufferoffset = 0;
8769                         rsurface.batchelement3s = NULL;
8770                         rsurface.batchelement3s_indexbuffer = NULL;
8771                         rsurface.batchelement3s_bufferoffset = 0;
8772                         if (endvertex <= 65536)
8773                         {
8774                                 // make a 16bit (unsigned short) index array if possible
8775                                 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8776                                 for (i = 0;i < numtriangles*3;i++)
8777                                         rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8778                         }
8779                 }
8780                 return;
8781         }
8782
8783         // something needs software processing, do it for real...
8784         // we only directly handle separate array data in this case and then
8785         // generate interleaved data if needed...
8786         rsurface.batchgeneratedvertex = true;
8787
8788         // now copy the vertex data into a combined array and make an index array
8789         // (this is what Quake3 does all the time)
8790         //if (gaps || rsurface.batchfirstvertex)
8791         {
8792                 rsurface.batchvertex3fbuffer = NULL;
8793                 rsurface.batchvertexmesh = NULL;
8794                 rsurface.batchvertexmeshbuffer = NULL;
8795                 rsurface.batchvertex3f = NULL;
8796                 rsurface.batchvertex3f_vertexbuffer = NULL;
8797                 rsurface.batchvertex3f_bufferoffset = 0;
8798                 rsurface.batchsvector3f = NULL;
8799                 rsurface.batchsvector3f_vertexbuffer = NULL;
8800                 rsurface.batchsvector3f_bufferoffset = 0;
8801                 rsurface.batchtvector3f = NULL;
8802                 rsurface.batchtvector3f_vertexbuffer = NULL;
8803                 rsurface.batchtvector3f_bufferoffset = 0;
8804                 rsurface.batchnormal3f = NULL;
8805                 rsurface.batchnormal3f_vertexbuffer = NULL;
8806                 rsurface.batchnormal3f_bufferoffset = 0;
8807                 rsurface.batchlightmapcolor4f = NULL;
8808                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8809                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8810                 rsurface.batchtexcoordtexture2f = NULL;
8811                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8812                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8813                 rsurface.batchtexcoordlightmap2f = NULL;
8814                 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8815                 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8816                 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8817                 rsurface.batchelement3i_indexbuffer = NULL;
8818                 rsurface.batchelement3i_bufferoffset = 0;
8819                 rsurface.batchelement3s = NULL;
8820                 rsurface.batchelement3s_indexbuffer = NULL;
8821                 rsurface.batchelement3s_bufferoffset = 0;
8822                 // we'll only be setting up certain arrays as needed
8823                 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
8824                         rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
8825                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8826                         rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8827                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8828                         rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8829                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8830                 {
8831                         rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8832                         rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8833                 }
8834                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8835                         rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8836                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8837                         rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8838                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8839                         rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8840                 numvertices = 0;
8841                 numtriangles = 0;
8842                 for (i = 0;i < texturenumsurfaces;i++)
8843                 {
8844                         surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
8845                         surfacenumvertices = texturesurfacelist[i]->num_vertices;
8846                         surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8847                         surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8848                         // copy only the data requested
8849                         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
8850                                 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
8851                         if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
8852                         {
8853                                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8854                                 {
8855                                         if (rsurface.batchvertex3f)
8856                                                 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8857                                         else
8858                                                 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8859                                 }
8860                                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8861                                 {
8862                                         if (rsurface.modelnormal3f)
8863                                                 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8864                                         else
8865                                                 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8866                                 }
8867                                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8868                                 {
8869                                         if (rsurface.modelsvector3f)
8870                                         {
8871                                                 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8872                                                 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8873                                         }
8874                                         else
8875                                         {
8876                                                 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8877                                                 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8878                                         }
8879                                 }
8880                                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8881                                 {
8882                                         if (rsurface.modellightmapcolor4f)
8883                                                 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
8884                                         else
8885                                                 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
8886                                 }
8887                                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8888                                 {
8889                                         if (rsurface.modeltexcoordtexture2f)
8890                                                 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8891                                         else
8892                                                 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8893                                 }
8894                                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8895                                 {
8896                                         if (rsurface.modeltexcoordlightmap2f)
8897                                                 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8898                                         else
8899                                                 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8900                                 }
8901                         }
8902                         RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
8903                         numvertices += surfacenumvertices;
8904                         numtriangles += surfacenumtriangles;
8905                 }
8906
8907                 // generate a 16bit index array as well if possible
8908                 // (in general, dynamic batches fit)
8909                 if (numvertices <= 65536)
8910                 {
8911                         rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8912                         for (i = 0;i < numtriangles*3;i++)
8913                                 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8914                 }
8915
8916                 // since we've copied everything, the batch now starts at 0
8917                 rsurface.batchfirstvertex = 0;
8918                 rsurface.batchnumvertices = batchnumvertices;
8919                 rsurface.batchfirsttriangle = 0;
8920                 rsurface.batchnumtriangles = batchnumtriangles;
8921         }
8922
8923         // q1bsp surfaces rendered in vertex color mode have to have colors
8924         // calculated based on lightstyles
8925         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8926         {
8927                 // generate color arrays for the surfaces in this list
8928                 int c[4];
8929                 int scale;
8930                 int size3;
8931                 const int *offsets;
8932                 const unsigned char *lm;
8933                 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8934                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8935                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8936                 numvertices = 0;
8937                 for (i = 0;i < texturenumsurfaces;i++)
8938                 {
8939                         surface = texturesurfacelist[i];
8940                         offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8941                         surfacenumvertices = surface->num_vertices;
8942                         if (surface->lightmapinfo->samples)
8943                         {
8944                                 for (j = 0;j < surfacenumvertices;j++)
8945                                 {
8946                                         lm = surface->lightmapinfo->samples + offsets[j];
8947                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8948                                         VectorScale(lm, scale, c);
8949                                         if (surface->lightmapinfo->styles[1] != 255)
8950                                         {
8951                                                 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8952                                                 lm += size3;
8953                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8954                                                 VectorMA(c, scale, lm, c);
8955                                                 if (surface->lightmapinfo->styles[2] != 255)
8956                                                 {
8957                                                         lm += size3;
8958                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8959                                                         VectorMA(c, scale, lm, c);
8960                                                         if (surface->lightmapinfo->styles[3] != 255)
8961                                                         {
8962                                                                 lm += size3;
8963                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8964                                                                 VectorMA(c, scale, lm, c);
8965                                                         }
8966                                                 }
8967                                         }
8968                                         c[0] >>= 7;
8969                                         c[1] >>= 7;
8970                                         c[2] >>= 7;
8971                                         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);
8972                                         numvertices++;
8973                                 }
8974                         }
8975                         else
8976                         {
8977                                 for (j = 0;j < surfacenumvertices;j++)
8978                                 {
8979                                         Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8980                                         numvertices++;
8981                                 }
8982                         }
8983                 }
8984         }
8985
8986         // if vertices are deformed (sprite flares and things in maps, possibly
8987         // water waves, bulges and other deformations), modify the copied vertices
8988         // in place
8989         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8990         {
8991                 switch (deform->deform)
8992                 {
8993                 default:
8994                 case Q3DEFORM_PROJECTIONSHADOW:
8995                 case Q3DEFORM_TEXT0:
8996                 case Q3DEFORM_TEXT1:
8997                 case Q3DEFORM_TEXT2:
8998                 case Q3DEFORM_TEXT3:
8999                 case Q3DEFORM_TEXT4:
9000                 case Q3DEFORM_TEXT5:
9001                 case Q3DEFORM_TEXT6:
9002                 case Q3DEFORM_TEXT7:
9003                 case Q3DEFORM_NONE:
9004                         break;
9005                 case Q3DEFORM_AUTOSPRITE:
9006                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9007                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9008                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9009                         VectorNormalize(newforward);
9010                         VectorNormalize(newright);
9011                         VectorNormalize(newup);
9012 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9013 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9014 //                      rsurface.batchvertex3f_bufferoffset = 0;
9015 //                      rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9016 //                      rsurface.batchsvector3f_vertexbuffer = NULL;
9017 //                      rsurface.batchsvector3f_bufferoffset = 0;
9018 //                      rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9019 //                      rsurface.batchtvector3f_vertexbuffer = NULL;
9020 //                      rsurface.batchtvector3f_bufferoffset = 0;
9021 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9022 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
9023 //                      rsurface.batchnormal3f_bufferoffset = 0;
9024                         // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9025                         if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9026                                 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9027                         if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9028                                 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);
9029                         // a single autosprite surface can contain multiple sprites...
9030                         for (j = 0;j < batchnumvertices - 3;j += 4)
9031                         {
9032                                 VectorClear(center);
9033                                 for (i = 0;i < 4;i++)
9034                                         VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9035                                 VectorScale(center, 0.25f, center);
9036                                 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9037                                 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9038                                 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9039                                 for (i = 0;i < 4;i++)
9040                                 {
9041                                         VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9042                                         VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9043                                 }
9044                         }
9045                         // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9046                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9047                         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);
9048                         break;
9049                 case Q3DEFORM_AUTOSPRITE2:
9050                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9051                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9052                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9053                         VectorNormalize(newforward);
9054                         VectorNormalize(newright);
9055                         VectorNormalize(newup);
9056 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9057 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9058 //                      rsurface.batchvertex3f_bufferoffset = 0;
9059                         {
9060                                 const float *v1, *v2;
9061                                 vec3_t start, end;
9062                                 float f, l;
9063                                 struct
9064                                 {
9065                                         float length2;
9066                                         const float *v1;
9067                                         const float *v2;
9068                                 }
9069                                 shortest[2];
9070                                 memset(shortest, 0, sizeof(shortest));
9071                                 // a single autosprite surface can contain multiple sprites...
