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transform surface vertices to worldspace before calculating waterplane
[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_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
81 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
82 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)"};
83 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
84 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
85 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"};
86 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"};
87 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
88 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"};
89 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"};
90 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"};
91 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
92 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
93 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
94 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
95 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
96 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
97 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
98 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)"};
99 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)"};
100 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
101 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
102 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
103 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
104 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
105
106 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
107 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
108 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
109
110 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
111 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
112 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
113 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."};
114 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
115 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
116 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
117 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."};
118 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
119 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
120 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
121 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
122 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"};
123 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"};
124 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
125 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
126 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
127 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
128 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
129 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"};
130 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
131 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
132 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
133
134 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
135 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
136 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
137 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
138 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
139 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
140 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
141 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
142
143 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)"};
144 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"};
145
146 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
147 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
148 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
149
150 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"};
151 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"};
152 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
153 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
154 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"};
155 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)"};
156 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)"};
157 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
158
159 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)"};
160 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
161 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)"};
162 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
163 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)"};
164 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)"};
165 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
166 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"};
167 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."};
168 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
169 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)"};
170 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)"};
171 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)"};
172 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)"};
173 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)"};
174 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)"};
175 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)"};
176 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)"};
177
178 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)"};
179 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
180 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"};
181 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
182 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
183 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
184 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"};
185
186 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
187 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
188 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
189 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
190
191 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
192 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
193 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
194 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
195 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
196 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
197 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
198
199 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
200 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
201 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
202 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivalent to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
203 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
204 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
205 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
206 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
207 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
208 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
209 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
210
211 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"};
212
213 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"};
214
215 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
216
217 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
218
219 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
220 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"};
221
222 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."};
223
224 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)"};
225
226 extern cvar_t v_glslgamma;
227 extern cvar_t v_glslgamma_2d;
228
229 extern qboolean v_flipped_state;
230
231 static struct r_bloomstate_s
232 {
233         qboolean enabled;
234         qboolean hdr;
235
236         int bloomwidth, bloomheight;
237
238         textype_t texturetype;
239         int viewfbo; // used to check if r_viewfbo cvar has changed
240
241         int fbo_framebuffer; // non-zero if r_viewfbo is enabled and working
242         rtexture_t *texture_framebuffercolor; // non-NULL if fbo_screen is non-zero
243         rtexture_t *texture_framebufferdepth; // non-NULL if fbo_screen is non-zero
244
245         int screentexturewidth, screentextureheight;
246         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
247
248         int bloomtexturewidth, bloomtextureheight;
249         rtexture_t *texture_bloom;
250
251         // arrays for rendering the screen passes
252         float screentexcoord2f[8];
253         float bloomtexcoord2f[8];
254         float offsettexcoord2f[8];
255
256         r_viewport_t viewport;
257 }
258 r_bloomstate;
259
260 r_waterstate_t r_waterstate;
261
262 /// shadow volume bsp struct with automatically growing nodes buffer
263 svbsp_t r_svbsp;
264
265 rtexture_t *r_texture_blanknormalmap;
266 rtexture_t *r_texture_white;
267 rtexture_t *r_texture_grey128;
268 rtexture_t *r_texture_black;
269 rtexture_t *r_texture_notexture;
270 rtexture_t *r_texture_whitecube;
271 rtexture_t *r_texture_normalizationcube;
272 rtexture_t *r_texture_fogattenuation;
273 rtexture_t *r_texture_fogheighttexture;
274 rtexture_t *r_texture_gammaramps;
275 unsigned int r_texture_gammaramps_serial;
276 //rtexture_t *r_texture_fogintensity;
277 rtexture_t *r_texture_reflectcube;
278
279 // TODO: hash lookups?
280 typedef struct cubemapinfo_s
281 {
282         char basename[64];
283         rtexture_t *texture;
284 }
285 cubemapinfo_t;
286
287 int r_texture_numcubemaps;
288 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
289
290 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
291 unsigned int r_numqueries;
292 unsigned int r_maxqueries;
293
294 typedef struct r_qwskincache_s
295 {
296         char name[MAX_QPATH];
297         skinframe_t *skinframe;
298 }
299 r_qwskincache_t;
300
301 static r_qwskincache_t *r_qwskincache;
302 static int r_qwskincache_size;
303
304 /// vertex coordinates for a quad that covers the screen exactly
305 extern const float r_screenvertex3f[12];
306 extern const float r_d3dscreenvertex3f[12];
307 const float r_screenvertex3f[12] =
308 {
309         0, 0, 0,
310         1, 0, 0,
311         1, 1, 0,
312         0, 1, 0
313 };
314 const float r_d3dscreenvertex3f[12] =
315 {
316         0, 1, 0,
317         1, 1, 0,
318         1, 0, 0,
319         0, 0, 0
320 };
321
322 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
323 {
324         int i;
325         for (i = 0;i < verts;i++)
326         {
327                 out[0] = in[0] * r;
328                 out[1] = in[1] * g;
329                 out[2] = in[2] * b;
330                 out[3] = in[3];
331                 in += 4;
332                 out += 4;
333         }
334 }
335
336 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
337 {
338         int i;
339         for (i = 0;i < verts;i++)
340         {
341                 out[0] = r;
342                 out[1] = g;
343                 out[2] = b;
344                 out[3] = a;
345                 out += 4;
346         }
347 }
348
349 // FIXME: move this to client?
350 void FOG_clear(void)
351 {
352         if (gamemode == GAME_NEHAHRA)
353         {
354                 Cvar_Set("gl_fogenable", "0");
355                 Cvar_Set("gl_fogdensity", "0.2");
356                 Cvar_Set("gl_fogred", "0.3");
357                 Cvar_Set("gl_foggreen", "0.3");
358                 Cvar_Set("gl_fogblue", "0.3");
359         }
360         r_refdef.fog_density = 0;
361         r_refdef.fog_red = 0;
362         r_refdef.fog_green = 0;
363         r_refdef.fog_blue = 0;
364         r_refdef.fog_alpha = 1;
365         r_refdef.fog_start = 0;
366         r_refdef.fog_end = 16384;
367         r_refdef.fog_height = 1<<30;
368         r_refdef.fog_fadedepth = 128;
369         memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
370 }
371
372 static void R_BuildBlankTextures(void)
373 {
374         unsigned char data[4];
375         data[2] = 128; // normal X
376         data[1] = 128; // normal Y
377         data[0] = 255; // normal Z
378         data[3] = 255; // height
379         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
380         data[0] = 255;
381         data[1] = 255;
382         data[2] = 255;
383         data[3] = 255;
384         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
385         data[0] = 128;
386         data[1] = 128;
387         data[2] = 128;
388         data[3] = 255;
389         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
390         data[0] = 0;
391         data[1] = 0;
392         data[2] = 0;
393         data[3] = 255;
394         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
395 }
396
397 static void R_BuildNoTexture(void)
398 {
399         int x, y;
400         unsigned char pix[16][16][4];
401         // this makes a light grey/dark grey checkerboard texture
402         for (y = 0;y < 16;y++)
403         {
404                 for (x = 0;x < 16;x++)
405                 {
406                         if ((y < 8) ^ (x < 8))
407                         {
408                                 pix[y][x][0] = 128;
409                                 pix[y][x][1] = 128;
410                                 pix[y][x][2] = 128;
411                                 pix[y][x][3] = 255;
412                         }
413                         else
414                         {
415                                 pix[y][x][0] = 64;
416                                 pix[y][x][1] = 64;
417                                 pix[y][x][2] = 64;
418                                 pix[y][x][3] = 255;
419                         }
420                 }
421         }
422         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
423 }
424
425 static void R_BuildWhiteCube(void)
426 {
427         unsigned char data[6*1*1*4];
428         memset(data, 255, sizeof(data));
429         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
430 }
431
432 static void R_BuildNormalizationCube(void)
433 {
434         int x, y, side;
435         vec3_t v;
436         vec_t s, t, intensity;
437 #define NORMSIZE 64
438         unsigned char *data;
439         data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
440         for (side = 0;side < 6;side++)
441         {
442                 for (y = 0;y < NORMSIZE;y++)
443                 {
444                         for (x = 0;x < NORMSIZE;x++)
445                         {
446                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
447                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
448                                 switch(side)
449                                 {
450                                 default:
451                                 case 0:
452                                         v[0] = 1;
453                                         v[1] = -t;
454                                         v[2] = -s;
455                                         break;
456                                 case 1:
457                                         v[0] = -1;
458                                         v[1] = -t;
459                                         v[2] = s;
460                                         break;
461                                 case 2:
462                                         v[0] = s;
463                                         v[1] = 1;
464                                         v[2] = t;
465                                         break;
466                                 case 3:
467                                         v[0] = s;
468                                         v[1] = -1;
469                                         v[2] = -t;
470                                         break;
471                                 case 4:
472                                         v[0] = s;
473                                         v[1] = -t;
474                                         v[2] = 1;
475                                         break;
476                                 case 5:
477                                         v[0] = -s;
478                                         v[1] = -t;
479                                         v[2] = -1;
480                                         break;
481                                 }
482                                 intensity = 127.0f / sqrt(DotProduct(v, v));
483                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
484                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
485                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
486                                 data[((side*64+y)*64+x)*4+3] = 255;
487                         }
488                 }
489         }
490         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
491         Mem_Free(data);
492 }
493
494 static void R_BuildFogTexture(void)
495 {
496         int x, b;
497 #define FOGWIDTH 256
498         unsigned char data1[FOGWIDTH][4];
499         //unsigned char data2[FOGWIDTH][4];
500         double d, r, alpha;
501
502         r_refdef.fogmasktable_start = r_refdef.fog_start;
503         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
504         r_refdef.fogmasktable_range = r_refdef.fogrange;
505         r_refdef.fogmasktable_density = r_refdef.fog_density;
506
507         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
508         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
509         {
510                 d = (x * r - r_refdef.fogmasktable_start);
511                 if(developer_extra.integer)
512                         Con_DPrintf("%f ", d);
513                 d = max(0, d);
514                 if (r_fog_exp2.integer)
515                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
516                 else
517                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
518                 if(developer_extra.integer)
519                         Con_DPrintf(" : %f ", alpha);
520                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
521                 if(developer_extra.integer)
522                         Con_DPrintf(" = %f\n", alpha);
523                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
524         }
525
526         for (x = 0;x < FOGWIDTH;x++)
527         {
528                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
529                 data1[x][0] = b;
530                 data1[x][1] = b;
531                 data1[x][2] = b;
532                 data1[x][3] = 255;
533                 //data2[x][0] = 255 - b;
534                 //data2[x][1] = 255 - b;
535                 //data2[x][2] = 255 - b;
536                 //data2[x][3] = 255;
537         }
538         if (r_texture_fogattenuation)
539         {
540                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
541                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
542         }
543         else
544         {
545                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
546                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
547         }
548 }
549
550 static void R_BuildFogHeightTexture(void)
551 {
552         unsigned char *inpixels;
553         int size;
554         int x;
555         int y;
556         int j;
557         float c[4];
558         float f;
559         inpixels = NULL;
560         strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
561         if (r_refdef.fogheighttexturename[0])
562                 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
563         if (!inpixels)
564         {
565                 r_refdef.fog_height_tablesize = 0;
566                 if (r_texture_fogheighttexture)
567                         R_FreeTexture(r_texture_fogheighttexture);
568                 r_texture_fogheighttexture = NULL;
569                 if (r_refdef.fog_height_table2d)
570                         Mem_Free(r_refdef.fog_height_table2d);
571                 r_refdef.fog_height_table2d = NULL;
572                 if (r_refdef.fog_height_table1d)
573                         Mem_Free(r_refdef.fog_height_table1d);
574                 r_refdef.fog_height_table1d = NULL;
575                 return;
576         }
577         size = image_width;
578         r_refdef.fog_height_tablesize = size;
579         r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
580         r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
581         memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
582         Mem_Free(inpixels);
583         // LordHavoc: now the magic - what is that table2d for?  it is a cooked
584         // average fog color table accounting for every fog layer between a point
585         // and the camera.  (Note: attenuation is handled separately!)
586         for (y = 0;y < size;y++)
587         {
588                 for (x = 0;x < size;x++)
589                 {
590                         Vector4Clear(c);
591                         f = 0;
592                         if (x < y)
593                         {
594                                 for (j = x;j <= y;j++)
595                                 {
596                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
597                                         f++;
598                                 }
599                         }
600                         else
601                         {
602                                 for (j = x;j >= y;j--)
603                                 {
604                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
605                                         f++;
606                                 }
607                         }
608                         f = 1.0f / f;
609                         r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
610                         r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
611                         r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
612                         r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
613                 }
614         }
615         r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
616 }
617
618 //=======================================================================================================================================================
619
620 static const char *builtinshaderstring =
621 #include "shader_glsl.h"
622 ;
623
624 const char *builtinhlslshaderstring =
625 #include "shader_hlsl.h"
626 ;
627
628 char *glslshaderstring = NULL;
629 char *hlslshaderstring = NULL;
630
631 //=======================================================================================================================================================
632
633 typedef struct shaderpermutationinfo_s
634 {
635         const char *pretext;
636         const char *name;
637 }
638 shaderpermutationinfo_t;
639
640 typedef struct shadermodeinfo_s
641 {
642         const char *vertexfilename;
643         const char *geometryfilename;
644         const char *fragmentfilename;
645         const char *pretext;
646         const char *name;
647 }
648 shadermodeinfo_t;
649
650 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
651 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
652 {
653         {"#define USEDIFFUSE\n", " diffuse"},
654         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
655         {"#define USEVIEWTINT\n", " viewtint"},
656         {"#define USECOLORMAPPING\n", " colormapping"},
657         {"#define USESATURATION\n", " saturation"},
658         {"#define USEFOGINSIDE\n", " foginside"},
659         {"#define USEFOGOUTSIDE\n", " fogoutside"},
660         {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
661         {"#define USEFOGALPHAHACK\n", " fogalphahack"},
662         {"#define USEGAMMARAMPS\n", " gammaramps"},
663         {"#define USECUBEFILTER\n", " cubefilter"},
664         {"#define USEGLOW\n", " glow"},
665         {"#define USEBLOOM\n", " bloom"},
666         {"#define USESPECULAR\n", " specular"},
667         {"#define USEPOSTPROCESSING\n", " postprocessing"},
668         {"#define USEREFLECTION\n", " reflection"},
669         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
670         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
671         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
672         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
673         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
674         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
675         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
676         {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
677         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
678         {"#define USEALPHAKILL\n", " alphakill"},
679         {"#define USEREFLECTCUBE\n", " reflectcube"},
680         {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
681         {"#define USEBOUNCEGRID\n", " bouncegrid"},
682         {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"},
683         {"#define USETRIPPY\n", " trippy"},
684 };
685
686 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
687 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
688 {
689         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
690         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
691         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
692         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
693         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
694         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
695         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
696         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
697         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
698         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
699         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
700         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
701         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
702         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
703         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
704         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
705         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
706         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
707 };
708
709 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
710 {
711         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
712         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
713         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
714         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
715         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
716         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
717         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
718         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
719         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
720         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
721         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
722         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
723         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
724         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
725         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
726         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
727         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
728         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
729 };
730
731 struct r_glsl_permutation_s;
732 typedef struct r_glsl_permutation_s
733 {
734         /// hash lookup data
735         struct r_glsl_permutation_s *hashnext;
736         unsigned int mode;
737         unsigned int permutation;
738
739         /// indicates if we have tried compiling this permutation already
740         qboolean compiled;
741         /// 0 if compilation failed
742         int program;
743         // texture units assigned to each detected uniform
744         int tex_Texture_First;
745         int tex_Texture_Second;
746         int tex_Texture_GammaRamps;
747         int tex_Texture_Normal;
748         int tex_Texture_Color;
749         int tex_Texture_Gloss;
750         int tex_Texture_Glow;
751         int tex_Texture_SecondaryNormal;
752         int tex_Texture_SecondaryColor;
753         int tex_Texture_SecondaryGloss;
754         int tex_Texture_SecondaryGlow;
755         int tex_Texture_Pants;
756         int tex_Texture_Shirt;
757         int tex_Texture_FogHeightTexture;
758         int tex_Texture_FogMask;
759         int tex_Texture_Lightmap;
760         int tex_Texture_Deluxemap;
761         int tex_Texture_Attenuation;
762         int tex_Texture_Cube;
763         int tex_Texture_Refraction;
764         int tex_Texture_Reflection;
765         int tex_Texture_ShadowMap2D;
766         int tex_Texture_CubeProjection;
767         int tex_Texture_ScreenDepth;
768         int tex_Texture_ScreenNormalMap;
769         int tex_Texture_ScreenDiffuse;
770         int tex_Texture_ScreenSpecular;
771         int tex_Texture_ReflectMask;
772         int tex_Texture_ReflectCube;
773         int tex_Texture_BounceGrid;
774         /// locations of detected uniforms in program object, or -1 if not found
775         int loc_Texture_First;
776         int loc_Texture_Second;
777         int loc_Texture_GammaRamps;
778         int loc_Texture_Normal;
779         int loc_Texture_Color;
780         int loc_Texture_Gloss;
781         int loc_Texture_Glow;
782         int loc_Texture_SecondaryNormal;
783         int loc_Texture_SecondaryColor;
784         int loc_Texture_SecondaryGloss;
785         int loc_Texture_SecondaryGlow;
786         int loc_Texture_Pants;
787         int loc_Texture_Shirt;
788         int loc_Texture_FogHeightTexture;
789         int loc_Texture_FogMask;
790         int loc_Texture_Lightmap;
791         int loc_Texture_Deluxemap;
792         int loc_Texture_Attenuation;
793         int loc_Texture_Cube;
794         int loc_Texture_Refraction;
795         int loc_Texture_Reflection;
796         int loc_Texture_ShadowMap2D;
797         int loc_Texture_CubeProjection;
798         int loc_Texture_ScreenDepth;
799         int loc_Texture_ScreenNormalMap;
800         int loc_Texture_ScreenDiffuse;
801         int loc_Texture_ScreenSpecular;
802         int loc_Texture_ReflectMask;
803         int loc_Texture_ReflectCube;
804         int loc_Texture_BounceGrid;
805         int loc_Alpha;
806         int loc_BloomBlur_Parameters;
807         int loc_ClientTime;
808         int loc_Color_Ambient;
809         int loc_Color_Diffuse;
810         int loc_Color_Specular;
811         int loc_Color_Glow;
812         int loc_Color_Pants;
813         int loc_Color_Shirt;
814         int loc_DeferredColor_Ambient;
815         int loc_DeferredColor_Diffuse;
816         int loc_DeferredColor_Specular;
817         int loc_DeferredMod_Diffuse;
818         int loc_DeferredMod_Specular;
819         int loc_DistortScaleRefractReflect;
820         int loc_EyePosition;
821         int loc_FogColor;
822         int loc_FogHeightFade;
823         int loc_FogPlane;
824         int loc_FogPlaneViewDist;
825         int loc_FogRangeRecip;
826         int loc_LightColor;
827         int loc_LightDir;
828         int loc_LightPosition;
829         int loc_OffsetMapping_ScaleSteps;
830         int loc_OffsetMapping_LodDistance;
831         int loc_OffsetMapping_Bias;
832         int loc_PixelSize;
833         int loc_ReflectColor;
834         int loc_ReflectFactor;
835         int loc_ReflectOffset;
836         int loc_RefractColor;
837         int loc_Saturation;
838         int loc_ScreenCenterRefractReflect;
839         int loc_ScreenScaleRefractReflect;
840         int loc_ScreenToDepth;
841         int loc_ShadowMap_Parameters;
842         int loc_ShadowMap_TextureScale;
843         int loc_SpecularPower;
844         int loc_UserVec1;
845         int loc_UserVec2;
846         int loc_UserVec3;
847         int loc_UserVec4;
848         int loc_ViewTintColor;
849         int loc_ViewToLight;
850         int loc_ModelToLight;
851         int loc_TexMatrix;
852         int loc_BackgroundTexMatrix;
853         int loc_ModelViewProjectionMatrix;
854         int loc_ModelViewMatrix;
855         int loc_PixelToScreenTexCoord;
856         int loc_ModelToReflectCube;
857         int loc_ShadowMapMatrix;
858         int loc_BloomColorSubtract;
859         int loc_NormalmapScrollBlend;
860         int loc_BounceGridMatrix;
861         int loc_BounceGridIntensity;
862 }
863 r_glsl_permutation_t;
864
865 #define SHADERPERMUTATION_HASHSIZE 256
866
867
868 // non-degradable "lightweight" shader parameters to keep the permutations simpler
869 // these can NOT degrade! only use for simple stuff
870 enum
871 {
872         SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
873         SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
874         SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
875         SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
876         SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
877         SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5,  ///< postprocess uservec4 is enabled
878         SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
879         SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7,  ///< LOD for offsetmapping
880 };
881 #define SHADERSTATICPARMS_COUNT 8
882
883 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
884 static int shaderstaticparms_count = 0;
885
886 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
887 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
888 qboolean R_CompileShader_CheckStaticParms(void)
889 {
890         static int r_compileshader_staticparms_save[1];
891         memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
892         memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
893
894         // detect all
895         if (r_glsl_saturation_redcompensate.integer)
896                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
897         if (r_glsl_vertextextureblend_usebothalphas.integer)
898                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
899         if (r_shadow_glossexact.integer)
900                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
901         if (r_glsl_postprocess.integer)
902         {
903                 if (r_glsl_postprocess_uservec1_enable.integer)
904                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
905                 if (r_glsl_postprocess_uservec2_enable.integer)
906                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
907                 if (r_glsl_postprocess_uservec3_enable.integer)
908                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
909                 if (r_glsl_postprocess_uservec4_enable.integer)
910                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
911         }
912         if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
913                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
914         return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
915 }
916
917 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
918         if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
919                 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
920         else \
921                 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
922 void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
923 {
924         shaderstaticparms_count = 0;
925
926         // emit all
927         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
928         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
929         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
930         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
931         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
932         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
933         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
934         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
935 }
936
937 /// information about each possible shader permutation
938 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
939 /// currently selected permutation
940 r_glsl_permutation_t *r_glsl_permutation;
941 /// storage for permutations linked in the hash table
942 memexpandablearray_t r_glsl_permutationarray;
943
944 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
945 {
946         //unsigned int hashdepth = 0;
947         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
948         r_glsl_permutation_t *p;
949         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
950         {
951                 if (p->mode == mode && p->permutation == permutation)
952                 {
953                         //if (hashdepth > 10)
954                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
955                         return p;
956                 }
957                 //hashdepth++;
958         }
959         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
960         p->mode = mode;
961         p->permutation = permutation;
962         p->hashnext = r_glsl_permutationhash[mode][hashindex];
963         r_glsl_permutationhash[mode][hashindex] = p;
964         //if (hashdepth > 10)
965         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
966         return p;
967 }
968
969 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
970 {
971         char *shaderstring;
972         if (!filename || !filename[0])
973                 return NULL;
974         if (!strcmp(filename, "glsl/default.glsl"))
975         {
976                 if (!glslshaderstring)
977                 {
978                         glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
979                         if (glslshaderstring)
980                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
981                         else
982                                 glslshaderstring = (char *)builtinshaderstring;
983                 }
984                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
985                 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
986                 return shaderstring;
987         }
988         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
989         if (shaderstring)
990         {
991                 if (printfromdisknotice)
992                         Con_DPrintf("from disk %s... ", filename);
993                 return shaderstring;
994         }
995         return shaderstring;
996 }
997
998 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
999 {
1000         int i;
1001         int sampler;
1002         shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
1003         char *vertexstring, *geometrystring, *fragmentstring;
1004         char permutationname[256];
1005         int vertstrings_count = 0;
1006         int geomstrings_count = 0;
1007         int fragstrings_count = 0;
1008         const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1009         const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1010         const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1011
1012         if (p->compiled)
1013                 return;
1014         p->compiled = true;
1015         p->program = 0;
1016
1017         permutationname[0] = 0;
1018         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
1019         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1020         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1021
1022         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1023
1024         // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1025         if(vid.support.gl20shaders130)
1026         {
1027                 vertstrings_list[vertstrings_count++] = "#version 130\n";
1028                 geomstrings_list[geomstrings_count++] = "#version 130\n";
1029                 fragstrings_list[fragstrings_count++] = "#version 130\n";
1030                 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1031                 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1032                 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1033         }
1034
1035         // the first pretext is which type of shader to compile as
1036         // (later these will all be bound together as a program object)
1037         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1038         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1039         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1040
1041         // the second pretext is the mode (for example a light source)
1042         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1043         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1044         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1045         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1046
1047         // now add all the permutation pretexts
1048         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1049         {
1050                 if (permutation & (1<<i))
1051                 {
1052                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1053                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1054                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1055                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1056                 }
1057                 else
1058                 {
1059                         // keep line numbers correct
1060                         vertstrings_list[vertstrings_count++] = "\n";
1061                         geomstrings_list[geomstrings_count++] = "\n";
1062                         fragstrings_list[fragstrings_count++] = "\n";
1063                 }
1064         }
1065
1066         // add static parms
1067         R_CompileShader_AddStaticParms(mode, permutation);
1068         memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1069         vertstrings_count += shaderstaticparms_count;
1070         memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1071         geomstrings_count += shaderstaticparms_count;
1072         memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1073         fragstrings_count += shaderstaticparms_count;
1074
1075         // now append the shader text itself
1076         vertstrings_list[vertstrings_count++] = vertexstring;
1077         geomstrings_list[geomstrings_count++] = geometrystring;
1078         fragstrings_list[fragstrings_count++] = fragmentstring;
1079
1080         // if any sources were NULL, clear the respective list
1081         if (!vertexstring)
1082                 vertstrings_count = 0;
1083         if (!geometrystring)
1084                 geomstrings_count = 0;
1085         if (!fragmentstring)
1086                 fragstrings_count = 0;
1087
1088         // compile the shader program
1089         if (vertstrings_count + geomstrings_count + fragstrings_count)
1090                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1091         if (p->program)
1092         {
1093                 CHECKGLERROR
1094                 qglUseProgram(p->program);CHECKGLERROR
1095                 // look up all the uniform variable names we care about, so we don't
1096                 // have to look them up every time we set them
1097
1098                 p->loc_Texture_First              = qglGetUniformLocation(p->program, "Texture_First");
1099                 p->loc_Texture_Second             = qglGetUniformLocation(p->program, "Texture_Second");
1100                 p->loc_Texture_GammaRamps         = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1101                 p->loc_Texture_Normal             = qglGetUniformLocation(p->program, "Texture_Normal");
1102                 p->loc_Texture_Color              = qglGetUniformLocation(p->program, "Texture_Color");
1103                 p->loc_Texture_Gloss              = qglGetUniformLocation(p->program, "Texture_Gloss");
1104                 p->loc_Texture_Glow               = qglGetUniformLocation(p->program, "Texture_Glow");
1105                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1106                 p->loc_Texture_SecondaryColor     = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1107                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1108                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1109                 p->loc_Texture_Pants              = qglGetUniformLocation(p->program, "Texture_Pants");
1110                 p->loc_Texture_Shirt              = qglGetUniformLocation(p->program, "Texture_Shirt");
1111                 p->loc_Texture_FogHeightTexture   = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1112                 p->loc_Texture_FogMask            = qglGetUniformLocation(p->program, "Texture_FogMask");
1113                 p->loc_Texture_Lightmap           = qglGetUniformLocation(p->program, "Texture_Lightmap");
1114                 p->loc_Texture_Deluxemap          = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1115                 p->loc_Texture_Attenuation        = qglGetUniformLocation(p->program, "Texture_Attenuation");
1116                 p->loc_Texture_Cube               = qglGetUniformLocation(p->program, "Texture_Cube");
1117                 p->loc_Texture_Refraction         = qglGetUniformLocation(p->program, "Texture_Refraction");
1118                 p->loc_Texture_Reflection         = qglGetUniformLocation(p->program, "Texture_Reflection");
1119                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1120                 p->loc_Texture_CubeProjection     = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1121                 p->loc_Texture_ScreenDepth        = qglGetUniformLocation(p->program, "Texture_ScreenDepth");
1122                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1123                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1124                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1125                 p->loc_Texture_ReflectMask        = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1126                 p->loc_Texture_ReflectCube        = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1127                 p->loc_Texture_BounceGrid         = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1128                 p->loc_Alpha                      = qglGetUniformLocation(p->program, "Alpha");
1129                 p->loc_BloomBlur_Parameters       = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1130                 p->loc_ClientTime                 = qglGetUniformLocation(p->program, "ClientTime");
1131                 p->loc_Color_Ambient              = qglGetUniformLocation(p->program, "Color_Ambient");
1132                 p->loc_Color_Diffuse              = qglGetUniformLocation(p->program, "Color_Diffuse");
1133                 p->loc_Color_Specular             = qglGetUniformLocation(p->program, "Color_Specular");
1134                 p->loc_Color_Glow                 = qglGetUniformLocation(p->program, "Color_Glow");
1135                 p->loc_Color_Pants                = qglGetUniformLocation(p->program, "Color_Pants");
1136                 p->loc_Color_Shirt                = qglGetUniformLocation(p->program, "Color_Shirt");
1137                 p->loc_DeferredColor_Ambient      = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1138                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1139                 p->loc_DeferredColor_Specular     = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1140                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1141                 p->loc_DeferredMod_Specular       = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1142                 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1143                 p->loc_EyePosition                = qglGetUniformLocation(p->program, "EyePosition");
1144                 p->loc_FogColor                   = qglGetUniformLocation(p->program, "FogColor");
1145                 p->loc_FogHeightFade              = qglGetUniformLocation(p->program, "FogHeightFade");
1146                 p->loc_FogPlane                   = qglGetUniformLocation(p->program, "FogPlane");
1147                 p->loc_FogPlaneViewDist           = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1148                 p->loc_FogRangeRecip              = qglGetUniformLocation(p->program, "FogRangeRecip");
1149                 p->loc_LightColor                 = qglGetUniformLocation(p->program, "LightColor");
1150                 p->loc_LightDir                   = qglGetUniformLocation(p->program, "LightDir");
1151                 p->loc_LightPosition              = qglGetUniformLocation(p->program, "LightPosition");
1152                 p->loc_OffsetMapping_ScaleSteps   = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1153                 p->loc_OffsetMapping_LodDistance  = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1154                 p->loc_OffsetMapping_Bias         = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1155                 p->loc_PixelSize                  = qglGetUniformLocation(p->program, "PixelSize");
1156                 p->loc_ReflectColor               = qglGetUniformLocation(p->program, "ReflectColor");
1157                 p->loc_ReflectFactor              = qglGetUniformLocation(p->program, "ReflectFactor");
1158                 p->loc_ReflectOffset              = qglGetUniformLocation(p->program, "ReflectOffset");
1159                 p->loc_RefractColor               = qglGetUniformLocation(p->program, "RefractColor");
1160                 p->loc_Saturation                 = qglGetUniformLocation(p->program, "Saturation");
1161                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1162                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1163                 p->loc_ScreenToDepth              = qglGetUniformLocation(p->program, "ScreenToDepth");
1164                 p->loc_ShadowMap_Parameters       = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1165                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1166                 p->loc_SpecularPower              = qglGetUniformLocation(p->program, "SpecularPower");
1167                 p->loc_UserVec1                   = qglGetUniformLocation(p->program, "UserVec1");
1168                 p->loc_UserVec2                   = qglGetUniformLocation(p->program, "UserVec2");
1169                 p->loc_UserVec3                   = qglGetUniformLocation(p->program, "UserVec3");
1170                 p->loc_UserVec4                   = qglGetUniformLocation(p->program, "UserVec4");
1171                 p->loc_ViewTintColor              = qglGetUniformLocation(p->program, "ViewTintColor");
1172                 p->loc_ViewToLight                = qglGetUniformLocation(p->program, "ViewToLight");
1173                 p->loc_ModelToLight               = qglGetUniformLocation(p->program, "ModelToLight");
1174                 p->loc_TexMatrix                  = qglGetUniformLocation(p->program, "TexMatrix");
1175                 p->loc_BackgroundTexMatrix        = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1176                 p->loc_ModelViewMatrix            = qglGetUniformLocation(p->program, "ModelViewMatrix");
1177                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1178                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1179                 p->loc_ModelToReflectCube         = qglGetUniformLocation(p->program, "ModelToReflectCube");
1180                 p->loc_ShadowMapMatrix            = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1181                 p->loc_BloomColorSubtract         = qglGetUniformLocation(p->program, "BloomColorSubtract");
1182                 p->loc_NormalmapScrollBlend       = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1183                 p->loc_BounceGridMatrix           = qglGetUniformLocation(p->program, "BounceGridMatrix");
1184                 p->loc_BounceGridIntensity        = qglGetUniformLocation(p->program, "BounceGridIntensity");
1185                 // initialize the samplers to refer to the texture units we use
1186                 p->tex_Texture_First = -1;
1187                 p->tex_Texture_Second = -1;
1188                 p->tex_Texture_GammaRamps = -1;
1189                 p->tex_Texture_Normal = -1;
1190                 p->tex_Texture_Color = -1;
1191                 p->tex_Texture_Gloss = -1;
1192                 p->tex_Texture_Glow = -1;
1193                 p->tex_Texture_SecondaryNormal = -1;
1194                 p->tex_Texture_SecondaryColor = -1;
1195                 p->tex_Texture_SecondaryGloss = -1;
1196                 p->tex_Texture_SecondaryGlow = -1;
1197                 p->tex_Texture_Pants = -1;
1198                 p->tex_Texture_Shirt = -1;
1199                 p->tex_Texture_FogHeightTexture = -1;
1200                 p->tex_Texture_FogMask = -1;
1201                 p->tex_Texture_Lightmap = -1;
1202                 p->tex_Texture_Deluxemap = -1;
1203                 p->tex_Texture_Attenuation = -1;
1204                 p->tex_Texture_Cube = -1;
1205                 p->tex_Texture_Refraction = -1;
1206                 p->tex_Texture_Reflection = -1;
1207                 p->tex_Texture_ShadowMap2D = -1;
1208                 p->tex_Texture_CubeProjection = -1;
1209                 p->tex_Texture_ScreenDepth = -1;
1210                 p->tex_Texture_ScreenNormalMap = -1;
1211                 p->tex_Texture_ScreenDiffuse = -1;
1212                 p->tex_Texture_ScreenSpecular = -1;
1213                 p->tex_Texture_ReflectMask = -1;
1214                 p->tex_Texture_ReflectCube = -1;
1215                 p->tex_Texture_BounceGrid = -1;
1216                 sampler = 0;
1217                 if (p->loc_Texture_First           >= 0) {p->tex_Texture_First            = sampler;qglUniform1i(p->loc_Texture_First           , sampler);sampler++;}
1218                 if (p->loc_Texture_Second          >= 0) {p->tex_Texture_Second           = sampler;qglUniform1i(p->loc_Texture_Second          , sampler);sampler++;}
1219                 if (p->loc_Texture_GammaRamps      >= 0) {p->tex_Texture_GammaRamps       = sampler;qglUniform1i(p->loc_Texture_GammaRamps      , sampler);sampler++;}
1220                 if (p->loc_Texture_Normal          >= 0) {p->tex_Texture_Normal           = sampler;qglUniform1i(p->loc_Texture_Normal          , sampler);sampler++;}
1221                 if (p->loc_Texture_Color           >= 0) {p->tex_Texture_Color            = sampler;qglUniform1i(p->loc_Texture_Color           , sampler);sampler++;}
1222                 if (p->loc_Texture_Gloss           >= 0) {p->tex_Texture_Gloss            = sampler;qglUniform1i(p->loc_Texture_Gloss           , sampler);sampler++;}
1223                 if (p->loc_Texture_Glow            >= 0) {p->tex_Texture_Glow             = sampler;qglUniform1i(p->loc_Texture_Glow            , sampler);sampler++;}
1224                 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal  = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1225                 if (p->loc_Texture_SecondaryColor  >= 0) {p->tex_Texture_SecondaryColor   = sampler;qglUniform1i(p->loc_Texture_SecondaryColor  , sampler);sampler++;}
1226                 if (p->loc_Texture_SecondaryGloss  >= 0) {p->tex_Texture_SecondaryGloss   = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss  , sampler);sampler++;}
1227                 if (p->loc_Texture_SecondaryGlow   >= 0) {p->tex_Texture_SecondaryGlow    = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow   , sampler);sampler++;}
1228                 if (p->loc_Texture_Pants           >= 0) {p->tex_Texture_Pants            = sampler;qglUniform1i(p->loc_Texture_Pants           , sampler);sampler++;}
1229                 if (p->loc_Texture_Shirt           >= 0) {p->tex_Texture_Shirt            = sampler;qglUniform1i(p->loc_Texture_Shirt           , sampler);sampler++;}
1230                 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1231                 if (p->loc_Texture_FogMask         >= 0) {p->tex_Texture_FogMask          = sampler;qglUniform1i(p->loc_Texture_FogMask         , sampler);sampler++;}
1232                 if (p->loc_Texture_Lightmap        >= 0) {p->tex_Texture_Lightmap         = sampler;qglUniform1i(p->loc_Texture_Lightmap        , sampler);sampler++;}
1233                 if (p->loc_Texture_Deluxemap       >= 0) {p->tex_Texture_Deluxemap        = sampler;qglUniform1i(p->loc_Texture_Deluxemap       , sampler);sampler++;}
1234                 if (p->loc_Texture_Attenuation     >= 0) {p->tex_Texture_Attenuation      = sampler;qglUniform1i(p->loc_Texture_Attenuation     , sampler);sampler++;}
1235                 if (p->loc_Texture_Cube            >= 0) {p->tex_Texture_Cube             = sampler;qglUniform1i(p->loc_Texture_Cube            , sampler);sampler++;}
1236                 if (p->loc_Texture_Refraction      >= 0) {p->tex_Texture_Refraction       = sampler;qglUniform1i(p->loc_Texture_Refraction      , sampler);sampler++;}
1237                 if (p->loc_Texture_Reflection      >= 0) {p->tex_Texture_Reflection       = sampler;qglUniform1i(p->loc_Texture_Reflection      , sampler);sampler++;}
1238                 if (p->loc_Texture_ShadowMap2D     >= 0) {p->tex_Texture_ShadowMap2D      = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D     , sampler);sampler++;}