9072                                 for (j = 0;j < batchnumvertices - 3;j += 4)
9073                                 {
9074                                         VectorClear(center);
9075                                         for (i = 0;i < 4;i++)
9076                                                 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9077                                         VectorScale(center, 0.25f, center);
9078                                         // find the two shortest edges, then use them to define the
9079                                         // axis vectors for rotating around the central axis
9080                                         for (i = 0;i < 6;i++)
9081                                         {
9082                                                 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9083                                                 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9084                                                 l = VectorDistance2(v1, v2);
9085                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9086                                                 if (v1[2] != v2[2])
9087                                                         l += (1.0f / 1024.0f);
9088                                                 if (shortest[0].length2 > l || i == 0)
9089                                                 {
9090                                                         shortest[1] = shortest[0];
9091                                                         shortest[0].length2 = l;
9092                                                         shortest[0].v1 = v1;
9093                                                         shortest[0].v2 = v2;
9094                                                 }
9095                                                 else if (shortest[1].length2 > l || i == 1)
9096                                                 {
9097                                                         shortest[1].length2 = l;
9098                                                         shortest[1].v1 = v1;
9099                                                         shortest[1].v2 = v2;
9100                                                 }
9101                                         }
9102                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9103                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9104                                         // this calculates the right vector from the shortest edge
9105                                         // and the up vector from the edge midpoints
9106                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9107                                         VectorNormalize(right);
9108                                         VectorSubtract(end, start, up);
9109                                         VectorNormalize(up);
9110                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9111                                         VectorSubtract(rsurface.localvieworigin, center, forward);
9112                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9113                                         VectorNegate(forward, forward);
9114                                         VectorReflect(forward, 0, up, forward);
9115                                         VectorNormalize(forward);
9116                                         CrossProduct(up, forward, newright);
9117                                         VectorNormalize(newright);
9118                                         // rotate the quad around the up axis vector, this is made
9119                                         // especially easy by the fact we know the quad is flat,
9120                                         // so we only have to subtract the center position and
9121                                         // measure distance along the right vector, and then
9122                                         // multiply that by the newright vector and add back the
9123                                         // center position
9124                                         // we also need to subtract the old position to undo the
9125                                         // displacement from the center, which we do with a
9126                                         // DotProduct, the subtraction/addition of center is also
9127                                         // optimized into DotProducts here
9128                                         l = DotProduct(right, center);
9129                                         for (i = 0;i < 4;i++)
9130                                         {
9131                                                 v1 = rsurface.batchvertex3f + 3*(j+i);
9132                                                 f = DotProduct(right, v1) - l;
9133                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9134                                         }
9135                                 }
9136                         }
9137                         if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9138                         {
9139 //                              rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9140 //                              rsurface.batchnormal3f_vertexbuffer = NULL;
9141 //                              rsurface.batchnormal3f_bufferoffset = 0;
9142                                 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9143                         }
9144                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9145                         {
9146 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9147 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
9148 //                              rsurface.batchsvector3f_bufferoffset = 0;
9149 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9150 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
9151 //                              rsurface.batchtvector3f_bufferoffset = 0;
9152                                 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);
9153                         }
9154                         break;
9155                 case Q3DEFORM_NORMAL:
9156                         // deform the normals to make reflections wavey
9157                         rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9158                         rsurface.batchnormal3f_vertexbuffer = NULL;
9159                         rsurface.batchnormal3f_bufferoffset = 0;
9160                         for (j = 0;j < batchnumvertices;j++)
9161                         {
9162                                 float vertex[3];
9163                                 float *normal = rsurface.batchnormal3f + 3*j;
9164                                 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9165                                 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9166                                 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9167                                 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9168                                 VectorNormalize(normal);
9169                         }
9170                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9171                         {
9172 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9173 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
9174 //                              rsurface.batchsvector3f_bufferoffset = 0;
9175 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9176 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
9177 //                              rsurface.batchtvector3f_bufferoffset = 0;
9178                                 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);
9179                         }
9180                         break;
9181                 case Q3DEFORM_WAVE:
9182                         // deform vertex array to make wavey water and flags and such
9183                         waveparms[0] = deform->waveparms[0];
9184                         waveparms[1] = deform->waveparms[1];
9185                         waveparms[2] = deform->waveparms[2];
9186                         waveparms[3] = deform->waveparms[3];
9187                         if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
9188                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
9189                         // this is how a divisor of vertex influence on deformation
9190                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9191                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9192 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9193 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9194 //                      rsurface.batchvertex3f_bufferoffset = 0;
9195 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9196 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
9197 //                      rsurface.batchnormal3f_bufferoffset = 0;
9198                         for (j = 0;j < batchnumvertices;j++)
9199                         {
9200                                 // if the wavefunc depends on time, evaluate it per-vertex
9201                                 if (waveparms[3])
9202                                 {
9203                                         waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
9204                                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9205                                 }
9206                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9207                         }
9208                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9209                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9210                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9211                         {
9212 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9213 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
9214 //                              rsurface.batchsvector3f_bufferoffset = 0;
9215 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9216 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
9217 //                              rsurface.batchtvector3f_bufferoffset = 0;
9218                                 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);
9219                         }
9220                         break;
9221                 case Q3DEFORM_BULGE:
9222                         // deform vertex array to make the surface have moving bulges
9223 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9224 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9225 //                      rsurface.batchvertex3f_bufferoffset = 0;
9226 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9227 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
9228 //                      rsurface.batchnormal3f_bufferoffset = 0;
9229                         for (j = 0;j < batchnumvertices;j++)
9230                         {
9231                                 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
9232                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9233                         }
9234                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9235                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9236                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9237                         {
9238 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9239 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
9240 //                              rsurface.batchsvector3f_bufferoffset = 0;
9241 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9242 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
9243 //                              rsurface.batchtvector3f_bufferoffset = 0;
9244                                 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);
9245                         }
9246                         break;
9247                 case Q3DEFORM_MOVE:
9248                         // deform vertex array
9249                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9250                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
9251                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9252                         VectorScale(deform->parms, scale, waveparms);
9253 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9254 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9255 //                      rsurface.batchvertex3f_bufferoffset = 0;
9256                         for (j = 0;j < batchnumvertices;j++)
9257                                 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
9258                         break;
9259                 }
9260         }
9261
9262         // generate texcoords based on the chosen texcoord source
9263         switch(rsurface.texture->tcgen.tcgen)
9264         {
9265         default:
9266         case Q3TCGEN_TEXTURE:
9267                 break;
9268         case Q3TCGEN_LIGHTMAP:
9269 //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9270 //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9271 //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9272                 if (rsurface.batchtexcoordlightmap2f)
9273                         memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
9274                 break;
9275         case Q3TCGEN_VECTOR:
9276 //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9277 //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9278 //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9279                 for (j = 0;j < batchnumvertices;j++)
9280                 {
9281                         rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
9282                         rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
9283                 }
9284                 break;
9285         case Q3TCGEN_ENVIRONMENT:
9286                 // make environment reflections using a spheremap
9287                 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9288                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9289                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9290                 for (j = 0;j < batchnumvertices;j++)
9291                 {
9292                         // identical to Q3A's method, but executed in worldspace so
9293                         // carried models can be shiny too
9294
9295                         float viewer[3], d, reflected[3], worldreflected[3];
9296
9297                         VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
9298                         // VectorNormalize(viewer);
9299
9300                         d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
9301
9302                         reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
9303                         reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
9304                         reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
9305                         // note: this is proportinal to viewer, so we can normalize later
9306
9307                         Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9308                         VectorNormalize(worldreflected);
9309
9310                         // note: this sphere map only uses world x and z!
9311                         // so positive and negative y will LOOK THE SAME.
9312                         rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
9313                         rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
9314                 }
9315                 break;
9316         }
9317         // the only tcmod that needs software vertex processing is turbulent, so
9318         // check for it here and apply the changes if needed
9319         // and we only support that as the first one
9320         // (handling a mixture of turbulent and other tcmods would be problematic
9321         //  without punting it entirely to a software path)
9322         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9323         {
9324                 amplitude = rsurface.texture->tcmods[0].parms[1];
9325                 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
9326 //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9327 //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9328 //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9329                 for (j = 0;j < batchnumvertices;j++)
9330                 {
9331                         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);
9332                         rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1]                                ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9333                 }
9334         }
9335
9336         if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9337         {
9338                 // convert the modified arrays to vertex structs
9339 //              rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9340 //              rsurface.batchvertexmeshbuffer = NULL;
9341                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
9342                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9343                                 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
9344                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
9345                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9346                                 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
9347                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
9348                 {
9349                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9350                         {
9351                                 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
9352                                 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
9353                         }
9354                 }
9355                 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
9356                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9357                                 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
9358                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
9359                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9360                                 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
9361                 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
9362                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9363                                 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
9364         }
9365 }
9366
9367 void RSurf_DrawBatch(void)
9368 {
9369         // sometimes a zero triangle surface (usually a degenerate patch) makes it
9370         // through the pipeline, killing it earlier in the pipeline would have