1239                 if (p->loc_Texture_CubeProjection  >= 0) {p->tex_Texture_CubeProjection   = sampler;qglUniform1i(p->loc_Texture_CubeProjection  , sampler);sampler++;}
1240                 if (p->loc_Texture_ScreenDepth     >= 0) {p->tex_Texture_ScreenDepth      = sampler;qglUniform1i(p->loc_Texture_ScreenDepth     , sampler);sampler++;}
1241                 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap  = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1242                 if (p->loc_Texture_ScreenDiffuse   >= 0) {p->tex_Texture_ScreenDiffuse    = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse   , sampler);sampler++;}
1243                 if (p->loc_Texture_ScreenSpecular  >= 0) {p->tex_Texture_ScreenSpecular   = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular  , sampler);sampler++;}
1244                 if (p->loc_Texture_ReflectMask     >= 0) {p->tex_Texture_ReflectMask      = sampler;qglUniform1i(p->loc_Texture_ReflectMask     , sampler);sampler++;}
1245                 if (p->loc_Texture_ReflectCube     >= 0) {p->tex_Texture_ReflectCube      = sampler;qglUniform1i(p->loc_Texture_ReflectCube     , sampler);sampler++;}
1246                 if (p->loc_Texture_BounceGrid      >= 0) {p->tex_Texture_BounceGrid       = sampler;qglUniform1i(p->loc_Texture_BounceGrid      , sampler);sampler++;}
1247                 CHECKGLERROR
1248                 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1249         }
1250         else
1251                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1252
1253         // free the strings
1254         if (vertexstring)
1255                 Mem_Free(vertexstring);
1256         if (geometrystring)
1257                 Mem_Free(geometrystring);
1258         if (fragmentstring)
1259                 Mem_Free(fragmentstring);
1260 }
1261
1262 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1263 {
1264         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1265         if (r_glsl_permutation != perm)
1266         {
1267                 r_glsl_permutation = perm;
1268                 if (!r_glsl_permutation->program)
1269                 {
1270                         if (!r_glsl_permutation->compiled)
1271                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1272                         if (!r_glsl_permutation->program)
1273                         {
1274                                 // remove features until we find a valid permutation
1275                                 int i;
1276                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1277                                 {
1278                                         // reduce i more quickly whenever it would not remove any bits
1279                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1280                                         if (!(permutation & j))
1281                                                 continue;
1282                                         permutation -= j;
1283                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1284                                         if (!r_glsl_permutation->compiled)
1285                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1286                                         if (r_glsl_permutation->program)
1287                                                 break;
1288                                 }
1289                                 if (i >= SHADERPERMUTATION_COUNT)
1290                                 {
1291                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1292                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1293                                         qglUseProgram(0);CHECKGLERROR
1294                                         return; // no bit left to clear, entire mode is broken
1295                                 }
1296                         }
1297                 }
1298                 CHECKGLERROR
1299                 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1300         }
1301         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1302         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1303         if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1304 }
1305
1306 #ifdef SUPPORTD3D
1307
1308 #ifdef SUPPORTD3D
1309 #include <d3d9.h>
1310 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1311 extern D3DCAPS9 vid_d3d9caps;
1312 #endif
1313
1314 struct r_hlsl_permutation_s;
1315 typedef struct r_hlsl_permutation_s
1316 {
1317         /// hash lookup data
1318         struct r_hlsl_permutation_s *hashnext;
1319         unsigned int mode;
1320         unsigned int permutation;
1321
1322         /// indicates if we have tried compiling this permutation already
1323         qboolean compiled;
1324         /// NULL if compilation failed
1325         IDirect3DVertexShader9 *vertexshader;
1326         IDirect3DPixelShader9 *pixelshader;
1327 }
1328 r_hlsl_permutation_t;
1329
1330 typedef enum D3DVSREGISTER_e
1331 {
1332         D3DVSREGISTER_TexMatrix = 0, // float4x4
1333         D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1334         D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1335         D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1336         D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1337         D3DVSREGISTER_ModelToLight = 20, // float4x4
1338         D3DVSREGISTER_EyePosition = 24,
1339         D3DVSREGISTER_FogPlane = 25,
1340         D3DVSREGISTER_LightDir = 26,
1341         D3DVSREGISTER_LightPosition = 27,
1342 }
1343 D3DVSREGISTER_t;
1344
1345 typedef enum D3DPSREGISTER_e
1346 {
1347         D3DPSREGISTER_Alpha = 0,
1348         D3DPSREGISTER_BloomBlur_Parameters = 1,
1349         D3DPSREGISTER_ClientTime = 2,
1350         D3DPSREGISTER_Color_Ambient = 3,
1351         D3DPSREGISTER_Color_Diffuse = 4,
1352         D3DPSREGISTER_Color_Specular = 5,
1353         D3DPSREGISTER_Color_Glow = 6,
1354         D3DPSREGISTER_Color_Pants = 7,
1355         D3DPSREGISTER_Color_Shirt = 8,
1356         D3DPSREGISTER_DeferredColor_Ambient = 9,
1357         D3DPSREGISTER_DeferredColor_Diffuse = 10,
1358         D3DPSREGISTER_DeferredColor_Specular = 11,
1359         D3DPSREGISTER_DeferredMod_Diffuse = 12,
1360         D3DPSREGISTER_DeferredMod_Specular = 13,
1361         D3DPSREGISTER_DistortScaleRefractReflect = 14,
1362         D3DPSREGISTER_EyePosition = 15, // unused
1363         D3DPSREGISTER_FogColor = 16,
1364         D3DPSREGISTER_FogHeightFade = 17,
1365         D3DPSREGISTER_FogPlane = 18,
1366         D3DPSREGISTER_FogPlaneViewDist = 19,
1367         D3DPSREGISTER_FogRangeRecip = 20,
1368         D3DPSREGISTER_LightColor = 21,
1369         D3DPSREGISTER_LightDir = 22, // unused
1370         D3DPSREGISTER_LightPosition = 23,
1371         D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1372         D3DPSREGISTER_PixelSize = 25,
1373         D3DPSREGISTER_ReflectColor = 26,
1374         D3DPSREGISTER_ReflectFactor = 27,
1375         D3DPSREGISTER_ReflectOffset = 28,
1376         D3DPSREGISTER_RefractColor = 29,
1377         D3DPSREGISTER_Saturation = 30,
1378         D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1379         D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1380         D3DPSREGISTER_ScreenToDepth = 33,
1381         D3DPSREGISTER_ShadowMap_Parameters = 34,
1382         D3DPSREGISTER_ShadowMap_TextureScale = 35,
1383         D3DPSREGISTER_SpecularPower = 36,
1384         D3DPSREGISTER_UserVec1 = 37,
1385         D3DPSREGISTER_UserVec2 = 38,
1386         D3DPSREGISTER_UserVec3 = 39,
1387         D3DPSREGISTER_UserVec4 = 40,
1388         D3DPSREGISTER_ViewTintColor = 41,
1389         D3DPSREGISTER_PixelToScreenTexCoord = 42,
1390         D3DPSREGISTER_BloomColorSubtract = 43,
1391         D3DPSREGISTER_ViewToLight = 44, // float4x4
1392         D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1393         D3DPSREGISTER_NormalmapScrollBlend = 52,
1394         D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1395         D3DPSREGISTER_OffsetMapping_Bias = 54,
1396         // next at 54
1397 }
1398 D3DPSREGISTER_t;
1399
1400 /// information about each possible shader permutation
1401 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1402 /// currently selected permutation
1403 r_hlsl_permutation_t *r_hlsl_permutation;
1404 /// storage for permutations linked in the hash table
1405 memexpandablearray_t r_hlsl_permutationarray;
1406
1407 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1408 {
1409         //unsigned int hashdepth = 0;
1410         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1411         r_hlsl_permutation_t *p;
1412         for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1413         {
1414                 if (p->mode == mode && p->permutation == permutation)
1415                 {
1416                         //if (hashdepth > 10)
1417                         //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1418                         return p;
1419                 }
1420                 //hashdepth++;
1421         }
1422         p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1423         p->mode = mode;
1424         p->permutation = permutation;
1425         p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1426         r_hlsl_permutationhash[mode][hashindex] = p;
1427         //if (hashdepth > 10)
1428         //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1429         return p;
1430 }
1431
1432 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
1433 {
1434         char *shaderstring;
1435         if (!filename || !filename[0])
1436                 return NULL;
1437         if (!strcmp(filename, "hlsl/default.hlsl"))
1438         {
1439                 if (!hlslshaderstring)
1440                 {
1441                         hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1442                         if (hlslshaderstring)
1443                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
1444                         else
1445                                 hlslshaderstring = (char *)builtinhlslshaderstring;
1446                 }
1447                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1448                 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1449                 return shaderstring;
1450         }
1451         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1452         if (shaderstring)
1453         {
1454                 if (printfromdisknotice)
1455                         Con_DPrintf("from disk %s... ", filename);
1456                 return shaderstring;
1457         }
1458         return shaderstring;
1459 }
1460
1461 #include <d3dx9.h>
1462 //#include <d3dx9shader.h>
1463 //#include <d3dx9mesh.h>
1464
1465 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1466 {
1467         DWORD *vsbin = NULL;
1468         DWORD *psbin = NULL;
1469         fs_offset_t vsbinsize;
1470         fs_offset_t psbinsize;
1471 //      IDirect3DVertexShader9 *vs = NULL;
1472 //      IDirect3DPixelShader9 *ps = NULL;
1473         ID3DXBuffer *vslog = NULL;
1474         ID3DXBuffer *vsbuffer = NULL;
1475         ID3DXConstantTable *vsconstanttable = NULL;
1476         ID3DXBuffer *pslog = NULL;
1477         ID3DXBuffer *psbuffer = NULL;
1478         ID3DXConstantTable *psconstanttable = NULL;
1479         int vsresult = 0;
1480         int psresult = 0;
1481         char temp[MAX_INPUTLINE];
1482         const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1483         qboolean debugshader = gl_paranoid.integer != 0;
1484         if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1485         if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1486         if (!debugshader)
1487         {
1488                 vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1489                 psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1490         }
1491         if ((!vsbin && vertstring) || (!psbin && fragstring))
1492         {
1493                 const char* dllnames_d3dx9 [] =
1494                 {
1495                         "d3dx9_43.dll",
1496                         "d3dx9_42.dll",
1497                         "d3dx9_41.dll",
1498                         "d3dx9_40.dll",
1499                         "d3dx9_39.dll",
1500                         "d3dx9_38.dll",
1501                         "d3dx9_37.dll",
1502                         "d3dx9_36.dll",
1503                         "d3dx9_35.dll",
1504                         "d3dx9_34.dll",
1505                         "d3dx9_33.dll",
1506                         "d3dx9_32.dll",
1507                         "d3dx9_31.dll",
1508                         "d3dx9_30.dll",
1509                         "d3dx9_29.dll",
1510                         "d3dx9_28.dll",
1511                         "d3dx9_27.dll",
1512                         "d3dx9_26.dll",
1513                         "d3dx9_25.dll",
1514                         "d3dx9_24.dll",
1515                         NULL
1516                 };
1517                 dllhandle_t d3dx9_dll = NULL;
1518                 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1519                 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1520                 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1521                 dllfunction_t d3dx9_dllfuncs[] =
1522                 {
1523                         {"D3DXCompileShaderFromFileA",  (void **) &qD3DXCompileShaderFromFileA},
1524                         {"D3DXPreprocessShader",                (void **) &qD3DXPreprocessShader},
1525                         {"D3DXCompileShader",                   (void **) &qD3DXCompileShader},
1526                         {NULL, NULL}
1527                 };
1528                 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1529                 {
1530                         DWORD shaderflags = 0;
1531                         if (debugshader)
1532                                 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1533                         vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1534                         psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1535                         if (vertstring && vertstring[0])
1536                         {
1537                                 if (debugshader)
1538                                 {
1539 //                                      vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
1540 //                                      FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
1541                                         FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring));
1542                                         vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1543                                 }
1544                                 else
1545                                         vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1546                                 if (vsbuffer)
1547                                 {
1548                                         vsbinsize = vsbuffer->GetBufferSize();
1549                                         vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1550                                         memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
1551                                         vsbuffer->Release();
1552                                 }
1553                                 if (vslog)
1554                                 {
1555                                         strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
1556                                         Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1557                                         vslog->Release();
1558                                 }
1559                         }
1560                         if (fragstring && fragstring[0])
1561                         {
1562                                 if (debugshader)
1563                                 {
1564 //                                      psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
1565 //                                      FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
1566                                         FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring));
1567                                         psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1568                                 }
1569                                 else
1570                                         psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1571                                 if (psbuffer)
1572                                 {
1573                                         psbinsize = psbuffer->GetBufferSize();
1574                                         psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1575                                         memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
1576                                         psbuffer->Release();
1577                                 }
1578                                 if (pslog)
1579                                 {
1580                                         strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
1581                                         Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1582                                         pslog->Release();
1583                                 }
1584                         }
1585                         Sys_UnloadLibrary(&d3dx9_dll);
1586                 }
1587                 else
1588                         Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1589         }
1590         if (vsbin && psbin)
1591         {
1592                 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1593                 if (FAILED(vsresult))
1594                         Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1595                 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1596                 if (FAILED(psresult))
1597                         Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1598         }
1599         // free the shader data
1600         vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1601         psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1602 }
1603
1604 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1605 {
1606         int i;
1607         shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1608         int vertstring_length = 0;
1609         int geomstring_length = 0;
1610         int fragstring_length = 0;
1611         char *t;
1612         char *vertexstring, *geometrystring, *fragmentstring;
1613         char *vertstring, *geomstring, *fragstring;
1614         char permutationname[256];
1615         char cachename[256];
1616         int vertstrings_count = 0;
1617         int geomstrings_count = 0;
1618         int fragstrings_count = 0;
1619         const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1620         const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1621         const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1622
1623         if (p->compiled)
1624                 return;
1625         p->compiled = true;
1626         p->vertexshader = NULL;
1627         p->pixelshader = NULL;
1628
1629         permutationname[0] = 0;
1630         cachename[0] = 0;
1631         vertexstring   = R_HLSL_GetText(modeinfo->vertexfilename, true);
1632         geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
1633         fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
1634
1635         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1636         strlcat(cachename, "hlsl/", sizeof(cachename));
1637
1638         // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1639         vertstrings_count = 0;
1640         geomstrings_count = 0;
1641         fragstrings_count = 0;
1642         vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1643         geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1644         fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1645
1646         // the first pretext is which type of shader to compile as
1647         // (later these will all be bound together as a program object)
1648         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1649         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1650         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1651
1652         // the second pretext is the mode (for example a light source)
1653         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1654         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1655         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1656         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1657         strlcat(cachename, modeinfo->name, sizeof(cachename));
1658
1659         // now add all the permutation pretexts
1660         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1661         {
1662                 if (permutation & (1<<i))
1663                 {
1664                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1665                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1666                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1667                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1668                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1669                 }
1670                 else
1671                 {
1672                         // keep line numbers correct
1673                         vertstrings_list[vertstrings_count++] = "\n";
1674                         geomstrings_list[geomstrings_count++] = "\n";
1675                         fragstrings_list[fragstrings_count++] = "\n";
1676                 }
1677         }
1678
1679         // add static parms
1680         R_CompileShader_AddStaticParms(mode, permutation);
1681         memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1682         vertstrings_count += shaderstaticparms_count;
1683         memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1684         geomstrings_count += shaderstaticparms_count;
1685         memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1686         fragstrings_count += shaderstaticparms_count;
1687
1688         // replace spaces in the cachename with _ characters
1689         for (i = 0;cachename[i];i++)
1690                 if (cachename[i] == ' ')
1691                         cachename[i] = '_';
1692
1693         // now append the shader text itself
1694         vertstrings_list[vertstrings_count++] = vertexstring;
1695         geomstrings_list[geomstrings_count++] = geometrystring;
1696         fragstrings_list[fragstrings_count++] = fragmentstring;
1697
1698         // if any sources were NULL, clear the respective list
1699         if (!vertexstring)
1700                 vertstrings_count = 0;
1701         if (!geometrystring)
1702                 geomstrings_count = 0;
1703         if (!fragmentstring)
1704                 fragstrings_count = 0;
1705
1706         vertstring_length = 0;
1707         for (i = 0;i < vertstrings_count;i++)
1708                 vertstring_length += strlen(vertstrings_list[i]);
1709         vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1710         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1711                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1712
1713         geomstring_length = 0;
1714         for (i = 0;i < geomstrings_count;i++)
1715                 geomstring_length += strlen(geomstrings_list[i]);
1716         geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1717         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1718                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1719
1720         fragstring_length = 0;
1721         for (i = 0;i < fragstrings_count;i++)
1722                 fragstring_length += strlen(fragstrings_list[i]);
1723         fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1724         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1725                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1726
1727         // try to load the cached shader, or generate one
1728         R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1729
1730         if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1731                 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1732         else
1733                 Con_Printf("^1HLSL shader %s failed!  some features may not work properly.\n", permutationname);
1734
1735         // free the strings
1736         if (vertstring)
1737                 Mem_Free(vertstring);
1738         if (geomstring)
1739                 Mem_Free(geomstring);
1740         if (fragstring)
1741                 Mem_Free(fragstring);
1742         if (vertexstring)
1743                 Mem_Free(vertexstring);
1744         if (geometrystring)
1745                 Mem_Free(geometrystring);
1746         if (fragmentstring)
1747                 Mem_Free(fragmentstring);
1748 }
1749
1750 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1751 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1752 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);}
1753 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);}
1754 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);}
1755 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);}
1756
1757 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1758 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1759 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);}
1760 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);}
1761 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);}
1762 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);}
1763
1764 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1765 {
1766         r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1767         if (r_hlsl_permutation != perm)
1768         {
1769                 r_hlsl_permutation = perm;
1770                 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1771                 {
1772                         if (!r_hlsl_permutation->compiled)
1773                                 R_HLSL_CompilePermutation(perm, mode, permutation);
1774                         if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1775                         {
1776                                 // remove features until we find a valid permutation
1777                                 int i;
1778                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1779                                 {
1780                                         // reduce i more quickly whenever it would not remove any bits
1781                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1782                                         if (!(permutation & j))
1783                                                 continue;
1784                                         permutation -= j;
1785                                         r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1786                                         if (!r_hlsl_permutation->compiled)
1787                                                 R_HLSL_CompilePermutation(perm, mode, permutation);
1788                                         if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1789                                                 break;
1790                                 }
1791                                 if (i >= SHADERPERMUTATION_COUNT)
1792                                 {
1793                                         //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1794                                         r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1795                                         return; // no bit left to clear, entire mode is broken
1796                                 }
1797                         }
1798                 }
1799                 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1800                 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1801         }
1802         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1803         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1804         hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1805 }
1806 #endif
1807
1808 void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1809 {
1810         DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1811         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1812         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1813         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1814 }
1815
1816 void R_GLSL_Restart_f(void)
1817 {
1818         unsigned int i, limit;
1819         if (glslshaderstring && glslshaderstring != builtinshaderstring)
1820                 Mem_Free(glslshaderstring);