9371         // per-surface overhead rather than per-batch overhead, so it's best to
9372         // reject it here, before it hits glDraw.
9373         if (rsurface.batchnumtriangles == 0)
9374                 return;
9375 #if 0
9376         // batch debugging code
9377         if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
9378         {
9379                 int i;
9380                 int j;
9381                 int c;
9382                 const int *e;
9383                 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
9384                 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
9385                 {
9386                         c = e[i];
9387                         for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
9388                         {
9389                                 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
9390                                 {
9391                                         if (rsurface.modelsurfaces[j].texture != rsurface.texture)
9392                                                 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);
9393                                         break;
9394                                 }
9395                         }
9396                 }
9397         }
9398 #endif
9399         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);
9400 }
9401
9402 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
9403 {
9404         // pick the closest matching water plane
9405         int planeindex, vertexindex, bestplaneindex = -1;
9406         float d, bestd;
9407         vec3_t vert;
9408         const float *v;
9409         r_waterstate_waterplane_t *p;
9410         qboolean prepared = false;
9411         bestd = 0;
9412         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
9413         {
9414                 if(p->camera_entity != rsurface.texture->camera_entity)
9415                         continue;
9416                 d = 0;
9417                 if(!prepared)
9418                 {
9419                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9420                         prepared = true;
9421                         if(rsurface.batchnumvertices == 0)
9422                                 break;
9423                 }
9424                 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
9425                 {
9426                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
9427                         d += fabs(PlaneDiff(vert, &p->plane));
9428                 }
9429                 if (bestd > d || bestplaneindex < 0)
9430                 {
9431                         bestd = d;
9432                         bestplaneindex = planeindex;
9433                 }
9434         }
9435         return bestplaneindex;
9436         // NOTE: this MAY return a totally unrelated water plane; we can ignore
9437         // this situation though, as it might be better to render single larger
9438         // batches with useless stuff (backface culled for example) than to
9439         // render multiple smaller batches
9440 }
9441
9442 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
9443 {
9444         int i;
9445         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9446         rsurface.passcolor4f_vertexbuffer = 0;
9447         rsurface.passcolor4f_bufferoffset = 0;
9448         for (i = 0;i < rsurface.batchnumvertices;i++)
9449                 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
9450 }
9451
9452 static void RSurf_DrawBatch_GL11_ApplyFog(void)
9453 {
9454         int i;
9455         float f;
9456         const float *v;
9457         const float *c;
9458         float *c2;
9459         if (rsurface.passcolor4f)
9460         {
9461                 // generate color arrays
9462                 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9463                 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9464                 rsurface.passcolor4f_vertexbuffer = 0;
9465                 rsurface.passcolor4f_bufferoffset = 0;
9466                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9467                 {
9468                         f = RSurf_FogVertex(v);
9469                         c2[0] = c[0] * f;
9470                         c2[1] = c[1] * f;
9471                         c2[2] = c[2] * f;
9472                         c2[3] = c[3];
9473                 }
9474         }
9475         else
9476         {
9477                 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9478                 rsurface.passcolor4f_vertexbuffer = 0;
9479                 rsurface.passcolor4f_bufferoffset = 0;
9480                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
9481                 {
9482                         f = RSurf_FogVertex(v);
9483                         c2[0] = f;
9484                         c2[1] = f;
9485                         c2[2] = f;
9486                         c2[3] = 1;
9487                 }
9488         }
9489 }
9490
9491 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
9492 {
9493         int i;
9494         float f;
9495         const float *v;
9496         const float *c;
9497         float *c2;
9498         if (!rsurface.passcolor4f)
9499                 return;
9500         c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9501         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9502         rsurface.passcolor4f_vertexbuffer = 0;
9503         rsurface.passcolor4f_bufferoffset = 0;
9504         for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9505         {
9506                 f = RSurf_FogVertex(v);
9507                 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
9508                 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
9509                 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
9510                 c2[3] = c[3];
9511         }
9512 }
9513
9514 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
9515 {
9516         int i;
9517         const float *c;
9518         float *c2;
9519         if (!rsurface.passcolor4f)
9520                 return;
9521         c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9522         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9523         rsurface.passcolor4f_vertexbuffer = 0;
9524         rsurface.passcolor4f_bufferoffset = 0;
9525         for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9526         {
9527                 c2[0] = c[0] * r;
9528                 c2[1] = c[1] * g;
9529                 c2[2] = c[2] * b;
9530                 c2[3] = c[3] * a;
9531         }
9532 }
9533
9534 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
9535 {
9536         int i;
9537         const float *c;
9538         float *c2;
9539         if (!rsurface.passcolor4f)
9540                 return;
9541         c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9542         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9543         rsurface.passcolor4f_vertexbuffer = 0;
9544         rsurface.passcolor4f_bufferoffset = 0;
9545         for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9546         {
9547                 c2[0] = c[0] + r_refdef.scene.ambient;
9548                 c2[1] = c[1] + r_refdef.scene.ambient;
9549                 c2[2] = c[2] + r_refdef.scene.ambient;
9550                 c2[3] = c[3];
9551         }
9552 }
9553
9554 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9555 {
9556         // TODO: optimize
9557         rsurface.passcolor4f = NULL;
9558         rsurface.passcolor4f_vertexbuffer = 0;
9559         rsurface.passcolor4f_bufferoffset = 0;
9560         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9561         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9562         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9563         GL_Color(r, g, b, a);
9564         R_Mesh_TexBind(0, rsurface.lightmaptexture);
9565         RSurf_DrawBatch();
9566 }
9567
9568 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9569 {
9570         // TODO: optimize applyfog && applycolor case
9571         // just apply fog if necessary, and tint the fog color array if necessary
9572         rsurface.passcolor4f = NULL;
9573         rsurface.passcolor4f_vertexbuffer = 0;
9574         rsurface.passcolor4f_bufferoffset = 0;
9575         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9576         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9577         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9578         GL_Color(r, g, b, a);
9579         RSurf_DrawBatch();
9580 }
9581
9582 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9583 {
9584         // TODO: optimize
9585         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
9586         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
9587         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
9588         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9589         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9590         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9591         GL_Color(r, g, b, a);
9592         RSurf_DrawBatch();
9593 }
9594
9595 static void RSurf_DrawBatch_GL11_ClampColor(void)
9596 {
9597         int i;
9598         const float *c1;
9599         float *c2;
9600         if (!rsurface.passcolor4f)
9601                 return;
9602         for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
9603         {
9604                 c2[0] = bound(0.0f, c1[0], 1.0f);
9605                 c2[1] = bound(0.0f, c1[1], 1.0f);
9606                 c2[2] = bound(0.0f, c1[2], 1.0f);
9607                 c2[3] = bound(0.0f, c1[3], 1.0f);
9608         }
9609 }
9610
9611 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
9612 {
9613         int i;
9614         float f;
9615         const float *v;
9616         const float *n;
9617         float *c;
9618         //vec3_t eyedir;
9619
9620         // fake shading
9621         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9622         rsurface.passcolor4f_vertexbuffer = 0;
9623         rsurface.passcolor4f_bufferoffset = 0;
9624         for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
9625         {
9626                 f = -DotProduct(r_refdef.view.forward, n);
9627                 f = max(0, f);
9628                 f = f * 0.85 + 0.15; // work around so stuff won't get black
9629                 f *= r_refdef.lightmapintensity;
9630                 Vector4Set(c, f, f, f, 1);
9631         }
9632 }
9633
9634 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9635 {
9636         RSurf_DrawBatch_GL11_ApplyFakeLight();
9637         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9638         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9639         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9640         GL_Color(r, g, b, a);
9641         RSurf_DrawBatch();
9642 }
9643
9644 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
9645 {
9646         int i;
9647         float f;
9648         float alpha;
9649         const float *v;
9650         const float *n;
9651         float *c;
9652         vec3_t ambientcolor;
9653         vec3_t diffusecolor;
9654         vec3_t lightdir;
9655         // TODO: optimize
9656         // model lighting
9657         VectorCopy(rsurface.modellight_lightdir, lightdir);
9658         f = 0.5f * r_refdef.lightmapintensity;
9659         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
9660         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
9661         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
9662         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
9663         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
9664         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
9665         alpha = *a;
9666         if (VectorLength2(diffusecolor) > 0)
9667         {
9668                 // q3-style directional shading
9669                 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9670                 rsurface.passcolor4f_vertexbuffer = 0;
9671                 rsurface.passcolor4f_bufferoffset = 0;
9672                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
9673                 {
9674                         if ((f = DotProduct(n, lightdir)) > 0)
9675                                 VectorMA(ambientcolor, f, diffusecolor, c);
9676                         else
9677                                 VectorCopy(ambientcolor, c);
9678                         c[3] = alpha;
9679                 }
9680                 *r = 1;
9681                 *g = 1;
9682                 *b = 1;
9683                 *a = 1;
9684                 *applycolor = false;
9685         }
9686         else
9687         {
9688                 *r = ambientcolor[0];
9689                 *g = ambientcolor[1];
9690                 *b = ambientcolor[2];
9691                 rsurface.passcolor4f = NULL;
9692                 rsurface.passcolor4f_vertexbuffer = 0;
9693                 rsurface.passcolor4f_bufferoffset = 0;
9694         }
9695 }
9696
9697 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9698 {
9699         RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
9700         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9701         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9702         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9703         GL_Color(r, g, b, a);
9704         RSurf_DrawBatch();
9705 }
9706
9707 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
9708 {
9709         int i;
9710         float f;
9711         const float *v;
9712         float *c;
9713
9714         // fake shading
9715         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9716         rsurface.passcolor4f_vertexbuffer = 0;
9717         rsurface.passcolor4f_bufferoffset = 0;
9718
9719         for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
9720         {
9721                 f = 1 - RSurf_FogVertex(v);
9722                 c[0] = r;
9723                 c[1] = g;
9724                 c[2] = b;
9725                 c[3] = f * a;
9726         }
9727 }
9728
9729 void RSurf_SetupDepthAndCulling(void)
9730 {
9731         // submodels are biased to avoid z-fighting with world surfaces that they
9732         // may be exactly overlapping (avoids z-fighting artifacts on certain
9733         // doors and things in Quake maps)
9734         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
9735         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
9736         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
9737         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9738 }
9739
9740 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9741 {
9742         // transparent sky would be ridiculous
9743         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9744                 return;
9745         R_SetupShader_Generic_NoTexture(false, false);
9746         skyrenderlater = true;
9747         RSurf_SetupDepthAndCulling();
9748         GL_DepthMask(true);
9749         // LordHavoc: HalfLife maps have freaky skypolys so don't use
9750         // skymasking on them, and Quake3 never did sky masking (unlike
9751         // software Quake and software Quake2), so disable the sky masking
9752         // in Quake3 maps as it causes problems with q3map2 sky tricks,
9753         // and skymasking also looks very bad when noclipping outside the
9754         // level, so don't use it then either.
9755         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
9756         {
9757                 R_Mesh_ResetTextureState();
9758                 if (skyrendermasked)
9759                 {
9760                         R_SetupShader_DepthOrShadow(false, false);
9761                         // depth-only (masking)
9762                         GL_ColorMask(0,0,0,0);
9763                         // just to make sure that braindead drivers don't draw
9764                         // anything despite that colormask...
9765                         GL_BlendFunc(GL_ZERO, GL_ONE);
9766                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9767                         if (rsurface.batchvertex3fbuffer)
9768                                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
9769                         else
9770                                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
9771                 }
9772                 else
9773                 {
9774                         R_SetupShader_Generic_NoTexture(false, false);
9775                         // fog sky
9776                         GL_BlendFunc(GL_ONE, GL_ZERO);
9777                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9778                         GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
9779                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9780                 }
9781                 RSurf_DrawBatch();
9782                 if (skyrendermasked)
9783                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
9784         }
9785         R_Mesh_ResetTextureState();
9786         GL_Color(1, 1, 1, 1);
9787 }
9788
9789 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
9790 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
9791 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
9792 {
9793         if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
9794                 return;
9795         if (prepass)
9796         {
9797                 // render screenspace normalmap to texture
9798                 GL_DepthMask(true);
9799                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
9800                 RSurf_DrawBatch();
9801                 return;
9802         }
9803
9804         // bind lightmap texture
9805
9806         // water/refraction/reflection/camera surfaces have to be handled specially
9807         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
9808         {
9809                 int start, end, startplaneindex;
9810                 for (start = 0;start < texturenumsurfaces;start = end)
9811                 {
9812                         startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
9813                         if(startplaneindex < 0)
9814                         {
9815                                 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
9816                                 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
9817                                 end = start + 1;
9818                                 continue;
9819                         }
9820                         for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
9821                                 ;
9822                         // now that we have a batch using the same planeindex, render it
9823                         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
9824                         {