1821         glslshaderstring = NULL;
1822         if (hlslshaderstring && hlslshaderstring != builtinhlslshaderstring)
1823                 Mem_Free(hlslshaderstring);
1824         hlslshaderstring = NULL;
1825         switch(vid.renderpath)
1826         {
1827         case RENDERPATH_D3D9:
1828 #ifdef SUPPORTD3D
1829                 {
1830                         r_hlsl_permutation_t *p;
1831                         r_hlsl_permutation = NULL;
1832                         limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1833                         for (i = 0;i < limit;i++)
1834                         {
1835                                 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1836                                 {
1837                                         if (p->vertexshader)
1838                                                 IDirect3DVertexShader9_Release(p->vertexshader);
1839                                         if (p->pixelshader)
1840                                                 IDirect3DPixelShader9_Release(p->pixelshader);
1841                                         Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1842                                 }
1843                         }
1844                         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1845                 }
1846 #endif
1847                 break;
1848         case RENDERPATH_D3D10:
1849                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1850                 break;
1851         case RENDERPATH_D3D11:
1852                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1853                 break;
1854         case RENDERPATH_GL20:
1855         case RENDERPATH_GLES2:
1856                 {
1857                         r_glsl_permutation_t *p;
1858                         r_glsl_permutation = NULL;
1859                         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1860                         for (i = 0;i < limit;i++)
1861                         {
1862                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1863                                 {
1864                                         GL_Backend_FreeProgram(p->program);
1865                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1866                                 }
1867                         }
1868                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1869                 }
1870                 break;
1871         case RENDERPATH_GL11:
1872         case RENDERPATH_GL13:
1873         case RENDERPATH_GLES1:
1874                 break;
1875         case RENDERPATH_SOFT:
1876                 break;
1877         }
1878 }
1879
1880 void R_GLSL_DumpShader_f(void)
1881 {
1882         int i;
1883         qfile_t *file;
1884
1885         file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1886         if (file)
1887         {
1888                 FS_Print(file, "/* The engine may define the following macros:\n");
1889                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1890                 for (i = 0;i < SHADERMODE_COUNT;i++)
1891                         FS_Print(file, glslshadermodeinfo[i].pretext);
1892                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1893                         FS_Print(file, shaderpermutationinfo[i].pretext);
1894                 FS_Print(file, "*/\n");
1895                 FS_Print(file, builtinshaderstring);
1896                 FS_Close(file);
1897                 Con_Printf("glsl/default.glsl written\n");
1898         }
1899         else
1900                 Con_Printf("failed to write to glsl/default.glsl\n");
1901
1902         file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
1903         if (file)
1904         {
1905                 FS_Print(file, "/* The engine may define the following macros:\n");
1906                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1907                 for (i = 0;i < SHADERMODE_COUNT;i++)
1908                         FS_Print(file, hlslshadermodeinfo[i].pretext);
1909                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1910                         FS_Print(file, shaderpermutationinfo[i].pretext);
1911                 FS_Print(file, "*/\n");
1912                 FS_Print(file, builtinhlslshaderstring);
1913                 FS_Close(file);
1914                 Con_Printf("hlsl/default.hlsl written\n");
1915         }
1916         else
1917                 Con_Printf("failed to write to hlsl/default.hlsl\n");
1918 }
1919
1920 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy)
1921 {
1922         unsigned int permutation = 0;
1923         if (r_trippy.integer && !notrippy)
1924                 permutation |= SHADERPERMUTATION_TRIPPY;
1925         permutation |= SHADERPERMUTATION_VIEWTINT;
1926         if (first)
1927                 permutation |= SHADERPERMUTATION_DIFFUSE;
1928         if (second)
1929                 permutation |= SHADERPERMUTATION_SPECULAR;
1930         if (texturemode == GL_MODULATE)
1931                 permutation |= SHADERPERMUTATION_COLORMAPPING;
1932         else if (texturemode == GL_ADD)
1933                 permutation |= SHADERPERMUTATION_GLOW;
1934         else if (texturemode == GL_DECAL)
1935                 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1936         if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1937                 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1938         if (!second)
1939                 texturemode = GL_MODULATE;
1940         if (vid.allowalphatocoverage)
1941                 GL_AlphaToCoverage(false);
1942         switch (vid.renderpath)
1943         {
1944         case RENDERPATH_D3D9:
1945 #ifdef SUPPORTD3D
1946                 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
1947                 R_Mesh_TexBind(GL20TU_FIRST , first );
1948                 R_Mesh_TexBind(GL20TU_SECOND, second);
1949                 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
1950                         R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1951 #endif
1952                 break;
1953         case RENDERPATH_D3D10:
1954                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1955                 break;
1956         case RENDERPATH_D3D11:
1957                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1958                 break;
1959         case RENDERPATH_GL20:
1960         case RENDERPATH_GLES2:
1961                 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1962                 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
1963                 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
1964                 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1965                         R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1966                 break;
1967         case RENDERPATH_GL13:
1968         case RENDERPATH_GLES1:
1969                 R_Mesh_TexBind(0, first );
1970                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
1971                 R_Mesh_TexBind(1, second);
1972                 if (second)
1973                         R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
1974                 break;
1975         case RENDERPATH_GL11:
1976                 R_Mesh_TexBind(0, first );
1977                 break;
1978         case RENDERPATH_SOFT:
1979                 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
1980                 R_Mesh_TexBind(GL20TU_FIRST , first );
1981                 R_Mesh_TexBind(GL20TU_SECOND, second);
1982                 break;
1983         }
1984 }
1985
1986 void R_SetupShader_DepthOrShadow(qboolean notrippy)
1987 {
1988         unsigned int permutation = 0;
1989         if (r_trippy.integer && !notrippy)
1990                 permutation |= SHADERPERMUTATION_TRIPPY;
1991         if (vid.allowalphatocoverage)
1992                 GL_AlphaToCoverage(false);
1993         switch (vid.renderpath)
1994         {
1995         case RENDERPATH_D3D9:
1996 #ifdef SUPPORTD3D
1997                 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1998 #endif
1999                 break;
2000         case RENDERPATH_D3D10:
2001                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2002                 break;
2003         case RENDERPATH_D3D11:
2004                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2005                 break;
2006         case RENDERPATH_GL20:
2007         case RENDERPATH_GLES2:
2008                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2009                 break;
2010         case RENDERPATH_GL13:
2011         case RENDERPATH_GLES1:
2012                 R_Mesh_TexBind(0, 0);
2013                 R_Mesh_TexBind(1, 0);
2014                 break;
2015         case RENDERPATH_GL11:
2016                 R_Mesh_TexBind(0, 0);
2017                 break;
2018         case RENDERPATH_SOFT:
2019                 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2020                 break;
2021         }
2022 }
2023
2024 void R_SetupShader_ShowDepth(qboolean notrippy)
2025 {
2026         int permutation = 0;
2027         if (r_trippy.integer && !notrippy)
2028                 permutation |= SHADERPERMUTATION_TRIPPY;
2029         if (vid.allowalphatocoverage)
2030                 GL_AlphaToCoverage(false);
2031         switch (vid.renderpath)
2032         {
2033         case RENDERPATH_D3D9:
2034 #ifdef SUPPORTHLSL
2035                 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, permutation);
2036 #endif
2037                 break;
2038         case RENDERPATH_D3D10:
2039                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2040                 break;
2041         case RENDERPATH_D3D11:
2042                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2043                 break;
2044         case RENDERPATH_GL20:
2045         case RENDERPATH_GLES2:
2046                 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, permutation);
2047                 break;
2048         case RENDERPATH_GL13:
2049         case RENDERPATH_GLES1:
2050                 break;
2051         case RENDERPATH_GL11:
2052                 break;
2053         case RENDERPATH_SOFT:
2054                 R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, permutation);
2055                 break;
2056         }
2057 }
2058
2059 extern qboolean r_shadow_usingdeferredprepass;
2060 extern cvar_t r_shadow_deferred_8bitrange;
2061 extern rtexture_t *r_shadow_attenuationgradienttexture;
2062 extern rtexture_t *r_shadow_attenuation2dtexture;
2063 extern rtexture_t *r_shadow_attenuation3dtexture;
2064 extern qboolean r_shadow_usingshadowmap2d;
2065 extern qboolean r_shadow_usingshadowmaportho;
2066 extern float r_shadow_shadowmap_texturescale[2];
2067 extern float r_shadow_shadowmap_parameters[4];
2068 extern qboolean r_shadow_shadowmapvsdct;
2069 extern qboolean r_shadow_shadowmapsampler;
2070 extern int r_shadow_shadowmappcf;
2071 extern rtexture_t *r_shadow_shadowmap2dtexture;
2072 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
2073 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2074 extern matrix4x4_t r_shadow_shadowmapmatrix;
2075 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2076 extern int r_shadow_prepass_width;
2077 extern int r_shadow_prepass_height;
2078 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
2079 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2080 extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
2081 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2082 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2083
2084 #define BLENDFUNC_ALLOWS_COLORMOD      1
2085 #define BLENDFUNC_ALLOWS_FOG           2
2086 #define BLENDFUNC_ALLOWS_FOG_HACK0     4
2087 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2088 #define BLENDFUNC_ALLOWS_ANYFOG        (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2089 static int R_BlendFuncFlags(int src, int dst)
2090 {
2091         int r = 0;
2092
2093         // a blendfunc allows colormod if:
2094         // a) it can never keep the destination pixel invariant, or
2095         // b) it can keep the destination pixel invariant, and still can do so if colormodded
2096         // this is to prevent unintended side effects from colormod
2097
2098         // a blendfunc allows fog if:
2099         // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2100         // this is to prevent unintended side effects from fog
2101
2102         // these checks are the output of fogeval.pl
2103
2104         r |= BLENDFUNC_ALLOWS_COLORMOD;
2105         if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2106         if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2107         if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2108         if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2109         if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2110         if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2111         if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2112         if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2113         if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2114         if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2115         if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2116         if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2117         if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2118         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2119         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2120         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2121         if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2122         if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2123         if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2124         if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2125         if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2126
2127         return r;
2128 }
2129
2130 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)
2131 {
2132         // select a permutation of the lighting shader appropriate to this
2133         // combination of texture, entity, light source, and fogging, only use the
2134         // minimum features necessary to avoid wasting rendering time in the
2135         // fragment shader on features that are not being used
2136         unsigned int permutation = 0;
2137         unsigned int mode = 0;
2138         int blendfuncflags;
2139         static float dummy_colormod[3] = {1, 1, 1};
2140         float *colormod = rsurface.colormod;
2141         float m16f[16];
2142         matrix4x4_t tempmatrix;
2143         r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2144         if (r_trippy.integer && !notrippy)
2145                 permutation |= SHADERPERMUTATION_TRIPPY;
2146         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2147                 permutation |= SHADERPERMUTATION_ALPHAKILL;
2148         if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2149                 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2150         if (rsurfacepass == RSURFPASS_BACKGROUND)
2151         {
2152                 // distorted background
2153                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2154                 {
2155                         mode = SHADERMODE_WATER;
2156                         if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2157                         {
2158                                 // this is the right thing to do for wateralpha
2159                                 GL_BlendFunc(GL_ONE, GL_ZERO);
2160                                 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2161                         }
2162                         else
2163                         {
2164                                 // this is the right thing to do for entity alpha
2165                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2166                                 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2167                         }
2168                 }
2169                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2170                 {
2171                         mode = SHADERMODE_REFRACTION;
2172                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2173                         blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2174                 }
2175                 else
2176                 {
2177                         mode = SHADERMODE_GENERIC;
2178                         permutation |= SHADERPERMUTATION_DIFFUSE;
2179                         GL_BlendFunc(GL_ONE, GL_ZERO);
2180                         blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2181                 }
2182                 if (vid.allowalphatocoverage)
2183                         GL_AlphaToCoverage(false);
2184         }
2185         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2186         {
2187                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2188                 {
2189                         switch(rsurface.texture->offsetmapping)
2190                         {
2191                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2192                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2193                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2194                         case OFFSETMAPPING_OFF: break;
2195                         }
2196                 }
2197                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2198                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2199                 // normalmap (deferred prepass), may use alpha test on diffuse
2200                 mode = SHADERMODE_DEFERREDGEOMETRY;
2201                 GL_BlendFunc(GL_ONE, GL_ZERO);
2202                 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2203                 if (vid.allowalphatocoverage)
2204                         GL_AlphaToCoverage(false);
2205         }
2206         else if (rsurfacepass == RSURFPASS_RTLIGHT)
2207         {
2208                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2209                 {
2210                         switch(rsurface.texture->offsetmapping)
2211                         {
2212                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2213                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2214                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2215                         case OFFSETMAPPING_OFF: break;
2216                         }
2217                 }
2218                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2219                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2220                 // light source
2221                 mode = SHADERMODE_LIGHTSOURCE;
2222                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2223                         permutation |= SHADERPERMUTATION_CUBEFILTER;
2224                 if (diffusescale > 0)
2225                         permutation |= SHADERPERMUTATION_DIFFUSE;
2226                 if (specularscale > 0)
2227                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2228                 if (r_refdef.fogenabled)
2229                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2230                 if (rsurface.texture->colormapping)
2231                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2232                 if (r_shadow_usingshadowmap2d)
2233                 {
2234                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2235                         if(r_shadow_shadowmapvsdct)
2236                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2237
2238                         if (r_shadow_shadowmapsampler)
2239                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2240                         if (r_shadow_shadowmappcf > 1)
2241                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2242                         else if (r_shadow_shadowmappcf)
2243                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2244                 }
2245                 if (rsurface.texture->reflectmasktexture)
2246                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2247                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2248                 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2249                 if (vid.allowalphatocoverage)
2250                         GL_AlphaToCoverage(false);
2251         }
2252         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2253         {
2254                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2255                 {
2256                         switch(rsurface.texture->offsetmapping)
2257                         {
2258                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2259                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2260                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2261                         case OFFSETMAPPING_OFF: break;
2262                         }
2263                 }
2264                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2265                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2266                 // unshaded geometry (fullbright or ambient model lighting)
2267                 mode = SHADERMODE_FLATCOLOR;
2268                 ambientscale = diffusescale = specularscale = 0;
2269                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2270                         permutation |= SHADERPERMUTATION_GLOW;
2271                 if (r_refdef.fogenabled)
2272                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2273                 if (rsurface.texture->colormapping)
2274                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2275                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2276                 {
2277                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2278                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2279
2280                         if (r_shadow_shadowmapsampler)
2281                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2282                         if (r_shadow_shadowmappcf > 1)
2283                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2284                         else if (r_shadow_shadowmappcf)
2285                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2286                 }
2287                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2288                         permutation |= SHADERPERMUTATION_REFLECTION;
2289                 if (rsurface.texture->reflectmasktexture)
2290                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2291                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2292                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2293                 // when using alphatocoverage, we don't need alphakill
2294                 if (vid.allowalphatocoverage)
2295                 {
2296                         if (r_transparent_alphatocoverage.integer)
2297                         {
2298                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2299                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2300                         }
2301                         else
2302                                 GL_AlphaToCoverage(false);
2303                 }
2304         }
2305         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2306         {
2307                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2308                 {
2309                         switch(rsurface.texture->offsetmapping)
2310                         {
2311                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2312                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2313                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2314                         case OFFSETMAPPING_OFF: break;
2315                         }
2316                 }
2317                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2318                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2319                 // directional model lighting
2320                 mode = SHADERMODE_LIGHTDIRECTION;
2321                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2322                         permutation |= SHADERPERMUTATION_GLOW;
2323                 permutation |= SHADERPERMUTATION_DIFFUSE;
2324                 if (specularscale > 0)
2325                         permutation |= SHADERPERMUTATION_SPECULAR;
2326                 if (r_refdef.fogenabled)
2327                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2328                 if (rsurface.texture->colormapping)
2329                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2330                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2331                 {
2332                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2333                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2334
2335                         if (r_shadow_shadowmapsampler)
2336                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2337                         if (r_shadow_shadowmappcf > 1)
2338                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2339                         else if (r_shadow_shadowmappcf)
2340                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2341                 }
2342                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2343                         permutation |= SHADERPERMUTATION_REFLECTION;
2344                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2345                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2346                 if (rsurface.texture->reflectmasktexture)
2347                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2348                 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2349                 {
2350                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
2351                         if (r_shadow_bouncegriddirectional)
2352                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2353                 }
2354                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2355                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2356                 // when using alphatocoverage, we don't need alphakill
2357                 if (vid.allowalphatocoverage)
2358                 {
2359                         if (r_transparent_alphatocoverage.integer)
2360                         {
2361                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2362                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2363                         }
2364                         else
2365                                 GL_AlphaToCoverage(false);
2366                 }
2367         }
2368         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2369         {
2370                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2371                 {
2372                         switch(rsurface.texture->offsetmapping)
2373                         {
2374                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2375                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2376                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2377                         case OFFSETMAPPING_OFF: break;
2378                         }
2379                 }
2380                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2381                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2382                 // ambient model lighting
2383                 mode = SHADERMODE_LIGHTDIRECTION;
2384                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2385                         permutation |= SHADERPERMUTATION_GLOW;
2386                 if (r_refdef.fogenabled)
2387                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2388                 if (rsurface.texture->colormapping)
2389                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2390                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2391                 {
2392                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2393                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2394
2395                         if (r_shadow_shadowmapsampler)
2396                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2397                         if (r_shadow_shadowmappcf > 1)
2398                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2399                         else if (r_shadow_shadowmappcf)
2400                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2401                 }
2402                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2403                         permutation |= SHADERPERMUTATION_REFLECTION;
2404                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2405                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2406                 if (rsurface.texture->reflectmasktexture)
2407                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2408                 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2409                 {
2410                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
2411                         if (r_shadow_bouncegriddirectional)
2412                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2413                 }
2414                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2415                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2416                 // when using alphatocoverage, we don't need alphakill
2417                 if (vid.allowalphatocoverage)
2418                 {
2419                         if (r_transparent_alphatocoverage.integer)
2420                         {
2421                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2422                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2423                         }
2424                         else
2425                                 GL_AlphaToCoverage(false);
2426                 }
2427         }
2428         else
2429         {
2430                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2431                 {
2432                         switch(rsurface.texture->offsetmapping)
2433                         {
2434                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2435                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2436                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2437                         case OFFSETMAPPING_OFF: break;
2438                         }
2439                 }
2440                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2441                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2442                 // lightmapped wall
2443                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2444                         permutation |= SHADERPERMUTATION_GLOW;
2445                 if (r_refdef.fogenabled)
2446                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2447                 if (rsurface.texture->colormapping)
2448                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2449                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2450                 {
2451                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2452                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2453
2454                         if (r_shadow_shadowmapsampler)
2455                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2456                         if (r_shadow_shadowmappcf > 1)
2457                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2458                         else if (r_shadow_shadowmappcf)
2459                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2460                 }
2461                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2462                         permutation |= SHADERPERMUTATION_REFLECTION;
2463                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2464                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2465                 if (rsurface.texture->reflectmasktexture)
2466                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2467                 if (FAKELIGHT_ENABLED)
2468                 {
2469                         // fake lightmapping (q1bsp, q3bsp, fullbright map)
2470                         mode = SHADERMODE_FAKELIGHT;
2471                         permutation |= SHADERPERMUTATION_DIFFUSE;
2472                         if (specularscale > 0)
2473                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2474                 }
2475                 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2476                 {
2477                         // deluxemapping (light direction texture)
2478                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2479                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2480                         else
2481                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2482                         permutation |= SHADERPERMUTATION_DIFFUSE;
2483                         if (specularscale > 0)
2484                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2485                 }
2486                 else if (r_glsl_deluxemapping.integer >= 2)
2487                 {
2488                         // fake deluxemapping (uniform light direction in tangentspace)
2489                         if (rsurface.uselightmaptexture)
2490                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2491                         else
2492                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2493                         permutation |= SHADERPERMUTATION_DIFFUSE;
2494                         if (specularscale > 0)
2495                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2496                 }
2497                 else if (rsurface.uselightmaptexture)
2498                 {
2499                         // ordinary lightmapping (q1bsp, q3bsp)
2500                         mode = SHADERMODE_LIGHTMAP;
2501                 }
2502                 else
2503                 {
2504                         // ordinary vertex coloring (q3bsp)
2505                         mode = SHADERMODE_VERTEXCOLOR;
2506                 }
2507                 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2508                 {
2509                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
2510                         if (r_shadow_bouncegriddirectional)
2511                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2512                 }
2513                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2514                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2515                 // when using alphatocoverage, we don't need alphakill
2516                 if (vid.allowalphatocoverage)
2517                 {
2518                         if (r_transparent_alphatocoverage.integer)
2519                         {
2520                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2521                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2522                         }
2523                         else
2524                                 GL_AlphaToCoverage(false);
2525                 }
2526         }
2527         if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2528                 colormod = dummy_colormod;
2529         if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2530                 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2531         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2532                 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2533         switch(vid.renderpath)
2534         {
2535         case RENDERPATH_D3D9:
2536 #ifdef SUPPORTD3D
2537                 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);
2538                 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2539                 R_SetupShader_SetPermutationHLSL(mode, permutation);
2540                 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2541                 if (mode == SHADERMODE_LIGHTSOURCE)
2542                 {
2543                         Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2544                         hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2545                 }
2546                 else
2547                 {
2548                         if (mode == SHADERMODE_LIGHTDIRECTION)
2549                         {
2550                                 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2551                         }
2552                 }
2553                 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2554                 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2555                 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2556                 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2557                 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2558
2559                 if (mode == SHADERMODE_LIGHTSOURCE)
2560                 {
2561                         hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2562                         hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2563                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2564                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2565                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2566
2567                         // additive passes are only darkened by fog, not tinted
2568                         hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2569                         hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2570                 }
2571                 else
2572                 {
2573                         if (mode == SHADERMODE_FLATCOLOR)
2574                         {
2575                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2576                         }
2577                         else if (mode == SHADERMODE_LIGHTDIRECTION)
2578                         {
2579                                 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]);
2580                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2581                                 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);
2582                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2583                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2584                                 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2585                                 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2586                         }
2587                         else
2588                         {
2589                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2590                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2591                                 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);
2592                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2593                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2594                         }
2595                         // additive passes are only darkened by fog, not tinted
2596                         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2597                                 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2598                         else
2599                                 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2600                         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);
2601                         hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2602                         hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2603                         hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2604                         hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2605                         hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2606                         hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2607                         hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2608                         if (mode == SHADERMODE_WATER)
2609                                 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2610                 }
2611                 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2612                 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2613                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2614                 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2615                 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2616                 if (rsurface.texture->pantstexture)
2617                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2618                 else
2619                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2620                 if (rsurface.texture->shirttexture)
2621                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2622                 else
2623                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2624                 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2625                 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2626                 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2627                 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2628                 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2629                                 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2630                                 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2631                                 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2632                                 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2633                         );
2634                 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2635                 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2636                 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2637                 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2638
2639                 R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
2640                 R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
2641                 R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
2642                 R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
2643                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
2644                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
2645                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
2646                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
2647                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
2648                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
2649                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
2650                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2651                 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
2652                 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
2653                 R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2654                 R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2655                 if (rsurface.rtlight                                  ) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
2656                 if (rsurfacepass == RSURFPASS_BACKGROUND)
2657                 {
2658                         R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2659                         if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2660                         R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2661                 }
2662                 else
2663                 {
2664                         if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2665                 }
2666 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
2667 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
2668                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
2669                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
2670                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2671                 {
2672                         R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2673                         if (rsurface.rtlight)
2674                         {
2675                                 if (permutation & SHADERPERMUTATION_CUBEFILTER        ) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
2676                                 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT    ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
2677                         }
2678                 }
2679 #endif
2680                 break;
2681         case RENDERPATH_D3D10:
2682                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2683                 break;
2684         case RENDERPATH_D3D11:
2685                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2686                 break;
2687         case RENDERPATH_GL20:
2688         case RENDERPATH_GLES2:
2689                 if (!vid.useinterleavedarrays)
2690                 {
2691                         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);
2692                         R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2693                         R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2694                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2695                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2696                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2697                         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2698                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2699                 }
2700                 else
2701                 {
2702                         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);
2703                         R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2704                 }
2705                 R_SetupShader_SetPermutationGLSL(mode, permutation);
2706                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2707                 if (mode == SHADERMODE_LIGHTSOURCE)
2708                 {
2709                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2710                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2711                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2712                         if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2713                         if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2714                         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);
2715         
2716                         // additive passes are only darkened by fog, not tinted
2717                         if (r_glsl_permutation->loc_FogColor >= 0)
2718                                 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2719                         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);
2720                 }
2721                 else
2722                 {
2723                         if (mode == SHADERMODE_FLATCOLOR)
2724                         {
2725                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2726                         }
2727                         else if (mode == SHADERMODE_LIGHTDIRECTION)
2728                         {
2729                                 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]);
2730                                 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]);
2731                                 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);
2732                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2733                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2734                                 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]);
2735                                 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]);
2736                         }
2737                         else
2738                         {
2739                                 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]);
2740                                 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]);
2741                                 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);
2742                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2743                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2744                         }
2745                         // additive passes are only darkened by fog, not tinted
2746                         if (r_glsl_permutation->loc_FogColor >= 0)
2747                         {
2748                                 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2749                                         qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2750                                 else
2751                                         qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2752                         }
2753                         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);
2754                         if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2755                         if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2756                         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]);
2757                         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]);
2758                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2759                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2760                         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);
2761                         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]);
2762                 }
2763                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2764                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2765                 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2766                 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]);
2767                 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]);
2768
2769                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2770                 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2771                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2772                 if (r_glsl_permutation->loc_Color_Pants >= 0)
2773                 {
2774                         if (rsurface.texture->pantstexture)
2775                                 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2776                         else
2777                                 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2778                 }
2779                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2780                 {
2781                         if (rsurface.texture->shirttexture)
2782                                 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2783                         else
2784                                 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2785                 }
2786                 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]);
2787                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2788                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2789                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2790                 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2791                                 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2792                                 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2793                                 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2794                                 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2795                         );
2796                 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2797                 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2798                 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]);
2799                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2800                 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);}
2801                 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2802
2803                 if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First            , r_texture_white                                     );
2804                 if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second           , r_texture_white                                     );
2805                 if (r_glsl_permutation->tex_Texture_GammaRamps      >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps       , r_texture_gammaramps                                );
2806                 if (r_glsl_permutation->tex_Texture_Normal          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal           , rsurface.texture->nmaptexture                       );
2807                 if (r_glsl_permutation->tex_Texture_Color           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color            , rsurface.texture->basetexture                       );
2808                 if (r_glsl_permutation->tex_Texture_Gloss           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss            , rsurface.texture->glosstexture                      );
2809                 if (r_glsl_permutation->tex_Texture_Glow            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow             , rsurface.texture->glowtexture                       );
2810                 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal  , rsurface.texture->backgroundnmaptexture             );
2811                 if (r_glsl_permutation->tex_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor   , rsurface.texture->backgroundbasetexture             );
2812                 if (r_glsl_permutation->tex_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss   , rsurface.texture->backgroundglosstexture            );
2813                 if (r_glsl_permutation->tex_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow    , rsurface.texture->backgroundglowtexture             );
2814                 if (r_glsl_permutation->tex_Texture_Pants           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants            , rsurface.texture->pantstexture                      );
2815                 if (r_glsl_permutation->tex_Texture_Shirt           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt            , rsurface.texture->shirttexture                      );
2816                 if (r_glsl_permutation->tex_Texture_ReflectMask     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask      , rsurface.texture->reflectmasktexture                );
2817                 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);
2818                 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture                          );
2819                 if (r_glsl_permutation->tex_Texture_FogMask         >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask          , r_texture_fogattenuation                            );
2820                 if (r_glsl_permutation->tex_Texture_Lightmap        >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap         , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2821                 if (r_glsl_permutation->tex_Texture_Deluxemap       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap        , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2822                 if (r_glsl_permutation->tex_Texture_Attenuation     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation      , r_shadow_attenuationgradienttexture                 );
2823                 if (rsurfacepass == RSURFPASS_BACKGROUND)
2824                 {
2825                         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);
2826                         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);
2827                         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);
2828                 }
2829                 else
2830                 {
2831                         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);
2832                 }
2833                 if (r_glsl_permutation->tex_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth       , r_shadow_prepassgeometrydepthtexture                );
2834                 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap   , r_shadow_prepassgeometrynormalmaptexture            );
2835                 if (r_glsl_permutation->tex_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse     , r_shadow_prepasslightingdiffusetexture              );