9825                                 // render water or distortion background
9826                                 GL_DepthMask(true);
9827                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
9828                                 RSurf_DrawBatch();
9829                                 // blend surface on top
9830                                 GL_DepthMask(false);
9831                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
9832                                 RSurf_DrawBatch();
9833                         }
9834                         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
9835                         {
9836                                 // render surface with reflection texture as input
9837                                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9838                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
9839                                 RSurf_DrawBatch();
9840                         }
9841                 }
9842                 return;
9843         }
9844
9845         // render surface batch normally
9846         GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9847         R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
9848         RSurf_DrawBatch();
9849 }
9850
9851 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9852 {
9853         // OpenGL 1.3 path - anything not completely ancient
9854         qboolean applycolor;
9855         qboolean applyfog;
9856         int layerindex;
9857         const texturelayer_t *layer;
9858         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9859         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9860
9861         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9862         {
9863                 vec4_t layercolor;
9864                 int layertexrgbscale;
9865                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9866                 {
9867                         if (layerindex == 0)
9868                                 GL_AlphaTest(true);
9869                         else
9870                         {
9871                                 GL_AlphaTest(false);
9872                                 GL_DepthFunc(GL_EQUAL);
9873                         }
9874                 }
9875                 GL_DepthMask(layer->depthmask && writedepth);
9876                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9877                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
9878                 {
9879                         layertexrgbscale = 4;
9880                         VectorScale(layer->color, 0.25f, layercolor);
9881                 }
9882                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
9883                 {
9884                         layertexrgbscale = 2;
9885                         VectorScale(layer->color, 0.5f, layercolor);
9886                 }
9887                 else
9888                 {
9889                         layertexrgbscale = 1;
9890                         VectorScale(layer->color, 1.0f, layercolor);
9891                 }
9892                 layercolor[3] = layer->color[3];
9893                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
9894                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9895                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9896                 switch (layer->type)
9897                 {
9898                 case TEXTURELAYERTYPE_LITTEXTURE:
9899                         // single-pass lightmapped texture with 2x rgbscale
9900                         R_Mesh_TexBind(0, r_texture_white);
9901                         R_Mesh_TexMatrix(0, NULL);
9902                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9903                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9904                         R_Mesh_TexBind(1, layer->texture);
9905                         R_Mesh_TexMatrix(1, &layer->texmatrix);
9906                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9907                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9908                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9909                                 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9910                         else if (FAKELIGHT_ENABLED)
9911                                 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9912                         else if (rsurface.uselightmaptexture)
9913                                 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9914                         else
9915                                 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9916                         break;
9917                 case TEXTURELAYERTYPE_TEXTURE:
9918                         // singletexture unlit texture with transparency support
9919                         R_Mesh_TexBind(0, layer->texture);
9920                         R_Mesh_TexMatrix(0, &layer->texmatrix);
9921                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9922                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9923                         R_Mesh_TexBind(1, 0);
9924                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9925                         RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9926                         break;
9927                 case TEXTURELAYERTYPE_FOG:
9928                         // singletexture fogging
9929                         if (layer->texture)
9930                         {
9931                                 R_Mesh_TexBind(0, layer->texture);
9932                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
9933                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9934                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9935                         }
9936                         else
9937                         {
9938                                 R_Mesh_TexBind(0, 0);
9939                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9940                         }
9941                         R_Mesh_TexBind(1, 0);
9942                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9943                         // generate a color array for the fog pass
9944                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
9945                         RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
9946                         RSurf_DrawBatch();
9947                         break;
9948                 default:
9949                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
9950                 }
9951         }
9952         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9953         {
9954                 GL_DepthFunc(GL_LEQUAL);
9955                 GL_AlphaTest(false);
9956         }
9957 }
9958
9959 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9960 {
9961         // OpenGL 1.1 - crusty old voodoo path
9962         qboolean applyfog;
9963         int layerindex;
9964         const texturelayer_t *layer;
9965         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9966         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9967
9968         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9969         {
9970                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9971                 {
9972                         if (layerindex == 0)
9973                                 GL_AlphaTest(true);
9974                         else
9975                         {
9976                                 GL_AlphaTest(false);
9977                                 GL_DepthFunc(GL_EQUAL);
9978                         }
9979                 }
9980                 GL_DepthMask(layer->depthmask && writedepth);
9981                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9982                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9983                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9984                 switch (layer->type)
9985                 {
9986                 case TEXTURELAYERTYPE_LITTEXTURE:
9987                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
9988                         {
9989                                 // two-pass lit texture with 2x rgbscale
9990                                 // first the lightmap pass
9991                                 R_Mesh_TexBind(0, r_texture_white);
9992                                 R_Mesh_TexMatrix(0, NULL);
9993                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9994                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9995                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9996                                         RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
9997                                 else if (FAKELIGHT_ENABLED)
9998                                         RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
9999                                 else if (rsurface.uselightmaptexture)
10000                                         RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
10001                                 else
10002                                         RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
10003                                 // then apply the texture to it
10004                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10005                                 R_Mesh_TexBind(0, layer->texture);
10006                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10007                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10008                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10009                                 RSurf_DrawBatch_GL11_Unlit(layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
10010                         }
10011                         else
10012                         {
10013                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10014                                 R_Mesh_TexBind(0, layer->texture);
10015                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10016                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10017                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10018                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10019                                         RSurf_DrawBatch_GL11_VertexShade(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10020                                 else
10021                                         RSurf_DrawBatch_GL11_VertexColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10022                         }
10023                         break;
10024                 case TEXTURELAYERTYPE_TEXTURE:
10025                         // singletexture unlit texture with transparency support
10026                         R_Mesh_TexBind(0, layer->texture);
10027                         R_Mesh_TexMatrix(0, &layer->texmatrix);
10028                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10029                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10030                         RSurf_DrawBatch_GL11_Unlit(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10031                         break;
10032                 case TEXTURELAYERTYPE_FOG:
10033                         // singletexture fogging
10034                         if (layer->texture)
10035                         {
10036                                 R_Mesh_TexBind(0, layer->texture);
10037                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10038                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10039                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10040                         }
10041                         else
10042                         {
10043                                 R_Mesh_TexBind(0, 0);
10044                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10045                         }
10046                         // generate a color array for the fog pass
10047                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10048                         RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10049                         RSurf_DrawBatch();
10050                         break;
10051                 default:
10052                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10053                 }
10054         }
10055         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10056         {
10057                 GL_DepthFunc(GL_LEQUAL);
10058                 GL_AlphaTest(false);
10059         }
10060 }
10061
10062 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10063 {
10064         int vi;
10065         int j;
10066         r_vertexgeneric_t *batchvertex;
10067         float c[4];
10068
10069 //      R_Mesh_ResetTextureState();
10070         R_SetupShader_Generic_NoTexture(false, false);
10071
10072         if(rsurface.texture && rsurface.texture->currentskinframe)
10073         {
10074                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10075                 c[3] *= rsurface.texture->currentalpha;
10076         }
10077         else
10078         {
10079                 c[0] = 1;
10080                 c[1] = 0;
10081                 c[2] = 1;
10082                 c[3] = 1;
10083         }
10084
10085         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10086         {
10087                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10088                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10089                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10090         }
10091
10092         // brighten it up (as texture value 127 means "unlit")
10093         c[0] *= 2 * r_refdef.view.colorscale;
10094         c[1] *= 2 * r_refdef.view.colorscale;
10095         c[2] *= 2 * r_refdef.view.colorscale;
10096
10097         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10098                 c[3] *= r_wateralpha.value;
10099
10100         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10101         {
10102                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10103                 GL_DepthMask(false);
10104         }
10105         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10106         {
10107                 GL_BlendFunc(GL_ONE, GL_ONE);
10108                 GL_DepthMask(false);
10109         }
10110         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10111         {
10112                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10113                 GL_DepthMask(false);
10114         }
10115         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10116         {
10117                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10118                 GL_DepthMask(false);
10119         }
10120         else
10121         {
10122                 GL_BlendFunc(GL_ONE, GL_ZERO);
10123                 GL_DepthMask(writedepth);
10124         }
10125
10126         if (r_showsurfaces.integer == 3)
10127         {
10128                 rsurface.passcolor4f = NULL;
10129
10130                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10131                 {
10132                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10133
10134                         rsurface.passcolor4f = NULL;
10135                         rsurface.passcolor4f_vertexbuffer = 0;
10136                         rsurface.passcolor4f_bufferoffset = 0;
10137                 }
10138                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10139                 {
10140                         qboolean applycolor = true;
10141                         float one = 1.0;
10142
10143                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10144
10145                         r_refdef.lightmapintensity = 1;
10146                         RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
10147                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10148                 }
10149                 else if (FAKELIGHT_ENABLED)
10150                 {
10151                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10152
10153                         r_refdef.lightmapintensity = r_fakelight_intensity.value;
10154                         RSurf_DrawBatch_GL11_ApplyFakeLight();
10155                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10156                 }
10157                 else
10158                 {
10159                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10160
10161                         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10162                         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10163                         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10164                 }
10165
10166                 if(!rsurface.passcolor4f)
10167                         RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
10168
10169                 RSurf_DrawBatch_GL11_ApplyAmbient();
10170                 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
10171                 if(r_refdef.fogenabled)
10172                         RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
10173                 RSurf_DrawBatch_GL11_ClampColor();
10174
10175                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
10176                 R_SetupShader_Generic_NoTexture(false, false);
10177                 RSurf_DrawBatch();
10178         }
10179         else if (!r_refdef.view.showdebug)
10180         {
10181                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10182                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10183                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10184                 {
10185                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10186                         Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
10187                 }
10188                 R_Mesh_PrepareVertices_Generic_Unlock();
10189                 RSurf_DrawBatch();
10190         }
10191         else if (r_showsurfaces.integer == 4)
10192         {
10193                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10194                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10195                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10196                 {
10197                         unsigned char c = (vi << 3) * (1.0f / 256.0f);
10198                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10199                         Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
10200                 }
10201                 R_Mesh_PrepareVertices_Generic_Unlock();
10202                 RSurf_DrawBatch();
10203         }
10204         else if (r_showsurfaces.integer == 2)
10205         {
10206                 const int *e;
10207                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10208                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
10209                 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
10210                 {
10211                         unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
10212                         VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
10213                         VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
10214                         VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
10215                         Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
10216                         Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
10217                         Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
10218                 }
10219                 R_Mesh_PrepareVertices_Generic_Unlock();
10220                 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
10221         }
10222         else
10223         {
10224                 int texturesurfaceindex;
10225                 int k;
10226                 const msurface_t *surface;
10227                 float surfacecolor4f[4];
10228                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10229                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
10230                 vi = 0;
10231                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10232                 {
10233                         surface = texturesurfacelist[texturesurfaceindex];
10234                         k = (int)(((size_t)surface) / sizeof(msurface_t));
10235                         Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
10236                         for (j = 0;j < surface->num_vertices;j++)
10237                         {
10238                                 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10239                                 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
10240                                 vi++;
10241                         }
10242                 }
10243                 R_Mesh_PrepareVertices_Generic_Unlock();
10244                 RSurf_DrawBatch();
10245         }
10246 }
10247
10248 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10249 {
10250         CHECKGLERROR
10251         RSurf_SetupDepthAndCulling();
10252         if (r_showsurfaces.integer)
10253         {
10254                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10255                 return;
10256         }
10257         switch (vid.renderpath)
10258         {
10259         case RENDERPATH_GL20:
10260         case RENDERPATH_D3D9:
10261         case RENDERPATH_D3D10:
10262         case RENDERPATH_D3D11:
10263         case RENDERPATH_SOFT:
10264         case RENDERPATH_GLES2:
10265                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10266                 break;
10267         case RENDERPATH_GL13:
10268         case RENDERPATH_GLES1:
10269                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10270                 break;
10271         case RENDERPATH_GL11:
10272                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10273                 break;
10274         }
10275         CHECKGLERROR
10276 }
10277
10278 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10279 {
10280         CHECKGLERROR
10281         RSurf_SetupDepthAndCulling();
10282         if (r_showsurfaces.integer)
10283         {
10284                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10285                 return;
10286         }
10287         switch (vid.renderpath)
10288         {
10289         case RENDERPATH_GL20:
10290         case RENDERPATH_D3D9:
10291         case RENDERPATH_D3D10:
10292         case RENDERPATH_D3D11:
10293         case RENDERPATH_SOFT:
10294         case RENDERPATH_GLES2:
10295                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10296                 break;
10297         case RENDERPATH_GL13:
10298         case RENDERPATH_GLES1:
10299                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10300                 break;
10301         case RENDERPATH_GL11:
10302                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10303                 break;
10304         }
10305         CHECKGLERROR
10306 }
10307
10308 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10309 {
10310         int i, j;
10311         int texturenumsurfaces, endsurface;
10312         texture_t *texture;
10313         const msurface_t *surface;
10314         const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
10315
10316         // if the model is static it doesn't matter what value we give for
10317         // wantnormals and wanttangents, so this logic uses only rules applicable
10318         // to a model, knowing that they are meaningless otherwise
10319         if (ent == r_refdef.scene.worldentity)
10320                 RSurf_ActiveWorldEntity();
10321         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10322                 RSurf_ActiveModelEntity(ent, false, false, false);
10323         else
10324         {
10325                 switch (vid.renderpath)
10326                 {
10327                 case RENDERPATH_GL20:
10328                 case RENDERPATH_D3D9:
10329                 case RENDERPATH_D3D10:
10330                 case RENDERPATH_D3D11:
10331                 case RENDERPATH_SOFT:
10332                 case RENDERPATH_GLES2:
10333                         RSurf_ActiveModelEntity(ent, true, true, false);
10334                         break;
10335                 case RENDERPATH_GL11:
10336                 case RENDERPATH_GL13:
10337                 case RENDERPATH_GLES1:
10338                         RSurf_ActiveModelEntity(ent, true, false, false);
10339                         break;
10340                 }
10341         }
10342
10343         if (r_transparentdepthmasking.integer)
10344         {
10345                 qboolean setup = false;
10346                 for (i = 0;i < numsurfaces;i = j)
10347                 {
10348                         j = i + 1;
10349                         surface = rsurface.modelsurfaces + surfacelist[i];
10350                         texture = surface->texture;
10351                         rsurface.texture = R_GetCurrentTexture(texture);
10352                         rsurface.lightmaptexture = NULL;
10353                         rsurface.deluxemaptexture = NULL;
10354                         rsurface.uselightmaptexture = false;
10355                         // scan ahead until we find a different texture
10356                         endsurface = min(i + 1024, numsurfaces);
10357                         texturenumsurfaces = 0;
10358                         texturesurfacelist[texturenumsurfaces++] = surface;
10359                         for (;j < endsurface;j++)
10360                         {
10361                                 surface = rsurface.modelsurfaces + surfacelist[j];
10362                                 if (texture != surface->texture)
10363                                         break;
10364                                 texturesurfacelist[texturenumsurfaces++] = surface;
10365                         }
10366                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
10367                                 continue;
10368                         // render the range of surfaces as depth
10369                         if (!setup)
10370                         {
10371                                 setup = true;
10372                                 GL_ColorMask(0,0,0,0);
10373                                 GL_Color(1,1,1,1);
10374                                 GL_DepthTest(true);
10375                                 GL_BlendFunc(GL_ONE, GL_ZERO);
10376                                 GL_DepthMask(true);
10377 //                              R_Mesh_ResetTextureState();
10378                                 R_SetupShader_DepthOrShadow(false, false);
10379                         }
10380                         RSurf_SetupDepthAndCulling();
10381                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10382                         if (rsurface.batchvertex3fbuffer)
10383                                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10384                         else
10385                                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10386                         RSurf_DrawBatch();
10387                 }
10388                 if (setup)
10389                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10390         }
10391
10392         for (i = 0;i < numsurfaces;i = j)
10393         {
10394                 j = i + 1;
10395                 surface = rsurface.modelsurfaces + surfacelist[i];
10396                 texture = surface->texture;
10397                 rsurface.texture = R_GetCurrentTexture(texture);
10398                 // scan ahead until we find a different texture
10399                 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
10400                 texturenumsurfaces = 0;
10401                 texturesurfacelist[texturenumsurfaces++] = surface;
10402                 if(FAKELIGHT_ENABLED)
10403                 {
10404                         rsurface.lightmaptexture = NULL;
10405                         rsurface.deluxemaptexture = NULL;
10406                         rsurface.uselightmaptexture = false;
10407                         for (;j < endsurface;j++)
10408                         {
10409                                 surface = rsurface.modelsurfaces + surfacelist[j];
10410                                 if (texture != surface->texture)
10411                                         break;
10412                                 texturesurfacelist[texturenumsurfaces++] = surface;
10413                         }
10414                 }
10415                 else
10416                 {
10417                         rsurface.lightmaptexture = surface->lightmaptexture;
10418                         rsurface.deluxemaptexture = surface->deluxemaptexture;
10419                         rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10420                         for (;j < endsurface;j++)
10421                         {
10422                                 surface = rsurface.modelsurfaces + surfacelist[j];
10423                                 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
10424                                         break;
10425                                 texturesurfacelist[texturenumsurfaces++] = surface;
10426                         }
10427                 }
10428                 // render the range of surfaces
10429                 if (ent == r_refdef.scene.worldentity)
10430                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10431                 else
10432                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10433         }
10434         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10435 }
10436
10437 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10438 {
10439         // transparent surfaces get pushed off into the transparent queue
10440         int surfacelistindex;
10441         const msurface_t *surface;
10442         vec3_t tempcenter, center;
10443         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
10444         {
10445                 surface = texturesurfacelist[surfacelistindex];
10446                 if (r_transparent_sortsurfacesbynearest.integer)
10447                 {
10448                         tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
10449                         tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
10450                         tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
10451                 }
10452                 else
10453                 {
10454                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
10455                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
10456                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
10457                 }
10458                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
10459                 if (rsurface.entity->transparent_offset) // transparent offset
10460                 {
10461                         center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
10462                         center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
10463                         center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
10464                 }
10465                 R_MeshQueue_AddTransparent((rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? MESHQUEUE_SORT_HUD : ((rsurface.entity->flags & RENDER_WORLDOBJECT) ? MESHQUEUE_SORT_SKY : MESHQUEUE_SORT_DISTANCE), center, R_DrawSurface_TransparentCallback, rsurface.entity, surface - rsurface.modelsurfaces, rsurface.rtlight);
10466         }
10467 }
10468
10469 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10470 {
10471         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10472                 return;
10473         if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10474                 return;
10475         RSurf_SetupDepthAndCulling();
10476         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10477         if (rsurface.batchvertex3fbuffer)
10478                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10479         else
10480                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10481         RSurf_DrawBatch();
10482 }
10483
10484 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10485 {
10486         CHECKGLERROR
10487         if (depthonly)
10488                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10489         else if (prepass)
10490         {
10491                 if (!rsurface.texture->currentnumlayers)
10492                         return;
10493                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10494                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10495                 else
10496                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10497         }
10498         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10499                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10500         else if (!rsurface.texture->currentnumlayers)
10501                 return;
10502         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
10503         {
10504                 // in the deferred case, transparent surfaces were queued during prepass
10505                 if (!r_shadow_usingdeferredprepass)
10506                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10507         }
10508         else
10509         {
10510                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10511                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10512         }
10513         CHECKGLERROR
10514 }
10515
10516 static void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10517 {
10518         int i, j;
10519         texture_t *texture;
10520         R_FrameData_SetMark();
10521         // break the surface list down into batches by texture and use of lightmapping
10522         for (i = 0;i < numsurfaces;i = j)
10523         {
10524                 j = i + 1;
10525                 // texture is the base texture pointer, rsurface.texture is the
10526                 // current frame/skin the texture is directing us to use (for example
10527                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10528                 // use skin 1 instead)
10529                 texture = surfacelist[i]->texture;
10530                 rsurface.texture = R_GetCurrentTexture(texture);
10531                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10532                 {
10533                         // if this texture is not the kind we want, skip ahead to the next one
10534                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10535                                 ;
10536                         continue;
10537                 }
10538                 if(FAKELIGHT_ENABLED || depthonly || prepass)
10539                 {
10540                         rsurface.lightmaptexture = NULL;
10541                         rsurface.deluxemaptexture = NULL;
10542                         rsurface.uselightmaptexture = false;
10543                         // simply scan ahead until we find a different texture or lightmap state
10544                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10545                                 ;
10546                 }
10547                 else
10548                 {
10549                         rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10550                         rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10551                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10552                         // simply scan ahead until we find a different texture or lightmap state
10553                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10554                                 ;
10555                 }
10556                 // render the range of surfaces
10557                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10558         }
10559         R_FrameData_ReturnToMark();
10560 }
10561
10562 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10563 {
10564         CHECKGLERROR
10565         if (depthonly)
10566                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10567         else if (prepass)
10568         {
10569                 if (!rsurface.texture->currentnumlayers)
10570                         return;
10571                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10572                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10573                 else
10574                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10575         }
10576         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10577                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10578         else if (!rsurface.texture->currentnumlayers)
10579                 return;
10580         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
10581         {
10582                 // in the deferred case, transparent surfaces were queued during prepass
10583                 if (!r_shadow_usingdeferredprepass)
10584                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10585         }
10586         else
10587         {
10588                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10589                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10590         }
10591         CHECKGLERROR
10592 }
10593