2836                 if (r_glsl_permutation->tex_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular    , r_shadow_prepasslightingspeculartexture             );
2837                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2838                 {
2839                         if (r_glsl_permutation->tex_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2dtexture                         );
2840                         if (rsurface.rtlight)
2841                         {
2842                                 if (r_glsl_permutation->tex_Texture_Cube            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube              , rsurface.rtlight->currentcubemap                    );
2843                                 if (r_glsl_permutation->tex_Texture_CubeProjection  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection    , r_shadow_shadowmapvsdcttexture                      );
2844                         }
2845                 }
2846                 if (r_glsl_permutation->tex_Texture_BounceGrid  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2847                 CHECKGLERROR
2848                 break;
2849         case RENDERPATH_GL11:
2850         case RENDERPATH_GL13:
2851         case RENDERPATH_GLES1:
2852                 break;
2853         case RENDERPATH_SOFT:
2854                 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);
2855                 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2856                 R_SetupShader_SetPermutationSoft(mode, permutation);
2857                 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2858                 if (mode == SHADERMODE_LIGHTSOURCE)
2859                 {
2860                         {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2861                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2862                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2863                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2864                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2865                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2866         
2867                         // additive passes are only darkened by fog, not tinted
2868                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2869                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2870                 }
2871                 else
2872                 {
2873                         if (mode == SHADERMODE_FLATCOLOR)
2874                         {
2875                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2876                         }
2877                         else if (mode == SHADERMODE_LIGHTDIRECTION)
2878                         {
2879                                 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]);
2880                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2881                                 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);
2882                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2883                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2884                                 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]);
2885                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2886                         }
2887                         else
2888                         {
2889                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2890                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2891                                 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);
2892                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2893                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2894                         }
2895                         // additive passes are only darkened by fog, not tinted
2896                         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2897                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2898                         else
2899                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2900                         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);
2901                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2902                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2903                         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]);
2904                         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]);
2905                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2906                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2907                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2908                         DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2909                 }
2910                 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2911                 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2912                 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2913                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2914                 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]);
2915
2916                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2917                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2918                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2919                 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2920                 {
2921                         if (rsurface.texture->pantstexture)
2922                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2923                         else
2924                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2925                 }
2926                 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2927                 {
2928                         if (rsurface.texture->shirttexture)
2929                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2930                         else
2931                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2932                 }
2933                 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2934                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2935                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2936                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2937                 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2938                                 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2939                                 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2940                                 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2941                                 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2942                         );
2943                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2944                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
2945                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2946                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2947
2948                 R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
2949                 R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
2950                 R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
2951                 R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
2952                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
2953                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
2954                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
2955                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
2956                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
2957                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
2958                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
2959                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2960                 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
2961                 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
2962                 R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2963                 R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2964                 if (rsurface.rtlight                                  ) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
2965                 if (rsurfacepass == RSURFPASS_BACKGROUND)
2966                 {
2967                         R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2968                         if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2969                         R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2970                 }
2971                 else
2972                 {
2973                         if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2974                 }
2975 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
2976 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
2977                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
2978                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
2979                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2980                 {
2981                         R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2982                         if (rsurface.rtlight)
2983                         {
2984                                 if (permutation & SHADERPERMUTATION_CUBEFILTER        ) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
2985                                 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT    ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
2986                         }
2987                 }
2988                 break;
2989         }
2990 }
2991
2992 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2993 {
2994         // select a permutation of the lighting shader appropriate to this
2995         // combination of texture, entity, light source, and fogging, only use the
2996         // minimum features necessary to avoid wasting rendering time in the
2997         // fragment shader on features that are not being used
2998         unsigned int permutation = 0;
2999         unsigned int mode = 0;
3000         const float *lightcolorbase = rtlight->currentcolor;
3001         float ambientscale = rtlight->ambientscale;
3002         float diffusescale = rtlight->diffusescale;
3003         float specularscale = rtlight->specularscale;
3004         // this is the location of the light in view space
3005         vec3_t viewlightorigin;
3006         // this transforms from view space (camera) to light space (cubemap)
3007         matrix4x4_t viewtolight;
3008         matrix4x4_t lighttoview;
3009         float viewtolight16f[16];
3010         float range = 1.0f / r_shadow_deferred_8bitrange.value;
3011         // light source
3012         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
3013         if (rtlight->currentcubemap != r_texture_whitecube)
3014                 permutation |= SHADERPERMUTATION_CUBEFILTER;
3015         if (diffusescale > 0)
3016                 permutation |= SHADERPERMUTATION_DIFFUSE;
3017         if (specularscale > 0 && r_shadow_gloss.integer > 0)
3018                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
3019         if (r_shadow_usingshadowmap2d)
3020         {
3021                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3022                 if (r_shadow_shadowmapvsdct)
3023                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3024
3025                 if (r_shadow_shadowmapsampler)
3026                         permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
3027                 if (r_shadow_shadowmappcf > 1)
3028                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
3029                 else if (r_shadow_shadowmappcf)
3030                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
3031         }
3032         if (vid.allowalphatocoverage)
3033                 GL_AlphaToCoverage(false);
3034         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3035         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3036         Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3037         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3038         switch(vid.renderpath)
3039         {
3040         case RENDERPATH_D3D9:
3041 #ifdef SUPPORTD3D
3042                 R_SetupShader_SetPermutationHLSL(mode, permutation);
3043                 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3044                 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3045                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
3046                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
3047                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3048                 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3049                 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3050                 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);
3051                 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3052                 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3053
3054                 R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
3055                 R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthcolortexture           );
3056                 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
3057                 R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
3058                 R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dcolortexture                    );
3059                 R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
3060 #endif
3061                 break;
3062         case RENDERPATH_D3D10:
3063                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3064                 break;
3065         case RENDERPATH_D3D11:
3066                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3067                 break;
3068         case RENDERPATH_GL20:
3069         case RENDERPATH_GLES2:
3070                 R_SetupShader_SetPermutationGLSL(mode, permutation);
3071                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3f(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3072                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
3073                 if (r_glsl_permutation->loc_DeferredColor_Ambient     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
3074                 if (r_glsl_permutation->loc_DeferredColor_Diffuse     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
3075                 if (r_glsl_permutation->loc_DeferredColor_Specular    >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Specular   , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3076                 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]);
3077                 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]);
3078                 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);
3079                 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]);
3080                 if (r_glsl_permutation->loc_PixelToScreenTexCoord     >= 0) qglUniform2f(       r_glsl_permutation->loc_PixelToScreenTexCoord    , 1.0f/vid.width, 1.0f/vid.height);
3081
3082                 if (r_glsl_permutation->tex_Texture_Attenuation       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation        , r_shadow_attenuationgradienttexture                 );
3083                 if (r_glsl_permutation->tex_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth        , r_shadow_prepassgeometrydepthtexture                );
3084                 if (r_glsl_permutation->tex_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap    , r_shadow_prepassgeometrynormalmaptexture            );
3085                 if (r_glsl_permutation->tex_Texture_Cube              >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube               , rsurface.rtlight->currentcubemap                    );
3086                 if (r_glsl_permutation->tex_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D        , r_shadow_shadowmap2dtexture                         );
3087                 if (r_glsl_permutation->tex_Texture_CubeProjection    >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection     , r_shadow_shadowmapvsdcttexture                      );
3088                 break;
3089         case RENDERPATH_GL11:
3090         case RENDERPATH_GL13:
3091         case RENDERPATH_GLES1:
3092                 break;
3093         case RENDERPATH_SOFT:
3094                 R_SetupShader_SetPermutationGLSL(mode, permutation);
3095                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3096                 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1            , 1, false, viewtolight16f);
3097                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
3098                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
3099                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Specular   , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3100                 DPSOFTRAST_Uniform2f(       DPSOFTRAST_UNIFORM_ShadowMap_TextureScale   , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3101                 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]);
3102                 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);
3103                 DPSOFTRAST_Uniform2f(       DPSOFTRAST_UNIFORM_ScreenToDepth            , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3104                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3105
3106                 R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
3107                 R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
3108                 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
3109                 R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
3110                 R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
3111                 R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
3112                 break;
3113         }
3114 }
3115
3116 #define SKINFRAME_HASH 1024
3117
3118 typedef struct
3119 {
3120         int loadsequence; // incremented each level change
3121         memexpandablearray_t array;
3122         skinframe_t *hash[SKINFRAME_HASH];
3123 }
3124 r_skinframe_t;
3125 r_skinframe_t r_skinframe;
3126
3127 void R_SkinFrame_PrepareForPurge(void)
3128 {
3129         r_skinframe.loadsequence++;
3130         // wrap it without hitting zero
3131         if (r_skinframe.loadsequence >= 200)
3132                 r_skinframe.loadsequence = 1;
3133 }
3134
3135 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3136 {
3137         if (!skinframe)
3138                 return;
3139         // mark the skinframe as used for the purging code
3140         skinframe->loadsequence = r_skinframe.loadsequence;
3141 }
3142
3143 void R_SkinFrame_Purge(void)
3144 {
3145         int i;
3146         skinframe_t *s;
3147         for (i = 0;i < SKINFRAME_HASH;i++)
3148         {
3149                 for (s = r_skinframe.hash[i];s;s = s->next)
3150                 {
3151                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3152                         {
3153                                 if (s->merged == s->base)
3154                                         s->merged = NULL;
3155                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3156                                 R_PurgeTexture(s->stain );s->stain  = NULL;
3157                                 R_PurgeTexture(s->merged);s->merged = NULL;
3158                                 R_PurgeTexture(s->base  );s->base   = NULL;
3159                                 R_PurgeTexture(s->pants );s->pants  = NULL;
3160                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
3161                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
3162                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
3163                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
3164                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
3165                                 R_PurgeTexture(s->reflect);s->reflect = NULL;
3166                                 s->loadsequence = 0;
3167                         }
3168                 }
3169         }
3170 }
3171
3172 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3173         skinframe_t *item;
3174         char basename[MAX_QPATH];
3175
3176         Image_StripImageExtension(name, basename, sizeof(basename));
3177
3178         if( last == NULL ) {
3179                 int hashindex;
3180                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3181                 item = r_skinframe.hash[hashindex];
3182         } else {
3183                 item = last->next;
3184         }
3185
3186         // linearly search through the hash bucket
3187         for( ; item ; item = item->next ) {
3188                 if( !strcmp( item->basename, basename ) ) {
3189                         return item;
3190                 }
3191         }
3192         return NULL;
3193 }
3194
3195 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3196 {
3197         skinframe_t *item;
3198         int hashindex;
3199         char basename[MAX_QPATH];
3200
3201         Image_StripImageExtension(name, basename, sizeof(basename));
3202
3203         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3204         for (item = r_skinframe.hash[hashindex];item;item = item->next)
3205                 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3206                         break;
3207
3208         if (!item) {
3209                 rtexture_t *dyntexture;
3210                 // check whether its a dynamic texture
3211                 dyntexture = CL_GetDynTexture( basename );
3212                 if (!add && !dyntexture)
3213                         return NULL;
3214                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3215                 memset(item, 0, sizeof(*item));
3216                 strlcpy(item->basename, basename, sizeof(item->basename));
3217                 item->base = dyntexture; // either NULL or dyntexture handle
3218                 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3219                 item->comparewidth = comparewidth;
3220                 item->compareheight = compareheight;
3221                 item->comparecrc = comparecrc;
3222                 item->next = r_skinframe.hash[hashindex];
3223                 r_skinframe.hash[hashindex] = item;
3224         }
3225         else if (textureflags & TEXF_FORCE_RELOAD)
3226         {
3227                 rtexture_t *dyntexture;
3228                 // check whether its a dynamic texture
3229                 dyntexture = CL_GetDynTexture( basename );
3230                 if (!add && !dyntexture)
3231                         return NULL;
3232                 if (item->merged == item->base)
3233                         item->merged = NULL;
3234                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3235                 R_PurgeTexture(item->stain );item->stain  = NULL;
3236                 R_PurgeTexture(item->merged);item->merged = NULL;
3237                 R_PurgeTexture(item->base  );item->base   = NULL;
3238                 R_PurgeTexture(item->pants );item->pants  = NULL;
3239                 R_PurgeTexture(item->shirt );item->shirt  = NULL;
3240                 R_PurgeTexture(item->nmap  );item->nmap   = NULL;
3241                 R_PurgeTexture(item->gloss );item->gloss  = NULL;
3242                 R_PurgeTexture(item->glow  );item->glow   = NULL;
3243                 R_PurgeTexture(item->fog   );item->fog    = NULL;
3244         R_PurgeTexture(item->reflect);item->reflect = NULL;
3245                 item->loadsequence = 0;
3246         }
3247         else if( item->base == NULL )
3248         {
3249                 rtexture_t *dyntexture;
3250                 // check whether its a dynamic texture
3251                 // 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]
3252                 dyntexture = CL_GetDynTexture( basename );
3253                 item->base = dyntexture; // either NULL or dyntexture handle
3254         }
3255
3256         R_SkinFrame_MarkUsed(item);
3257         return item;
3258 }
3259
3260 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3261         { \
3262                 unsigned long long avgcolor[5], wsum; \
3263                 int pix, comp, w; \
3264                 avgcolor[0] = 0; \
3265                 avgcolor[1] = 0; \
3266                 avgcolor[2] = 0; \
3267                 avgcolor[3] = 0; \
3268                 avgcolor[4] = 0; \
3269                 wsum = 0; \
3270                 for(pix = 0; pix < cnt; ++pix) \
3271                 { \
3272                         w = 0; \
3273                         for(comp = 0; comp < 3; ++comp) \
3274                                 w += getpixel; \
3275                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3276                         { \
3277                                 ++wsum; \
3278                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3279                                 w = getpixel; \
3280                                 for(comp = 0; comp < 3; ++comp) \
3281                                         avgcolor[comp] += getpixel * w; \
3282                                 avgcolor[3] += w; \
3283                         } \
3284                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3285                         avgcolor[4] += getpixel; \
3286                 } \
3287                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3288                         avgcolor[3] = 1; \
3289                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3290                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3291                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3292                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3293         }
3294
3295 extern cvar_t gl_picmip;
3296 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3297 {
3298         int j;
3299         unsigned char *pixels;
3300         unsigned char *bumppixels;
3301         unsigned char *basepixels = NULL;
3302         int basepixels_width = 0;
3303         int basepixels_height = 0;
3304         skinframe_t *skinframe;
3305         rtexture_t *ddsbase = NULL;
3306         qboolean ddshasalpha = false;
3307         float ddsavgcolor[4];
3308         char basename[MAX_QPATH];
3309         int miplevel = R_PicmipForFlags(textureflags);
3310         int savemiplevel = miplevel;
3311         int mymiplevel;
3312
3313         if (cls.state == ca_dedicated)
3314                 return NULL;
3315
3316         // return an existing skinframe if already loaded
3317         // if loading of the first image fails, don't make a new skinframe as it
3318         // would cause all future lookups of this to be missing
3319         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3320         if (skinframe && skinframe->base)
3321                 return skinframe;
3322
3323         Image_StripImageExtension(name, basename, sizeof(basename));
3324
3325         // check for DDS texture file first
3326         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
3327         {
3328                 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3329                 if (basepixels == NULL)
3330                         return NULL;
3331         }
3332
3333         // FIXME handle miplevel
3334
3335         if (developer_loading.integer)
3336                 Con_Printf("loading skin \"%s\"\n", name);
3337
3338         // we've got some pixels to store, so really allocate this new texture now
3339         if (!skinframe)
3340                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3341         textureflags &= ~TEXF_FORCE_RELOAD;
3342         skinframe->stain = NULL;
3343         skinframe->merged = NULL;
3344         skinframe->base = NULL;
3345         skinframe->pants = NULL;
3346         skinframe->shirt = NULL;
3347         skinframe->nmap = NULL;
3348         skinframe->gloss = NULL;
3349         skinframe->glow = NULL;
3350         skinframe->fog = NULL;
3351         skinframe->reflect = NULL;
3352         skinframe->hasalpha = false;
3353
3354         if (ddsbase)
3355         {
3356                 skinframe->base = ddsbase;
3357                 skinframe->hasalpha = ddshasalpha;