10594 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10595 {
10596         int i, j;
10597         texture_t *texture;
10598         R_FrameData_SetMark();
10599         // break the surface list down into batches by texture and use of lightmapping
10600         for (i = 0;i < numsurfaces;i = j)
10601         {
10602                 j = i + 1;
10603                 // texture is the base texture pointer, rsurface.texture is the
10604                 // current frame/skin the texture is directing us to use (for example
10605                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10606                 // use skin 1 instead)
10607                 texture = surfacelist[i]->texture;
10608                 rsurface.texture = R_GetCurrentTexture(texture);
10609                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10610                 {
10611                         // if this texture is not the kind we want, skip ahead to the next one
10612                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10613                                 ;
10614                         continue;
10615                 }
10616                 if(FAKELIGHT_ENABLED || depthonly || prepass)
10617                 {
10618                         rsurface.lightmaptexture = NULL;
10619                         rsurface.deluxemaptexture = NULL;
10620                         rsurface.uselightmaptexture = false;
10621                         // simply scan ahead until we find a different texture or lightmap state
10622                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10623                                 ;
10624                 }
10625                 else
10626                 {
10627                         rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10628                         rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10629                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10630                         // simply scan ahead until we find a different texture or lightmap state
10631                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10632                                 ;
10633                 }
10634                 // render the range of surfaces
10635                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10636         }
10637         R_FrameData_ReturnToMark();
10638 }
10639
10640 float locboxvertex3f[6*4*3] =
10641 {
10642         1,0,1, 1,0,0, 1,1,0, 1,1,1,
10643         0,1,1, 0,1,0, 0,0,0, 0,0,1,
10644         1,1,1, 1,1,0, 0,1,0, 0,1,1,
10645         0,0,1, 0,0,0, 1,0,0, 1,0,1,
10646         0,0,1, 1,0,1, 1,1,1, 0,1,1,
10647         1,0,0, 0,0,0, 0,1,0, 1,1,0
10648 };
10649
10650 unsigned short locboxelements[6*2*3] =
10651 {
10652          0, 1, 2, 0, 2, 3,
10653          4, 5, 6, 4, 6, 7,
10654          8, 9,10, 8,10,11,
10655         12,13,14, 12,14,15,
10656         16,17,18, 16,18,19,
10657         20,21,22, 20,22,23
10658 };
10659
10660 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10661 {
10662         int i, j;
10663         cl_locnode_t *loc = (cl_locnode_t *)ent;
10664         vec3_t mins, size;
10665         float vertex3f[6*4*3];
10666         CHECKGLERROR
10667         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10668         GL_DepthMask(false);
10669         GL_DepthRange(0, 1);
10670         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10671         GL_DepthTest(true);
10672         GL_CullFace(GL_NONE);
10673         R_EntityMatrix(&identitymatrix);
10674
10675 //      R_Mesh_ResetTextureState();
10676
10677         i = surfacelist[0];
10678         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10679                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10680                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10681                         surfacelist[0] < 0 ? 0.5f : 0.125f);
10682
10683         if (VectorCompare(loc->mins, loc->maxs))
10684         {
10685                 VectorSet(size, 2, 2, 2);
10686                 VectorMA(loc->mins, -0.5f, size, mins);
10687         }
10688         else
10689         {
10690                 VectorCopy(loc->mins, mins);
10691                 VectorSubtract(loc->maxs, loc->mins, size);
10692         }
10693
10694         for (i = 0;i < 6*4*3;)
10695                 for (j = 0;j < 3;j++, i++)
10696                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
10697
10698         R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
10699         R_SetupShader_Generic_NoTexture(false, false);
10700         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
10701 }
10702
10703 void R_DrawLocs(void)
10704 {
10705         int index;
10706         cl_locnode_t *loc, *nearestloc;
10707         vec3_t center;
10708         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
10709         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
10710         {
10711                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
10712                 R_MeshQueue_AddTransparent(MESHQUEUE_SORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
10713         }
10714 }
10715
10716 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
10717 {
10718         if (decalsystem->decals)
10719                 Mem_Free(decalsystem->decals);
10720         memset(decalsystem, 0, sizeof(*decalsystem));
10721 }
10722
10723 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, int decalsequence)
10724 {
10725         tridecal_t *decal;
10726         tridecal_t *decals;
10727         int i;
10728
10729         // expand or initialize the system
10730         if (decalsystem->maxdecals <= decalsystem->numdecals)
10731         {
10732                 decalsystem_t old = *decalsystem;
10733                 qboolean useshortelements;
10734                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
10735                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
10736                 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)));
10737                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
10738                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
10739                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
10740                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
10741                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
10742                 if (decalsystem->numdecals)
10743                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
10744                 if (old.decals)
10745                         Mem_Free(old.decals);
10746                 for (i = 0;i < decalsystem->maxdecals*3;i++)
10747                         decalsystem->element3i[i] = i;
10748                 if (useshortelements)
10749                         for (i = 0;i < decalsystem->maxdecals*3;i++)
10750                                 decalsystem->element3s[i] = i;
10751         }
10752
10753         // grab a decal and search for another free slot for the next one
10754         decals = decalsystem->decals;
10755         decal = decalsystem->decals + (i = decalsystem->freedecal++);
10756         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
10757                 ;
10758         decalsystem->freedecal = i;
10759         if (decalsystem->numdecals <= i)
10760                 decalsystem->numdecals = i + 1;
10761
10762         // initialize the decal
10763         decal->lived = 0;
10764         decal->triangleindex = triangleindex;
10765         decal->surfaceindex = surfaceindex;
10766         decal->decalsequence = decalsequence;
10767         decal->color4f[0][0] = c0[0];
10768         decal->color4f[0][1] = c0[1];
10769         decal->color4f[0][2] = c0[2];
10770         decal->color4f[0][3] = 1;
10771         decal->color4f[1][0] = c1[0];
10772         decal->color4f[1][1] = c1[1];
10773         decal->color4f[1][2] = c1[2];
10774         decal->color4f[1][3] = 1;
10775         decal->color4f[2][0] = c2[0];
10776         decal->color4f[2][1] = c2[1];
10777         decal->color4f[2][2] = c2[2];
10778         decal->color4f[2][3] = 1;
10779         decal->vertex3f[0][0] = v0[0];
10780         decal->vertex3f[0][1] = v0[1];
10781         decal->vertex3f[0][2] = v0[2];
10782         decal->vertex3f[1][0] = v1[0];
10783         decal->vertex3f[1][1] = v1[1];
10784         decal->vertex3f[1][2] = v1[2];
10785         decal->vertex3f[2][0] = v2[0];
10786         decal->vertex3f[2][1] = v2[1];
10787         decal->vertex3f[2][2] = v2[2];
10788         decal->texcoord2f[0][0] = t0[0];
10789         decal->texcoord2f[0][1] = t0[1];
10790         decal->texcoord2f[1][0] = t1[0];
10791         decal->texcoord2f[1][1] = t1[1];
10792         decal->texcoord2f[2][0] = t2[0];
10793         decal->texcoord2f[2][1] = t2[1];
10794         TriangleNormal(v0, v1, v2, decal->plane);
10795         VectorNormalize(decal->plane);
10796         decal->plane[3] = DotProduct(v0, decal->plane);
10797 }
10798
10799 extern cvar_t cl_decals_bias;
10800 extern cvar_t cl_decals_models;
10801 extern cvar_t cl_decals_newsystem_intensitymultiplier;
10802 // baseparms, parms, temps
10803 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
10804 {
10805         int cornerindex;
10806         int index;
10807         float v[9][3];
10808         const float *vertex3f;
10809         const float *normal3f;
10810         int numpoints;
10811         float points[2][9][3];
10812         float temp[3];
10813         float tc[9][2];
10814         float f;
10815         float c[9][4];
10816         const int *e;
10817
10818         e = rsurface.modelelement3i + 3*triangleindex;
10819
10820         vertex3f = rsurface.modelvertex3f;
10821         normal3f = rsurface.modelnormal3f;
10822
10823         if (normal3f)
10824         {
10825                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10826                 {
10827                         index = 3*e[cornerindex];
10828                         VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
10829                 }
10830         }
10831         else
10832         {
10833                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10834                 {
10835                         index = 3*e[cornerindex];
10836                         VectorCopy(vertex3f + index, v[cornerindex]);
10837                 }
10838         }
10839
10840         // cull backfaces
10841         //TriangleNormal(v[0], v[1], v[2], normal);
10842         //if (DotProduct(normal, localnormal) < 0.0f)
10843         //      continue;
10844         // clip by each of the box planes formed from the projection matrix
10845         // if anything survives, we emit the decal
10846         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]);
10847         if (numpoints < 3)
10848                 return;
10849         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]);
10850         if (numpoints < 3)
10851                 return;
10852         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]);
10853         if (numpoints < 3)
10854                 return;
10855         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]);
10856         if (numpoints < 3)
10857                 return;
10858         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]);
10859         if (numpoints < 3)
10860                 return;
10861         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]);
10862         if (numpoints < 3)
10863                 return;
10864         // some part of the triangle survived, so we have to accept it...
10865         if (dynamic)
10866         {
10867                 // dynamic always uses the original triangle
10868                 numpoints = 3;
10869                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10870                 {
10871                         index = 3*e[cornerindex];
10872                         VectorCopy(vertex3f + index, v[cornerindex]);
10873                 }
10874         }
10875         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
10876         {
10877                 // convert vertex positions to texcoords
10878                 Matrix4x4_Transform(projection, v[cornerindex], temp);
10879                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
10880                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
10881                 // calculate distance fade from the projection origin
10882                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
10883                 f = bound(0.0f, f, 1.0f);
10884                 c[cornerindex][0] = r * f;
10885                 c[cornerindex][1] = g * f;
10886                 c[cornerindex][2] = b * f;
10887                 c[cornerindex][3] = 1.0f;
10888                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
10889         }
10890         if (dynamic)
10891                 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);
10892         else
10893                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
10894                         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);
10895 }
10896 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
10897 {
10898         matrix4x4_t projection;
10899         decalsystem_t *decalsystem;
10900         qboolean dynamic;
10901         dp_model_t *model;
10902         const msurface_t *surface;
10903         const msurface_t *surfaces;
10904         const int *surfacelist;
10905         const texture_t *texture;
10906         int numtriangles;
10907         int numsurfacelist;
10908         int surfacelistindex;
10909         int surfaceindex;
10910         int triangleindex;
10911         float localorigin[3];
10912         float localnormal[3];
10913         float localmins[3];
10914         float localmaxs[3];
10915         float localsize;
10916         //float normal[3];
10917         float planes[6][4];
10918         float angles[3];
10919         bih_t *bih;
10920         int bih_triangles_count;
10921         int bih_triangles[256];
10922         int bih_surfaces[256];
10923
10924         decalsystem = &ent->decalsystem;
10925         model = ent->model;
10926         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
10927         {
10928                 R_DecalSystem_Reset(&ent->decalsystem);
10929                 return;
10930         }
10931
10932         if (!model->brush.data_leafs && !cl_decals_models.integer)
10933         {
10934                 if (decalsystem->model)
10935                         R_DecalSystem_Reset(decalsystem);
10936                 return;
10937         }
10938
10939         if (decalsystem->model != model)
10940                 R_DecalSystem_Reset(decalsystem);
10941         decalsystem->model = model;
10942
10943         RSurf_ActiveModelEntity(ent, true, false, false);
10944
10945         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
10946         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
10947         VectorNormalize(localnormal);
10948         localsize = worldsize*rsurface.inversematrixscale;
10949         localmins[0] = localorigin[0] - localsize;
10950         localmins[1] = localorigin[1] - localsize;
10951         localmins[2] = localorigin[2] - localsize;
10952         localmaxs[0] = localorigin[0] + localsize;
10953         localmaxs[1] = localorigin[1] + localsize;
10954         localmaxs[2] = localorigin[2] + localsize;
10955
10956         //VectorCopy(localnormal, planes[4]);
10957         //VectorVectors(planes[4], planes[2], planes[0]);
10958         AnglesFromVectors(angles, localnormal, NULL, false);
10959         AngleVectors(angles, planes[0], planes[2], planes[4]);
10960         VectorNegate(planes[0], planes[1]);
10961         VectorNegate(planes[2], planes[3]);
10962         VectorNegate(planes[4], planes[5]);
10963         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
10964         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
10965         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
10966         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
10967         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
10968         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
10969
10970 #if 1
10971 // works
10972 {
10973         matrix4x4_t forwardprojection;
10974         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
10975         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
10976 }
10977 #else
10978 // broken
10979 {
10980         float projectionvector[4][3];
10981         VectorScale(planes[0], ilocalsize, projectionvector[0]);
10982         VectorScale(planes[2], ilocalsize, projectionvector[1]);
10983         VectorScale(planes[4], ilocalsize, projectionvector[2]);
10984         projectionvector[0][0] = planes[0][0] * ilocalsize;
10985         projectionvector[0][1] = planes[1][0] * ilocalsize;
10986         projectionvector[0][2] = planes[2][0] * ilocalsize;
10987         projectionvector[1][0] = planes[0][1] * ilocalsize;
10988         projectionvector[1][1] = planes[1][1] * ilocalsize;
10989         projectionvector[1][2] = planes[2][1] * ilocalsize;
10990         projectionvector[2][0] = planes[0][2] * ilocalsize;
10991         projectionvector[2][1] = planes[1][2] * ilocalsize;
10992         projectionvector[2][2] = planes[2][2] * ilocalsize;
10993         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
10994         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
10995         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
10996         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
10997 }
10998 #endif
10999
11000         dynamic = model->surfmesh.isanimated;
11001         numsurfacelist = model->nummodelsurfaces;
11002         surfacelist = model->sortedmodelsurfaces;
11003         surfaces = model->data_surfaces;
11004
11005         bih = NULL;
11006         bih_triangles_count = -1;
11007         if(!dynamic)
11008         {
11009                 if(model->render_bih.numleafs)
11010                         bih = &model->render_bih;
11011                 else if(model->collision_bih.numleafs)
11012                         bih = &model->collision_bih;
11013         }
11014         if(bih)
11015                 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
11016         if(bih_triangles_count == 0)
11017                 return;
11018         if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11019                 return;
11020         if(bih_triangles_count > 0)
11021         {
11022                 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11023                 {
11024                         surfaceindex = bih_surfaces[triangleindex];
11025                         surface = surfaces + surfaceindex;
11026                         texture = surface->texture;
11027                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11028                                 continue;