3358                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3359                 if (r_loadfog && skinframe->hasalpha)
3360                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
3361                 //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]);
3362         }
3363         else
3364         {
3365                 basepixels_width = image_width;
3366                 basepixels_height = image_height;
3367                 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);
3368                 if (textureflags & TEXF_ALPHA)
3369                 {
3370                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3371                         {
3372                                 if (basepixels[j] < 255)
3373                                 {
3374                                         skinframe->hasalpha = true;
3375                                         break;
3376                                 }
3377                         }
3378                         if (r_loadfog && skinframe->hasalpha)
3379                         {
3380                                 // has transparent pixels
3381                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3382                                 for (j = 0;j < image_width * image_height * 4;j += 4)
3383                                 {
3384                                         pixels[j+0] = 255;
3385                                         pixels[j+1] = 255;
3386                                         pixels[j+2] = 255;
3387                                         pixels[j+3] = basepixels[j+3];
3388                                 }
3389                                 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3390                                 Mem_Free(pixels);
3391                         }
3392                 }
3393                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3394 #ifndef USE_GLES2
3395                 //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]);
3396                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3397                         R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3398                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3399                         R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3400 #endif
3401         }
3402
3403         if (r_loaddds)
3404         {
3405                 mymiplevel = savemiplevel;
3406                 if (r_loadnormalmap)
3407                         skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
3408                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3409                 if (r_loadgloss)
3410                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3411                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3412                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3413                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3414         }
3415
3416         // _norm is the name used by tenebrae and has been adopted as standard
3417         if (r_loadnormalmap && skinframe->nmap == NULL)
3418         {
3419                 mymiplevel = savemiplevel;
3420                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3421                 {
3422                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%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);
3423                         Mem_Free(pixels);
3424                         pixels = NULL;
3425                 }
3426                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3427                 {
3428                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3429                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3430                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%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);
3431                         Mem_Free(pixels);
3432                         Mem_Free(bumppixels);
3433                 }
3434                 else if (r_shadow_bumpscale_basetexture.value > 0)
3435                 {
3436                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3437                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3438                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%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);
3439                         Mem_Free(pixels);
3440                 }
3441 #ifndef USE_GLES2
3442                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3443                         R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3444 #endif
3445         }
3446
3447         // _luma is supported only for tenebrae compatibility
3448         // _glow is the preferred name
3449         mymiplevel = savemiplevel;
3450         if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow",  skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
3451         {
3452                 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%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);
3453 #ifndef USE_GLES2
3454                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3455                         R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3456 #endif
3457                 Mem_Free(pixels);pixels = NULL;
3458         }
3459
3460         mymiplevel = savemiplevel;
3461         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3462         {
3463                 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%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);
3464 #ifndef USE_GLES2
3465                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3466                         R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3467 #endif
3468                 Mem_Free(pixels);
3469                 pixels = NULL;
3470         }
3471
3472         mymiplevel = savemiplevel;
3473         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3474         {
3475                 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%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);
3476 #ifndef USE_GLES2
3477                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3478                         R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3479 #endif
3480                 Mem_Free(pixels);
3481                 pixels = NULL;
3482         }
3483
3484         mymiplevel = savemiplevel;
3485         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3486         {
3487                 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%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);
3488 #ifndef USE_GLES2
3489                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3490                         R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3491 #endif
3492                 Mem_Free(pixels);
3493                 pixels = NULL;
3494         }
3495
3496         mymiplevel = savemiplevel;
3497         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3498         {
3499                 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%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);
3500 #ifndef USE_GLES2
3501                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3502                         R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3503 #endif
3504                 Mem_Free(pixels);
3505                 pixels = NULL;
3506         }
3507
3508         if (basepixels)
3509                 Mem_Free(basepixels);
3510
3511         return skinframe;
3512 }
3513
3514 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3515 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3516 {
3517         int i;
3518         unsigned char *temp1, *temp2;
3519         skinframe_t *skinframe;
3520
3521         if (cls.state == ca_dedicated)
3522                 return NULL;
3523
3524         // if already loaded just return it, otherwise make a new skinframe
3525         skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3526         if (skinframe && skinframe->base)
3527                 return skinframe;
3528         textureflags &= ~TEXF_FORCE_RELOAD;
3529
3530         skinframe->stain = NULL;
3531         skinframe->merged = NULL;
3532         skinframe->base = NULL;
3533         skinframe->pants = NULL;
3534         skinframe->shirt = NULL;
3535         skinframe->nmap = NULL;
3536         skinframe->gloss = NULL;
3537         skinframe->glow = NULL;
3538         skinframe->fog = NULL;
3539         skinframe->reflect = NULL;
3540         skinframe->hasalpha = false;
3541
3542         // if no data was provided, then clearly the caller wanted to get a blank skinframe
3543         if (!skindata)
3544                 return NULL;
3545
3546         if (developer_loading.integer)
3547                 Con_Printf("loading 32bit skin \"%s\"\n", name);
3548
3549         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3550         {
3551                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3552                 temp2 = temp1 + width * height * 4;
3553                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3554                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3555                 Mem_Free(temp1);
3556         }
3557         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3558         if (textureflags & TEXF_ALPHA)
3559         {
3560                 for (i = 3;i < width * height * 4;i += 4)
3561                 {
3562                         if (skindata[i] < 255)
3563                         {
3564                                 skinframe->hasalpha = true;
3565                                 break;
3566                         }
3567                 }
3568                 if (r_loadfog && skinframe->hasalpha)
3569                 {
3570                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3571                         memcpy(fogpixels, skindata, width * height * 4);
3572                         for (i = 0;i < width * height * 4;i += 4)
3573                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3574                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3575                         Mem_Free(fogpixels);
3576                 }
3577         }
3578
3579         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3580         //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]);
3581
3582         return skinframe;
3583 }
3584
3585 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3586 {
3587         int i;
3588         int featuresmask;
3589         skinframe_t *skinframe;
3590
3591         if (cls.state == ca_dedicated)
3592                 return NULL;
3593
3594         // if already loaded just return it, otherwise make a new skinframe
3595         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3596         if (skinframe && skinframe->base)
3597                 return skinframe;
3598         textureflags &= ~TEXF_FORCE_RELOAD;
3599
3600         skinframe->stain = NULL;
3601         skinframe->merged = NULL;
3602         skinframe->base = NULL;
3603         skinframe->pants = NULL;
3604         skinframe->shirt = NULL;
3605         skinframe->nmap = NULL;
3606         skinframe->gloss = NULL;
3607         skinframe->glow = NULL;
3608         skinframe->fog = NULL;
3609         skinframe->reflect = NULL;
3610         skinframe->hasalpha = false;
3611
3612         // if no data was provided, then clearly the caller wanted to get a blank skinframe
3613         if (!skindata)
3614                 return NULL;
3615
3616         if (developer_loading.integer)
3617                 Con_Printf("loading quake skin \"%s\"\n", name);
3618
3619         // 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)
3620         skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3621         memcpy(skinframe->qpixels, skindata, width*height);
3622         skinframe->qwidth = width;
3623         skinframe->qheight = height;
3624
3625         featuresmask = 0;
3626         for (i = 0;i < width * height;i++)
3627                 featuresmask |= palette_featureflags[skindata[i]];
3628
3629         skinframe->hasalpha = false;
3630         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3631         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3632         skinframe->qgeneratemerged = true;
3633         skinframe->qgeneratebase = skinframe->qhascolormapping;
3634         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3635
3636         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3637         //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]);
3638
3639         return skinframe;
3640 }
3641
3642 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3643 {
3644         int width;
3645         int height;
3646         unsigned char *skindata;
3647
3648         if (!skinframe->qpixels)
3649                 return;
3650
3651         if (!skinframe->qhascolormapping)
3652                 colormapped = false;
3653
3654         if (colormapped)
3655         {
3656                 if (!skinframe->qgeneratebase)
3657                         return;
3658         }
3659         else
3660         {
3661                 if (!skinframe->qgeneratemerged)
3662                         return;
3663         }
3664
3665         width = skinframe->qwidth;
3666         height = skinframe->qheight;
3667         skindata = skinframe->qpixels;
3668
3669         if (skinframe->qgeneratenmap)
3670         {
3671                 unsigned char *temp1, *temp2;
3672                 skinframe->qgeneratenmap = false;
3673                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3674                 temp2 = temp1 + width * height * 4;
3675                 // use either a custom palette or the quake palette
3676                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3677                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3678                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3679                 Mem_Free(temp1);
3680         }
3681
3682         if (skinframe->qgenerateglow)
3683         {
3684                 skinframe->qgenerateglow = false;
3685                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
3686         }
3687
3688         if (colormapped)
3689         {
3690                 skinframe->qgeneratebase = false;
3691                 skinframe->base  = R_LoadTexture2D(r_main_texturepool, va("%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);
3692                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
3693                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
3694         }
3695         else
3696         {
3697                 skinframe->qgeneratemerged = false;
3698                 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);
3699         }
3700
3701         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3702         {
3703                 Mem_Free(skinframe->qpixels);
3704                 skinframe->qpixels = NULL;
3705         }
3706 }
3707
3708 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)
3709 {
3710         int i;
3711         skinframe_t *skinframe;
3712
3713         if (cls.state == ca_dedicated)
3714                 return NULL;
3715
3716         // if already loaded just return it, otherwise make a new skinframe
3717         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3718         if (skinframe && skinframe->base)
3719                 return skinframe;
3720         textureflags &= ~TEXF_FORCE_RELOAD;
3721
3722         skinframe->stain = NULL;
3723         skinframe->merged = NULL;
3724         skinframe->base = NULL;
3725         skinframe->pants = NULL;
3726         skinframe->shirt = NULL;
3727         skinframe->nmap = NULL;
3728         skinframe->gloss = NULL;
3729         skinframe->glow = NULL;
3730         skinframe->fog = NULL;
3731         skinframe->reflect = NULL;
3732         skinframe->hasalpha = false;
3733
3734         // if no data was provided, then clearly the caller wanted to get a blank skinframe
3735         if (!skindata)
3736                 return NULL;
3737
3738         if (developer_loading.integer)
3739                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3740
3741         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3742         if (textureflags & TEXF_ALPHA)
3743         {
3744                 for (i = 0;i < width * height;i++)
3745                 {
3746                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3747                         {
3748                                 skinframe->hasalpha = true;
3749                                 break;
3750                         }
3751                 }
3752                 if (r_loadfog && skinframe->hasalpha)
3753                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3754         }
3755
3756         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3757         //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]);
3758
3759         return skinframe;
3760 }
3761
3762 skinframe_t *R_SkinFrame_LoadMissing(void)
3763 {
3764         skinframe_t *skinframe;
3765
3766         if (cls.state == ca_dedicated)
3767                 return NULL;
3768
3769         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3770         skinframe->stain = NULL;
3771         skinframe->merged = NULL;
3772         skinframe->base = NULL;
3773         skinframe->pants = NULL;
3774         skinframe->shirt = NULL;
3775         skinframe->nmap = NULL;
3776         skinframe->gloss = NULL;
3777         skinframe->glow = NULL;
3778         skinframe->fog = NULL;
3779         skinframe->reflect = NULL;
3780         skinframe->hasalpha = false;
3781
3782         skinframe->avgcolor[0] = rand() / RAND_MAX;
3783         skinframe->avgcolor[1] = rand() / RAND_MAX;
3784         skinframe->avgcolor[2] = rand() / RAND_MAX;
3785         skinframe->avgcolor[3] = 1;
3786
3787         return skinframe;
3788 }
3789
3790 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3791 typedef struct suffixinfo_s
3792 {
3793         const char *suffix;
3794         qboolean flipx, flipy, flipdiagonal;
3795 }
3796 suffixinfo_t;
3797 static suffixinfo_t suffix[3][6] =
3798 {
3799         {
3800                 {"px",   false, false, false},
3801                 {"nx",   false, false, false},
3802                 {"py",   false, false, false},
3803                 {"ny",   false, false, false},
3804                 {"pz",   false, false, false},
3805                 {"nz",   false, false, false}
3806         },
3807         {
3808                 {"posx", false, false, false},
3809                 {"negx", false, false, false},
3810                 {"posy", false, false, false},
3811                 {"negy", false, false, false},
3812                 {"posz", false, false, false},
3813                 {"negz", false, false, false}
3814         },
3815         {
3816                 {"rt",    true, false,  true},
3817                 {"lf",   false,  true,  true},
3818                 {"ft",    true,  true, false},
3819                 {"bk",   false, false, false},
3820                 {"up",    true, false,  true},
3821                 {"dn",    true, false,  true}
3822         }
3823 };
3824
3825 static int componentorder[4] = {0, 1, 2, 3};
3826
3827 rtexture_t *R_LoadCubemap(const char *basename)
3828 {
3829         int i, j, cubemapsize;
3830         unsigned char *cubemappixels, *image_buffer;
3831         rtexture_t *cubemaptexture;
3832         char name[256];
3833         // must start 0 so the first loadimagepixels has no requested width/height
3834         cubemapsize = 0;
3835         cubemappixels = NULL;
3836         cubemaptexture = NULL;
3837         // keep trying different suffix groups (posx, px, rt) until one loads
3838         for (j = 0;j < 3 && !cubemappixels;j++)
3839         {
3840                 // load the 6 images in the suffix group
3841                 for (i = 0;i < 6;i++)
3842                 {
3843                         // generate an image name based on the base and and suffix
3844                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3845                         // load it
3846                         if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3847                         {
3848                                 // an image loaded, make sure width and height are equal
3849                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3850                                 {
3851                                         // if this is the first image to load successfully, allocate the cubemap memory
3852                                         if (!cubemappixels && image_width >= 1)
3853                                         {
3854                                                 cubemapsize = image_width;
3855                                                 // note this clears to black, so unavailable sides are black
3856                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3857                                         }
3858                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3859                                         if (cubemappixels)
3860                                                 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);
3861                                 }
3862                                 else
3863                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3864                                 // free the image
3865                                 Mem_Free(image_buffer);
3866                         }
3867                 }
3868         }
3869         // if a cubemap loaded, upload it
3870         if (cubemappixels)
3871         {
3872                 if (developer_loading.integer)
3873                         Con_Printf("loading cubemap \"%s\"\n", basename);
3874
3875                 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);
3876                 Mem_Free(cubemappixels);
3877         }
3878         else
3879         {
3880                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3881                 if (developer_loading.integer)
3882                 {
3883                         Con_Printf("(tried tried images ");
3884                         for (j = 0;j < 3;j++)
3885                                 for (i = 0;i < 6;i++)
3886                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3887                         Con_Print(" and was unable to find any of them).\n");
3888                 }
3889         }
3890         return cubemaptexture;
3891 }
3892
3893 rtexture_t *R_GetCubemap(const char *basename)
3894 {
3895         int i;
3896         for (i = 0;i < r_texture_numcubemaps;i++)
3897                 if (r_texture_cubemaps[i] != NULL)
3898                         if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3899                                 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3900         if (i >= MAX_CUBEMAPS || !r_main_mempool)
3901                 return r_texture_whitecube;
3902         r_texture_numcubemaps++;
3903         r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3904         strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3905         r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3906         return r_texture_cubemaps[i]->texture;
3907 }
3908
3909 void R_FreeCubemap(const char *basename)
3910 {
3911         int i;
3912
3913         for (i = 0;i < r_texture_numcubemaps;i++)
3914         {
3915                 if (r_texture_cubemaps[i] != NULL)
3916                 {
3917                         if (r_texture_cubemaps[i]->texture)
3918                         {
3919                                 if (developer_loading.integer)
3920                                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename);
3921                                 R_FreeTexture(r_texture_cubemaps[i]->texture);
3922                                 Mem_Free(r_texture_cubemaps[i]);
3923                                 r_texture_cubemaps[i] = NULL;
3924                         }
3925                 }
3926         }
3927 }
3928
3929 void R_FreeCubemaps(void)
3930 {
3931         int i;
3932         for (i = 0;i < r_texture_numcubemaps;i++)
3933         {
3934                 if (developer_loading.integer)
3935                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename);
3936                 if (r_texture_cubemaps[i] != NULL)
3937                 {
3938                         if (r_texture_cubemaps[i]->texture)
3939                                 R_FreeTexture(r_texture_cubemaps[i]->texture);
3940                         Mem_Free(r_texture_cubemaps[i]);
3941                 }
3942         }
3943         r_texture_numcubemaps = 0;
3944 }
3945
3946 void R_Main_FreeViewCache(void)
3947 {
3948         if (r_refdef.viewcache.entityvisible)
3949                 Mem_Free(r_refdef.viewcache.entityvisible);
3950         if (r_refdef.viewcache.world_pvsbits)
3951                 Mem_Free(r_refdef.viewcache.world_pvsbits);
3952         if (r_refdef.viewcache.world_leafvisible)
3953                 Mem_Free(r_refdef.viewcache.world_leafvisible);
3954         if (r_refdef.viewcache.world_surfacevisible)
3955                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3956         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3957 }
3958
3959 void R_Main_ResizeViewCache(void)
3960 {
3961         int numentities = r_refdef.scene.numentities;
3962         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3963         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3964         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3965         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3966         if (r_refdef.viewcache.maxentities < numentities)
3967         {
3968                 r_refdef.viewcache.maxentities = numentities;
3969                 if (r_refdef.viewcache.entityvisible)
3970                         Mem_Free(r_refdef.viewcache.entityvisible);
3971                 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3972         }
3973         if (r_refdef.viewcache.world_numclusters != numclusters)
3974         {
3975                 r_refdef.viewcache.world_numclusters = numclusters;
3976                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3977                 if (r_refdef.viewcache.world_pvsbits)
3978                         Mem_Free(r_refdef.viewcache.world_pvsbits);
3979                 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3980         }
3981         if (r_refdef.viewcache.world_numleafs != numleafs)
3982         {
3983                 r_refdef.viewcache.world_numleafs = numleafs;
3984                 if (r_refdef.viewcache.world_leafvisible)
3985                         Mem_Free(r_refdef.viewcache.world_leafvisible);
3986                 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3987         }
3988         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3989         {
3990                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3991                 if (r_refdef.viewcache.world_surfacevisible)
3992                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
3993                 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3994         }
3995 }
3996
3997 extern rtexture_t *loadingscreentexture;
3998 void gl_main_start(void)
3999 {
4000         loadingscreentexture = NULL;
4001         r_texture_blanknormalmap = NULL;
4002         r_texture_white = NULL;
4003         r_texture_grey128 = NULL;
4004         r_texture_black = NULL;
4005         r_texture_whitecube = NULL;
4006         r_texture_normalizationcube = NULL;
4007         r_texture_fogattenuation = NULL;
4008         r_texture_fogheighttexture = NULL;
4009         r_texture_gammaramps = NULL;
4010         r_texture_numcubemaps = 0;
4011
4012         r_loaddds = r_texture_dds_load.integer != 0;
4013         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
4014
4015         switch(vid.renderpath)
4016         {
4017         case RENDERPATH_GL20:
4018         case RENDERPATH_D3D9:
4019         case RENDERPATH_D3D10:
4020         case RENDERPATH_D3D11:
4021         case RENDERPATH_SOFT:
4022         case RENDERPATH_GLES2:
4023                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4024                 Cvar_SetValueQuick(&gl_combine, 1);
4025                 Cvar_SetValueQuick(&r_glsl, 1);
4026                 r_loadnormalmap = true;
4027                 r_loadgloss = true;
4028                 r_loadfog = false;
4029                 break;
4030         case RENDERPATH_GL13:
4031         case RENDERPATH_GLES1:
4032                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4033                 Cvar_SetValueQuick(&gl_combine, 1);
4034                 Cvar_SetValueQuick(&r_glsl, 0);
4035                 r_loadnormalmap = false;