11029                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11030                                 continue;
11031                         R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11032                 }
11033         }
11034         else
11035         {
11036                 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11037                 {
11038                         surfaceindex = surfacelist[surfacelistindex];
11039                         surface = surfaces + surfaceindex;
11040                         // check cull box first because it rejects more than any other check
11041                         if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11042                                 continue;
11043                         // skip transparent surfaces
11044                         texture = surface->texture;
11045                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11046                                 continue;
11047                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11048                                 continue;
11049                         numtriangles = surface->num_triangles;
11050                         for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11051                                 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11052                 }
11053         }
11054 }
11055
11056 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11057 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
11058 {
11059         int renderentityindex;
11060         float worldmins[3];
11061         float worldmaxs[3];
11062         entity_render_t *ent;
11063
11064         if (!cl_decals_newsystem.integer)
11065                 return;
11066
11067         worldmins[0] = worldorigin[0] - worldsize;
11068         worldmins[1] = worldorigin[1] - worldsize;
11069         worldmins[2] = worldorigin[2] - worldsize;
11070         worldmaxs[0] = worldorigin[0] + worldsize;
11071         worldmaxs[1] = worldorigin[1] + worldsize;
11072         worldmaxs[2] = worldorigin[2] + worldsize;
11073
11074         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11075
11076         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11077         {
11078                 ent = r_refdef.scene.entities[renderentityindex];
11079                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11080                         continue;
11081
11082                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11083         }
11084 }
11085
11086 typedef struct r_decalsystem_splatqueue_s
11087 {
11088         vec3_t worldorigin;
11089         vec3_t worldnormal;
11090         float color[4];
11091         float tcrange[4];
11092         float worldsize;
11093         int decalsequence;
11094 }
11095 r_decalsystem_splatqueue_t;
11096
11097 int r_decalsystem_numqueued = 0;
11098 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11099
11100 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)
11101 {
11102         r_decalsystem_splatqueue_t *queue;
11103
11104         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11105                 return;
11106
11107         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11108         VectorCopy(worldorigin, queue->worldorigin);
11109         VectorCopy(worldnormal, queue->worldnormal);
11110         Vector4Set(queue->color, r, g, b, a);
11111         Vector4Set(queue->tcrange, s1, t1, s2, t2);
11112         queue->worldsize = worldsize;
11113         queue->decalsequence = cl.decalsequence++;
11114 }
11115
11116 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11117 {
11118         int i;
11119         r_decalsystem_splatqueue_t *queue;
11120
11121         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11122                 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);
11123         r_decalsystem_numqueued = 0;
11124 }
11125
11126 extern cvar_t cl_decals_max;
11127 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11128 {
11129         int i;
11130         decalsystem_t *decalsystem = &ent->decalsystem;
11131         int numdecals;
11132         int killsequence;
11133         tridecal_t *decal;
11134         float frametime;
11135         float lifetime;
11136
11137         if (!decalsystem->numdecals)
11138                 return;
11139
11140         if (r_showsurfaces.integer)
11141                 return;
11142
11143         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11144         {
11145                 R_DecalSystem_Reset(decalsystem);
11146                 return;
11147         }
11148
11149         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11150         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11151
11152         if (decalsystem->lastupdatetime)
11153                 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
11154         else
11155                 frametime = 0;
11156         decalsystem->lastupdatetime = r_refdef.scene.time;
11157         decal = decalsystem->decals;
11158         numdecals = decalsystem->numdecals;
11159
11160         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11161         {
11162                 if (decal->color4f[0][3])
11163                 {
11164                         decal->lived += frametime;
11165                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11166                         {
11167                                 memset(decal, 0, sizeof(*decal));
11168                                 if (decalsystem->freedecal > i)
11169                                         decalsystem->freedecal = i;
11170                         }
11171                 }
11172         }
11173         decal = decalsystem->decals;
11174         while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
11175                 numdecals--;
11176
11177         // collapse the array by shuffling the tail decals into the gaps
11178         for (;;)
11179         {
11180                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
11181                         decalsystem->freedecal++;
11182                 if (decalsystem->freedecal == numdecals)
11183                         break;
11184                 decal[decalsystem->freedecal] = decal[--numdecals];
11185         }
11186
11187         decalsystem->numdecals = numdecals;
11188
11189         if (numdecals <= 0)
11190         {
11191                 // if there are no decals left, reset decalsystem
11192                 R_DecalSystem_Reset(decalsystem);
11193         }
11194 }
11195
11196 extern skinframe_t *decalskinframe;
11197 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11198 {
11199         int i;
11200         decalsystem_t *decalsystem = &ent->decalsystem;
11201         int numdecals;
11202         tridecal_t *decal;
11203         float faderate;
11204         float alpha;
11205         float *v3f;
11206         float *c4f;
11207         float *t2f;
11208         const int *e;
11209         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11210         int numtris = 0;
11211
11212         numdecals = decalsystem->numdecals;
11213         if (!numdecals)
11214                 return;
11215
11216         if (r_showsurfaces.integer)
11217                 return;
11218
11219         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11220         {
11221                 R_DecalSystem_Reset(decalsystem);
11222                 return;
11223         }
11224
11225         // if the model is static it doesn't matter what value we give for
11226         // wantnormals and wanttangents, so this logic uses only rules applicable
11227         // to a model, knowing that they are meaningless otherwise
11228         if (ent == r_refdef.scene.worldentity)
11229                 RSurf_ActiveWorldEntity();
11230         else
11231                 RSurf_ActiveModelEntity(ent, false, false, false);
11232
11233         decalsystem->lastupdatetime = r_refdef.scene.time;
11234         decal = decalsystem->decals;
11235
11236         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11237
11238         // update vertex positions for animated models
11239         v3f = decalsystem->vertex3f;
11240         c4f = decalsystem->color4f;
11241         t2f = decalsystem->texcoord2f;
11242         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11243         {
11244                 if (!decal->color4f[0][3])
11245                         continue;
11246
11247                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11248                         continue;
11249
11250                 // skip backfaces
11251                 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
11252                         continue;
11253
11254                 // update color values for fading decals
11255                 if (decal->lived >= cl_decals_time.value)
11256                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11257                 else
11258                         alpha = 1.0f;
11259
11260                 c4f[ 0] = decal->color4f[0][0] * alpha;
11261                 c4f[ 1] = decal->color4f[0][1] * alpha;
11262                 c4f[ 2] = decal->color4f[0][2] * alpha;
11263                 c4f[ 3] = 1;
11264                 c4f[ 4] = decal->color4f[1][0] * alpha;
11265                 c4f[ 5] = decal->color4f[1][1] * alpha;
11266                 c4f[ 6] = decal->color4f[1][2] * alpha;
11267                 c4f[ 7] = 1;
11268                 c4f[ 8] = decal->color4f[2][0] * alpha;
11269                 c4f[ 9] = decal->color4f[2][1] * alpha;
11270                 c4f[10] = decal->color4f[2][2] * alpha;
11271                 c4f[11] = 1;
11272
11273                 t2f[0] = decal->texcoord2f[0][0];
11274                 t2f[1] = decal->texcoord2f[0][1];
11275                 t2f[2] = decal->texcoord2f[1][0];
11276                 t2f[3] = decal->texcoord2f[1][1];
11277                 t2f[4] = decal->texcoord2f[2][0];
11278                 t2f[5] = decal->texcoord2f[2][1];
11279
11280                 // update vertex positions for animated models
11281                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
11282                 {
11283                         e = rsurface.modelelement3i + 3*decal->triangleindex;
11284                         VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
11285                         VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
11286                         VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
11287                 }
11288                 else
11289                 {
11290                         VectorCopy(decal->vertex3f[0], v3f);
11291                         VectorCopy(decal->vertex3f[1], v3f + 3);
11292                         VectorCopy(decal->vertex3f[2], v3f + 6);
11293                 }
11294
11295                 if (r_refdef.fogenabled)
11296                 {
11297                         alpha = RSurf_FogVertex(v3f);
11298                         VectorScale(c4f, alpha, c4f);
11299                         alpha = RSurf_FogVertex(v3f + 3);
11300                         VectorScale(c4f + 4, alpha, c4f + 4);
11301                         alpha = RSurf_FogVertex(v3f + 6);
11302                         VectorScale(c4f + 8, alpha, c4f + 8);
11303                 }
11304
11305                 v3f += 9;
11306                 c4f += 12;
11307                 t2f += 6;
11308                 numtris++;
11309         }
11310
11311         if (numtris > 0)
11312         {
11313                 r_refdef.stats.drawndecals += numtris;
11314
11315                 // now render the decals all at once
11316                 // (this assumes they all use one particle font texture!)
11317                 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);
11318 //              R_Mesh_ResetTextureState();
11319                 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
11320                 GL_DepthMask(false);
11321                 GL_DepthRange(0, 1);
11322                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11323                 GL_DepthTest(true);
11324                 GL_CullFace(GL_NONE);
11325                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11326                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
11327                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
11328         }
11329 }
11330
11331 static void R_DrawModelDecals(void)
11332 {
11333         int i, numdecals;
11334
11335         // fade faster when there are too many decals
11336         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11337         for (i = 0;i < r_refdef.scene.numentities;i++)
11338                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11339
11340         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11341         for (i = 0;i < r_refdef.scene.numentities;i++)
11342                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11343                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11344
11345         R_DecalSystem_ApplySplatEntitiesQueue();
11346
11347         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11348         for (i = 0;i < r_refdef.scene.numentities;i++)
11349                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11350
11351         r_refdef.stats.totaldecals += numdecals;
11352
11353         if (r_showsurfaces.integer)
11354                 return;
11355
11356         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11357
11358         for (i = 0;i < r_refdef.scene.numentities;i++)
11359         {
11360                 if (!r_refdef.viewcache.entityvisible[i])
11361                         continue;
11362                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11363                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11364         }
11365 }
11366
11367 extern cvar_t mod_collision_bih;
11368 static void R_DrawDebugModel(void)
11369 {
11370         entity_render_t *ent = rsurface.entity;
11371         int i, j, k, l, flagsmask;
11372         const msurface_t *surface;
11373         dp_model_t *model = ent->model;
11374         vec3_t v;
11375
11376         if (!sv.active  && !cls.demoplayback && ent != r_refdef.scene.worldentity)
11377                 return;
11378
11379         if (r_showoverdraw.value > 0)
11380         {
11381                 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
11382                 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11383                 R_SetupShader_Generic_NoTexture(false, false);
11384                 GL_DepthTest(false);
11385                 GL_DepthMask(false);
11386                 GL_DepthRange(0, 1);
11387                 GL_BlendFunc(GL_ONE, GL_ONE);
11388                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11389                 {
11390                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11391                                 continue;
11392                         rsurface.texture = R_GetCurrentTexture(surface->texture);
11393                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11394                         {
11395                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
11396                                 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11397                                 if (!rsurface.texture->currentlayers->depthmask)
11398                                         GL_Color(c, 0, 0, 1.0f);
11399                                 else if (ent == r_refdef.scene.worldentity)
11400                                         GL_Color(c, c, c, 1.0f);
11401                                 else
11402                                         GL_Color(0, c, 0, 1.0f);
11403                                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11404                                 RSurf_DrawBatch();
11405                         }
11406                 }
11407                 rsurface.texture = NULL;
11408         }
11409
11410         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11411
11412 //      R_Mesh_ResetTextureState();
11413         R_SetupShader_Generic_NoTexture(false, false);
11414         GL_DepthRange(0, 1);
11415         GL_DepthTest(!r_showdisabledepthtest.integer);
11416         GL_DepthMask(false);
11417         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11418
11419         if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
11420         {
11421                 int triangleindex;
11422                 int bihleafindex;
11423                 qboolean cullbox = ent == r_refdef.scene.worldentity;
11424                 const q3mbrush_t *brush;
11425                 const bih_t *bih = &model->collision_bih;
11426                 const bih_leaf_t *bihleaf;
11427                 float vertex3f[3][3];
11428                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
11429                 cullbox = false;
11430                 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
11431                 {
11432                         if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
11433                                 continue;
11434                         switch (bihleaf->type)
11435                         {
11436                         case BIH_BRUSH:
11437                                 brush = model->brush.data_brushes + bihleaf->itemindex;
11438                                 if (brush->colbrushf && brush->colbrushf->numtriangles)
11439                                 {
11440                                         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);
11441                                         R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
11442                                         R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
11443                                 }
11444                                 break;
11445                         case BIH_COLLISIONTRIANGLE:
11446                                 triangleindex = bihleaf->itemindex;
11447                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
11448                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
11449                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
11450                                 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);
11451                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11452                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11453                                 break;
11454                         case BIH_RENDERTRIANGLE:
11455                                 triangleindex = bihleaf->itemindex;
11456                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
11457                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
11458                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
11459                                 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);
11460                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11461                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11462                                 break;
11463                         }
11464                 }
11465         }
11466
11467         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11468
11469 #ifndef USE_GLES2
11470         if (r_showtris.integer && qglPolygonMode)
11471         {
11472                 if (r_showdisabledepthtest.integer)
11473                 {
11474                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11475                         GL_DepthMask(false);
11476                 }
11477                 else
11478                 {
11479                         GL_BlendFunc(GL_ONE, GL_ZERO);
11480                         GL_DepthMask(true);
11481                 }
11482                 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
11483                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11484                 {
11485                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11486                                 continue;
11487                         rsurface.texture = R_GetCurrentTexture(surface->texture);
11488                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11489                         {
11490                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11491                                 if (!rsurface.texture->currentlayers->depthmask)
11492                                         GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
11493                                 else if (ent == r_refdef.scene.worldentity)
11494                                         GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
11495                                 else
11496                                         GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
11497                                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11498                                 RSurf_DrawBatch();
11499                         }
11500                 }
11501                 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
11502                 rsurface.texture = NULL;
11503         }
11504
11505         if (r_shownormals.value != 0 && qglBegin)
11506         {
11507                 if (r_showdisabledepthtest.integer)
11508                 {
11509                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11510                         GL_DepthMask(false);
11511                 }
11512                 else
11513                 {
11514                         GL_BlendFunc(GL_ONE, GL_ZERO);
11515                         GL_DepthMask(true);
11516                 }
11517                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11518                 {
11519                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11520                                 continue;
11521                         rsurface.texture = R_GetCurrentTexture(surface->texture);
11522                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11523                         {
11524                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11525                                 qglBegin(GL_LINES);
11526                                 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
11527                                 {
11528                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11529                                         {
11530                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11531                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11532                                                 qglVertex3f(v[0], v[1], v[2]);
11533                                                 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11534                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11535                                                 qglVertex3f(v[0], v[1], v[2]);
11536                                         }
11537                                 }
11538                                 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
11539                                 {
11540                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11541                                         {
11542                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11543                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11544                                                 qglVertex3f(v[0], v[1], v[2]);
11545                                                 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
11546                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11547                                                 qglVertex3f(v[0], v[1], v[2]);
11548                                         }
11549                                 }
11550                                 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
11551                                 {
11552                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11553                                         {
11554                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11555                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
11556                                                 qglVertex3f(v[0], v[1], v[2]);
11557                                                 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
11558                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11559                                                 qglVertex3f(v[0], v[1], v[2]);
11560                                         }
11561                                 }
11562                                 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
11563                                 {
11564                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11565                                         {
11566                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11567                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11568                                                 qglVertex3f(v[0], v[1], v[2]);
11569                                                 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11570                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11571                                                 qglVertex3f(v[0], v[1], v[2]);
11572                                         }
11573                                 }
11574                                 qglEnd();
11575                                 CHECKGLERROR
11576                         }
11577                 }
11578                 rsurface.texture = NULL;
11579         }
11580 #endif
11581 }
11582
11583 int r_maxsurfacelist = 0;
11584 const msurface_t **r_surfacelist = NULL;
11585 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11586 {
11587         int i, j, endj, flagsmask;
11588         dp_model_t *model = r_refdef.scene.worldmodel;
11589         msurface_t *surfaces;
11590         unsigned char *update;
11591         int numsurfacelist = 0;
11592         if (model == NULL)
11593                 return;
11594
11595         if (r_maxsurfacelist < model->num_surfaces)
11596         {
11597                 r_maxsurfacelist = model->num_surfaces;
11598                 if (r_surfacelist)
11599                         Mem_Free((msurface_t**)r_surfacelist);
11600                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11601         }
11602
11603         RSurf_ActiveWorldEntity();
11604
11605         surfaces = model->data_surfaces;
11606         update = model->brushq1.lightmapupdateflags;
11607
11608         // update light styles on this submodel
11609         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11610         {
11611                 model_brush_lightstyleinfo_t *style;
11612                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11613                 {
11614                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
11615                         {
11616                                 int *list = style->surfacelist;
11617                                 style->value = r_refdef.scene.lightstylevalue[style->style];
11618                                 for (j = 0;j < style->numsurfaces;j++)
11619                                         update[list[j]] = true;
11620                         }
11621                 }
11622         }
11623
11624         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11625
11626         if (debug)
11627         {
11628                 R_DrawDebugModel();
11629                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11630                 return;
11631         }
11632
11633         rsurface.lightmaptexture = NULL;
11634         rsurface.deluxemaptexture = NULL;
11635         rsurface.uselightmaptexture = false;
11636         rsurface.texture = NULL;
11637         rsurface.rtlight = NULL;
11638         numsurfacelist = 0;
11639         // add visible surfaces to draw list
11640         for (i = 0;i < model->nummodelsurfaces;i++)
11641         {
11642                 j = model->sortedmodelsurfaces[i];
11643                 if (r_refdef.viewcache.world_surfacevisible[j])
11644                         r_surfacelist[numsurfacelist++] = surfaces + j;
11645         }
11646         // update lightmaps if needed
11647         if (model->brushq1.firstrender)
11648         {
11649                 model->brushq1.firstrender = false;
11650                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11651                         if (update[j])
11652                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11653         }
11654         else if (update)
11655         {
11656                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11657                         if (r_refdef.viewcache.world_surfacevisible[j])
11658                                 if (update[j])
11659                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11660         }
11661         // don't do anything if there were no surfaces
11662         if (!numsurfacelist)
11663         {
11664                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11665                 return;
11666         }
11667         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11668
11669         // add to stats if desired
11670         if (r_speeds.integer && !skysurfaces && !depthonly)
11671         {
11672                 r_refdef.stats.world_surfaces += numsurfacelist;
11673                 for (j = 0;j < numsurfacelist;j++)
11674                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
11675         }
11676
11677         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11678 }
11679
11680 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11681 {
11682         int i, j, endj, flagsmask;
11683         dp_model_t *model = ent->model;
11684         msurface_t *surfaces;
11685         unsigned char *update;
11686         int numsurfacelist = 0;
11687         if (model == NULL)
11688                 return;
11689
11690         if (r_maxsurfacelist < model->num_surfaces)
11691         {
11692                 r_maxsurfacelist = model->num_surfaces;
11693                 if (r_surfacelist)
11694                         Mem_Free((msurface_t **)r_surfacelist);
11695                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11696         }
11697
11698         // if the model is static it doesn't matter what value we give for
11699         // wantnormals and wanttangents, so this logic uses only rules applicable
11700         // to a model, knowing that they are meaningless otherwise
11701         if (ent == r_refdef.scene.worldentity)
11702                 RSurf_ActiveWorldEntity();
11703         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11704                 RSurf_ActiveModelEntity(ent, false, false, false);
11705         else if (prepass)
11706                 RSurf_ActiveModelEntity(ent, true, true, true);
11707         else if (depthonly)
11708         {
11709                 switch (vid.renderpath)
11710                 {
11711                 case RENDERPATH_GL20:
11712                 case RENDERPATH_D3D9:
11713                 case RENDERPATH_D3D10:
11714                 case RENDERPATH_D3D11:
11715                 case RENDERPATH_SOFT:
11716                 case RENDERPATH_GLES2:
11717                         RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
11718                         break;
11719                 case RENDERPATH_GL11:
11720                 case RENDERPATH_GL13:
11721                 case RENDERPATH_GLES1:
11722                         RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
11723                         break;
11724                 }
11725         }
11726         else
11727         {
11728                 switch (vid.renderpath)
11729                 {
11730                 case RENDERPATH_GL20:
11731                 case RENDERPATH_D3D9:
11732                 case RENDERPATH_D3D10:
11733                 case RENDERPATH_D3D11:
11734                 case RENDERPATH_SOFT:
11735                 case RENDERPATH_GLES2:
11736                         RSurf_ActiveModelEntity(ent, true, true, false);
11737                         break;
11738                 case RENDERPATH_GL11:
11739                 case RENDERPATH_GL13:
11740                 case RENDERPATH_GLES1:
11741                         RSurf_ActiveModelEntity(ent, true, false, false);
11742                         break;
11743                 }
11744         }
11745
11746         surfaces = model->data_surfaces;
11747         update = model->brushq1.lightmapupdateflags;
11748
11749         // update light styles
11750         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11751         {
11752                 model_brush_lightstyleinfo_t *style;
11753                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11754                 {
11755                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
11756                         {
11757                                 int *list = style->surfacelist;
11758                                 style->value = r_refdef.scene.lightstylevalue[style->style];
11759                                 for (j = 0;j < style->numsurfaces;j++)
11760                                         update[list[j]] = true;
11761                         }
11762                 }
11763         }
11764
11765         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11766
11767         if (debug)
11768         {
11769                 R_DrawDebugModel();
11770                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11771                 return;
11772         }
11773
11774         rsurface.lightmaptexture = NULL;
11775         rsurface.deluxemaptexture = NULL;
11776         rsurface.uselightmaptexture = false;
11777         rsurface.texture = NULL;
11778         rsurface.rtlight = NULL;
11779         numsurfacelist = 0;
11780         // add visible surfaces to draw list
11781         for (i = 0;i < model->nummodelsurfaces;i++)
11782                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
11783         // don't do anything if there were no surfaces
11784         if (!numsurfacelist)
11785         {
11786                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11787                 return;
11788         }
11789         // update lightmaps if needed
11790         if (update)
11791         {
11792                 int updated = 0;
11793                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11794                 {
11795                         if (update[j])
11796                         {
11797                                 updated++;
11798                                 R_BuildLightMap(ent, surfaces + j);
11799                         }
11800                 }
11801         }
11802         if (update)
11803                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11804                         if (update[j])
11805                                 R_BuildLightMap(ent, surfaces + j);
11806         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11807
11808         // add to stats if desired
11809         if (r_speeds.integer && !skysurfaces && !depthonly)
11810         {
11811                 r_refdef.stats.entities_surfaces += numsurfacelist;
11812                 for (j = 0;j < numsurfacelist;j++)
11813                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
11814         }
11815
11816         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11817 }
11818
11819 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11820 {
11821         static texture_t texture;
11822         static msurface_t surface;
11823         const msurface_t *surfacelist = &surface;
11824
11825         // fake enough texture and surface state to render this geometry
11826
11827         texture.update_lastrenderframe = -1; // regenerate this texture
11828         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
11829         texture.currentskinframe = skinframe;
11830         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
11831         texture.offsetmapping = OFFSETMAPPING_OFF;
11832         texture.offsetscale = 1;
11833         texture.specularscalemod = 1;
11834         texture.specularpowermod = 1;
11835
11836         surface.texture = &texture;
11837         surface.num_triangles = numtriangles;
11838         surface.num_firsttriangle = firsttriangle;
11839         surface.num_vertices = numvertices;
11840         surface.num_firstvertex = firstvertex;
11841
11842         // now render it
11843         rsurface.texture = R_GetCurrentTexture(surface.texture);
11844         rsurface.lightmaptexture = NULL;
11845         rsurface.deluxemaptexture = NULL;
11846         rsurface.uselightmaptexture = false;
11847         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11848 }
11849
11850 void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11851 {
11852         static msurface_t surface;
11853         const msurface_t *surfacelist = &surface;
11854
11855         // fake enough texture and surface state to render this geometry
11856         surface.texture = texture;
11857         surface.num_triangles = numtriangles;
11858         surface.num_firsttriangle = firsttriangle;
11859         surface.num_vertices = numvertices;
11860         surface.num_firstvertex = firstvertex;
11861
11862         // now render it
11863         rsurface.texture = R_GetCurrentTexture(surface.texture);
11864         rsurface.lightmaptexture = NULL;
11865         rsurface.deluxemaptexture = NULL;
11866         rsurface.uselightmaptexture = false;
11867         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11868 }