4036                 r_loadgloss = false;
4037                 r_loadfog = true;
4038                 break;
4039         case RENDERPATH_GL11:
4040                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4041                 Cvar_SetValueQuick(&gl_combine, 0);
4042                 Cvar_SetValueQuick(&r_glsl, 0);
4043                 r_loadnormalmap = false;
4044                 r_loadgloss = false;
4045                 r_loadfog = true;
4046                 break;
4047         }
4048
4049         R_AnimCache_Free();
4050         R_FrameData_Reset();
4051
4052         r_numqueries = 0;
4053         r_maxqueries = 0;
4054         memset(r_queries, 0, sizeof(r_queries));
4055
4056         r_qwskincache = NULL;
4057         r_qwskincache_size = 0;
4058
4059         // due to caching of texture_t references, the collision cache must be reset
4060         Collision_Cache_Reset(true);
4061
4062         // set up r_skinframe loading system for textures
4063         memset(&r_skinframe, 0, sizeof(r_skinframe));
4064         r_skinframe.loadsequence = 1;
4065         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4066
4067         r_main_texturepool = R_AllocTexturePool();
4068         R_BuildBlankTextures();
4069         R_BuildNoTexture();
4070         if (vid.support.arb_texture_cube_map)
4071         {
4072                 R_BuildWhiteCube();
4073                 R_BuildNormalizationCube();
4074         }
4075         r_texture_fogattenuation = NULL;
4076         r_texture_fogheighttexture = NULL;
4077         r_texture_gammaramps = NULL;
4078         //r_texture_fogintensity = NULL;
4079         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
4080         memset(&r_waterstate, 0, sizeof(r_waterstate));
4081         r_glsl_permutation = NULL;
4082         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4083         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4084         glslshaderstring = NULL;
4085 #ifdef SUPPORTD3D
4086         r_hlsl_permutation = NULL;
4087         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4088         Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4089 #endif
4090         hlslshaderstring = NULL;
4091         memset(&r_svbsp, 0, sizeof (r_svbsp));
4092
4093         memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4094         r_texture_numcubemaps = 0;
4095
4096         r_refdef.fogmasktable_density = 0;
4097 }
4098
4099 void gl_main_shutdown(void)
4100 {
4101         R_AnimCache_Free();
4102         R_FrameData_Reset();
4103
4104         R_Main_FreeViewCache();
4105
4106         switch(vid.renderpath)
4107         {
4108         case RENDERPATH_GL11:
4109         case RENDERPATH_GL13:
4110         case RENDERPATH_GL20:
4111         case RENDERPATH_GLES1:
4112         case RENDERPATH_GLES2:
4113 #ifdef GL_SAMPLES_PASSED_ARB
4114                 if (r_maxqueries)
4115                         qglDeleteQueriesARB(r_maxqueries, r_queries);
4116 #endif
4117                 break;
4118         case RENDERPATH_D3D9:
4119                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4120                 break;
4121         case RENDERPATH_D3D10:
4122                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4123                 break;
4124         case RENDERPATH_D3D11:
4125                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4126                 break;
4127         case RENDERPATH_SOFT:
4128                 break;
4129         }
4130
4131         r_numqueries = 0;
4132         r_maxqueries = 0;
4133         memset(r_queries, 0, sizeof(r_queries));
4134
4135         r_qwskincache = NULL;
4136         r_qwskincache_size = 0;
4137
4138         // clear out the r_skinframe state
4139         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4140         memset(&r_skinframe, 0, sizeof(r_skinframe));
4141
4142         if (r_svbsp.nodes)
4143                 Mem_Free(r_svbsp.nodes);
4144         memset(&r_svbsp, 0, sizeof (r_svbsp));
4145         R_FreeTexturePool(&r_main_texturepool);
4146         loadingscreentexture = NULL;
4147         r_texture_blanknormalmap = NULL;
4148         r_texture_white = NULL;
4149         r_texture_grey128 = NULL;
4150         r_texture_black = NULL;
4151         r_texture_whitecube = NULL;
4152         r_texture_normalizationcube = NULL;
4153         r_texture_fogattenuation = NULL;
4154         r_texture_fogheighttexture = NULL;
4155         r_texture_gammaramps = NULL;
4156         r_texture_numcubemaps = 0;
4157         //r_texture_fogintensity = NULL;
4158         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
4159         memset(&r_waterstate, 0, sizeof(r_waterstate));
4160         R_GLSL_Restart_f();
4161
4162         r_glsl_permutation = NULL;
4163         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4164         Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4165         glslshaderstring = NULL;
4166 #ifdef SUPPORTD3D
4167         r_hlsl_permutation = NULL;
4168         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4169         Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4170 #endif
4171         hlslshaderstring = NULL;
4172 }
4173
4174 extern void CL_ParseEntityLump(char *entitystring);
4175 void gl_main_newmap(void)
4176 {
4177         // FIXME: move this code to client
4178         char *entities, entname[MAX_QPATH];
4179         if (r_qwskincache)
4180                 Mem_Free(r_qwskincache);
4181         r_qwskincache = NULL;
4182         r_qwskincache_size = 0;
4183         if (cl.worldmodel)
4184         {
4185                 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4186                 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4187                 {
4188                         CL_ParseEntityLump(entities);
4189                         Mem_Free(entities);
4190                         return;
4191                 }
4192                 if (cl.worldmodel->brush.entities)
4193                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
4194         }
4195         R_Main_FreeViewCache();
4196
4197         R_FrameData_Reset();
4198 }
4199
4200 void GL_Main_Init(void)
4201 {
4202         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4203
4204         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4205         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4206         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4207         if (gamemode == GAME_NEHAHRA)
4208         {
4209                 Cvar_RegisterVariable (&gl_fogenable);
4210                 Cvar_RegisterVariable (&gl_fogdensity);
4211                 Cvar_RegisterVariable (&gl_fogred);
4212                 Cvar_RegisterVariable (&gl_foggreen);
4213                 Cvar_RegisterVariable (&gl_fogblue);
4214                 Cvar_RegisterVariable (&gl_fogstart);
4215                 Cvar_RegisterVariable (&gl_fogend);
4216                 Cvar_RegisterVariable (&gl_skyclip);
4217         }
4218         Cvar_RegisterVariable(&r_motionblur);
4219         Cvar_RegisterVariable(&r_damageblur);
4220         Cvar_RegisterVariable(&r_motionblur_averaging);
4221         Cvar_RegisterVariable(&r_motionblur_randomize);
4222         Cvar_RegisterVariable(&r_motionblur_minblur);
4223         Cvar_RegisterVariable(&r_motionblur_maxblur);
4224         Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4225         Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4226         Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4227         Cvar_RegisterVariable(&r_motionblur_mousefactor);
4228         Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4229         Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4230         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4231         Cvar_RegisterVariable(&r_equalize_entities_minambient);
4232         Cvar_RegisterVariable(&r_equalize_entities_by);
4233         Cvar_RegisterVariable(&r_equalize_entities_to);
4234         Cvar_RegisterVariable(&r_depthfirst);
4235         Cvar_RegisterVariable(&r_useinfinitefarclip);
4236         Cvar_RegisterVariable(&r_farclip_base);
4237         Cvar_RegisterVariable(&r_farclip_world);
4238         Cvar_RegisterVariable(&r_nearclip);
4239         Cvar_RegisterVariable(&r_deformvertexes);
4240         Cvar_RegisterVariable(&r_transparent);
4241         Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4242         Cvar_RegisterVariable(&r_showoverdraw);
4243         Cvar_RegisterVariable(&r_showbboxes);
4244         Cvar_RegisterVariable(&r_showsurfaces);
4245         Cvar_RegisterVariable(&r_showtris);
4246         Cvar_RegisterVariable(&r_shownormals);
4247         Cvar_RegisterVariable(&r_showlighting);
4248         Cvar_RegisterVariable(&r_showshadowvolumes);
4249         Cvar_RegisterVariable(&r_showcollisionbrushes);
4250         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4251         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4252         Cvar_RegisterVariable(&r_showdisabledepthtest);
4253         Cvar_RegisterVariable(&r_drawportals);
4254         Cvar_RegisterVariable(&r_drawentities);
4255         Cvar_RegisterVariable(&r_draw2d);
4256         Cvar_RegisterVariable(&r_drawworld);
4257         Cvar_RegisterVariable(&r_cullentities_trace);
4258         Cvar_RegisterVariable(&r_cullentities_trace_samples);
4259         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4260         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4261         Cvar_RegisterVariable(&r_cullentities_trace_delay);
4262         Cvar_RegisterVariable(&r_sortentities);
4263         Cvar_RegisterVariable(&r_drawviewmodel);
4264         Cvar_RegisterVariable(&r_drawexteriormodel);
4265         Cvar_RegisterVariable(&r_speeds);
4266         Cvar_RegisterVariable(&r_fullbrights);
4267         Cvar_RegisterVariable(&r_wateralpha);
4268         Cvar_RegisterVariable(&r_dynamic);
4269         Cvar_RegisterVariable(&r_fakelight);
4270         Cvar_RegisterVariable(&r_fakelight_intensity);
4271         Cvar_RegisterVariable(&r_fullbright);
4272         Cvar_RegisterVariable(&r_shadows);
4273         Cvar_RegisterVariable(&r_shadows_darken);
4274         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4275         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4276         Cvar_RegisterVariable(&r_shadows_throwdistance);
4277         Cvar_RegisterVariable(&r_shadows_throwdirection);
4278         Cvar_RegisterVariable(&r_shadows_focus);
4279         Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4280         Cvar_RegisterVariable(&r_q1bsp_skymasking);
4281         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4282         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4283         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4284         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4285         Cvar_RegisterVariable(&r_fog_exp2);
4286         Cvar_RegisterVariable(&r_fog_clear);
4287         Cvar_RegisterVariable(&r_drawfog);
4288         Cvar_RegisterVariable(&r_transparentdepthmasking);
4289         Cvar_RegisterVariable(&r_transparent_sortmindist);
4290         Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4291         Cvar_RegisterVariable(&r_transparent_sortarraysize);
4292         Cvar_RegisterVariable(&r_texture_dds_load);
4293         Cvar_RegisterVariable(&r_texture_dds_save);
4294         Cvar_RegisterVariable(&r_textureunits);
4295         Cvar_RegisterVariable(&gl_combine);
4296         Cvar_RegisterVariable(&r_viewfbo);
4297         Cvar_RegisterVariable(&r_viewscale);
4298         Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4299         Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4300         Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4301         Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4302         Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4303         Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4304         Cvar_RegisterVariable(&r_glsl);
4305         Cvar_RegisterVariable(&r_glsl_deluxemapping);
4306         Cvar_RegisterVariable(&r_glsl_offsetmapping);
4307         Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4308         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4309         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4310         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4311         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4312         Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4313         Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4314         Cvar_RegisterVariable(&r_glsl_postprocess);
4315         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4316         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4317         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4318         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4319         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4320         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4321         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4322         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4323
4324         Cvar_RegisterVariable(&r_water);
4325         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4326         Cvar_RegisterVariable(&r_water_clippingplanebias);
4327         Cvar_RegisterVariable(&r_water_refractdistort);
4328         Cvar_RegisterVariable(&r_water_reflectdistort);
4329         Cvar_RegisterVariable(&r_water_scissormode);
4330         Cvar_RegisterVariable(&r_water_lowquality);
4331
4332         Cvar_RegisterVariable(&r_lerpsprites);
4333         Cvar_RegisterVariable(&r_lerpmodels);
4334         Cvar_RegisterVariable(&r_lerplightstyles);
4335         Cvar_RegisterVariable(&r_waterscroll);
4336         Cvar_RegisterVariable(&r_bloom);
4337         Cvar_RegisterVariable(&r_bloom_colorscale);
4338         Cvar_RegisterVariable(&r_bloom_brighten);
4339         Cvar_RegisterVariable(&r_bloom_blur);
4340         Cvar_RegisterVariable(&r_bloom_resolution);
4341         Cvar_RegisterVariable(&r_bloom_colorexponent);
4342         Cvar_RegisterVariable(&r_bloom_colorsubtract);
4343         Cvar_RegisterVariable(&r_hdr);
4344         Cvar_RegisterVariable(&r_hdr_scenebrightness);
4345         Cvar_RegisterVariable(&r_hdr_glowintensity);
4346         Cvar_RegisterVariable(&r_hdr_range);
4347         Cvar_RegisterVariable(&r_hdr_irisadaptation);
4348         Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4349         Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4350         Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4351         Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4352         Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4353         Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4354         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4355         Cvar_RegisterVariable(&developer_texturelogging);
4356         Cvar_RegisterVariable(&gl_lightmaps);
4357         Cvar_RegisterVariable(&r_test);
4358         Cvar_RegisterVariable(&r_glsl_saturation);
4359         Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4360         Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4361         Cvar_RegisterVariable(&r_framedatasize);
4362         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4363                 Cvar_SetValue("r_fullbrights", 0);
4364         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4365 }
4366
4367 extern void R_Textures_Init(void);
4368 extern void GL_Draw_Init(void);
4369 extern void GL_Main_Init(void);
4370 extern void R_Shadow_Init(void);
4371 extern void R_Sky_Init(void);
4372 extern void GL_Surf_Init(void);
4373 extern void R_Particles_Init(void);
4374 extern void R_Explosion_Init(void);
4375 extern void gl_backend_init(void);
4376 extern void Sbar_Init(void);
4377 extern void R_LightningBeams_Init(void);
4378 extern void Mod_RenderInit(void);
4379 extern void Font_Init(void);
4380
4381 void Render_Init(void)
4382 {
4383         gl_backend_init();
4384         R_Textures_Init();
4385         GL_Main_Init();
4386         Font_Init();
4387         GL_Draw_Init();
4388         R_Shadow_Init();
4389         R_Sky_Init();
4390         GL_Surf_Init();
4391         Sbar_Init();
4392         R_Particles_Init();
4393         R_Explosion_Init();
4394         R_LightningBeams_Init();
4395         Mod_RenderInit();
4396 }
4397
4398 /*
4399 ===============
4400 GL_Init
4401 ===============
4402 */
4403 #ifndef USE_GLES2
4404 extern char *ENGINE_EXTENSIONS;
4405 void GL_Init (void)
4406 {
4407         gl_renderer = (const char *)qglGetString(GL_RENDERER);
4408         gl_vendor = (const char *)qglGetString(GL_VENDOR);
4409         gl_version = (const char *)qglGetString(GL_VERSION);
4410         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4411
4412         if (!gl_extensions)
4413                 gl_extensions = "";
4414         if (!gl_platformextensions)
4415                 gl_platformextensions = "";
4416
4417         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4418         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4419         Con_Printf("GL_VERSION: %s\n", gl_version);
4420         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4421         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4422
4423         VID_CheckExtensions();
4424
4425         // LordHavoc: report supported extensions
4426         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4427
4428         // clear to black (loading plaque will be seen over this)
4429         GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4430 }
4431 #endif
4432
4433 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4434 {
4435         int i;
4436         mplane_t *p;
4437         if (r_trippy.integer)
4438                 return false;
4439         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4440         {
4441                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4442                 if (i == 4)
4443                         continue;
4444                 p = r_refdef.view.frustum + i;
4445                 switch(p->signbits)
4446                 {
4447                 default:
4448                 case 0:
4449                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4450                                 return true;
4451                         break;
4452                 case 1:
4453                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4454                                 return true;
4455                         break;
4456                 case 2:
4457                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4458                                 return true;
4459                         break;
4460                 case 3:
4461                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4462                                 return true;
4463                         break;
4464                 case 4:
4465                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4466                                 return true;
4467                         break;
4468                 case 5:
4469                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4470                                 return true;
4471                         break;
4472                 case 6:
4473                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4474                                 return true;
4475                         break;
4476                 case 7:
4477                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4478                                 return true;
4479                         break;
4480                 }
4481         }
4482         return false;
4483 }
4484
4485 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4486 {
4487         int i;
4488         const mplane_t *p;
4489         if (r_trippy.integer)
4490                 return false;
4491         for (i = 0;i < numplanes;i++)
4492         {
4493                 p = planes + i;
4494                 switch(p->signbits)
4495                 {
4496                 default:
4497                 case 0:
4498                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4499                                 return true;
4500                         break;
4501                 case 1:
4502                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4503                                 return true;
4504                         break;
4505                 case 2:
4506                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4507                                 return true;
4508                         break;
4509                 case 3:
4510                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4511                                 return true;
4512                         break;
4513                 case 4:
4514                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4515                                 return true;
4516                         break;
4517                 case 5:
4518                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4519                                 return true;
4520                         break;
4521                 case 6:
4522                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4523                                 return true;
4524                         break;
4525                 case 7:
4526                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4527                                 return true;
4528                         break;
4529                 }
4530         }
4531         return false;
4532 }
4533
4534 //==================================================================================
4535
4536 // LordHavoc: this stores temporary data used within the same frame
4537
4538 typedef struct r_framedata_mem_s
4539 {
4540         struct r_framedata_mem_s *purge; // older mem block to free on next frame
4541         size_t size; // how much usable space
4542         size_t current; // how much space in use
4543         size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4544         size_t wantedsize; // how much space was allocated
4545         unsigned char *data; // start of real data (16byte aligned)
4546 }
4547 r_framedata_mem_t;
4548
4549 static r_framedata_mem_t *r_framedata_mem;
4550
4551 void R_FrameData_Reset(void)
4552 {
4553         while (r_framedata_mem)
4554         {
4555                 r_framedata_mem_t *next = r_framedata_mem->purge;
4556                 Mem_Free(r_framedata_mem);
4557                 r_framedata_mem = next;
4558         }
4559 }
4560
4561 void R_FrameData_Resize(void)
4562 {
4563         size_t wantedsize;
4564         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4565         wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4566         if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize)
4567         {
4568                 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4569                 newmem->wantedsize = wantedsize;
4570                 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4571                 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4572                 newmem->current = 0;
4573                 newmem->mark = 0;
4574                 newmem->purge = r_framedata_mem;
4575                 r_framedata_mem = newmem;
4576         }
4577 }
4578
4579 void R_FrameData_NewFrame(void)
4580 {
4581         R_FrameData_Resize();
4582         if (!r_framedata_mem)
4583                 return;
4584         // if we ran out of space on the last frame, free the old memory now
4585         while (r_framedata_mem->purge)
4586         {
4587                 // repeatedly remove the second item in the list, leaving only head
4588                 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4589                 Mem_Free(r_framedata_mem->purge);
4590                 r_framedata_mem->purge = next;
4591         }
4592         // reset the current mem pointer
4593         r_framedata_mem->current = 0;
4594         r_framedata_mem->mark = 0;
4595 }
4596
4597 void *R_FrameData_Alloc(size_t size)
4598 {
4599         void *data;
4600
4601         // align to 16 byte boundary - the data pointer is already aligned, so we
4602         // only need to ensure the size of every allocation is also aligned
4603         size = (size + 15) & ~15;
4604
4605         while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4606         {
4607                 // emergency - we ran out of space, allocate more memory
4608                 Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f));
4609                 R_FrameData_Resize();
4610         }
4611
4612         data = r_framedata_mem->data + r_framedata_mem->current;
4613         r_framedata_mem->current += size;
4614
4615         // count the usage for stats
4616         r_refdef.stats.framedatacurrent = max(r_refdef.stats.framedatacurrent, (int)r_framedata_mem->current);
4617         r_refdef.stats.framedatasize = max(r_refdef.stats.framedatasize, (int)r_framedata_mem->size);
4618
4619         return (void *)data;
4620 }
4621
4622 void *R_FrameData_Store(size_t size, void *data)
4623 {
4624         void *d = R_FrameData_Alloc(size);
4625         if (d && data)
4626                 memcpy(d, data, size);
4627         return d;
4628 }
4629
4630 void R_FrameData_SetMark(void)
4631 {
4632         if (!r_framedata_mem)
4633                 return;
4634         r_framedata_mem->mark = r_framedata_mem->current;
4635 }
4636
4637 void R_FrameData_ReturnToMark(void)
4638 {
4639         if (!r_framedata_mem)
4640                 return;
4641         r_framedata_mem->current = r_framedata_mem->mark;
4642 }
4643
4644 //==================================================================================
4645
4646 // LordHavoc: animcache originally written by Echon, rewritten since then
4647
4648 /**
4649  * Animation cache prevents re-generating mesh data for an animated model
4650  * multiple times in one frame for lighting, shadowing, reflections, etc.
4651  */
4652
4653 void R_AnimCache_Free(void)
4654 {
4655 }
4656
4657 void R_AnimCache_ClearCache(void)
4658 {
4659         int i;
4660         entity_render_t *ent;
4661
4662         for (i = 0;i < r_refdef.scene.numentities;i++)
4663         {
4664                 ent = r_refdef.scene.entities[i];
4665                 ent->animcache_vertex3f = NULL;
4666                 ent->animcache_normal3f = NULL;
4667                 ent->animcache_svector3f = NULL;
4668                 ent->animcache_tvector3f = NULL;
4669                 ent->animcache_vertexmesh = NULL;
4670                 ent->animcache_vertex3fbuffer = NULL;
4671                 ent->animcache_vertexmeshbuffer = NULL;
4672         }
4673 }
4674
4675 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4676 {
4677         int i;
4678
4679         // check if we need the meshbuffers
4680         if (!vid.useinterleavedarrays)
4681                 return;
4682
4683         if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4684                 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4685         // TODO: upload vertex3f buffer?
4686         if (ent->animcache_vertexmesh)
4687         {
4688                 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4689                 for (i = 0;i < numvertices;i++)
4690                         memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4691                 if (ent->animcache_svector3f)
4692                         for (i = 0;i < numvertices;i++)
4693                                 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4694                 if (ent->animcache_tvector3f)
4695                         for (i = 0;i < numvertices;i++)
4696                                 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4697                 if (ent->animcache_normal3f)
4698                         for (i = 0;i < numvertices;i++)
4699                                 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4700                 // TODO: upload vertexmeshbuffer?
4701         }
4702 }
4703
4704 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4705 {
4706         dp_model_t *model = ent->model;
4707         int numvertices;
4708         // see if it's already cached this frame
4709         if (ent->animcache_vertex3f)
4710         {
4711                 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
4712                 if (wantnormals || wanttangents)
4713                 {
4714                         if (ent->animcache_normal3f)
4715                                 wantnormals = false;
4716                         if (ent->animcache_svector3f)
4717                                 wanttangents = false;
4718                         if (wantnormals || wanttangents)
4719                         {
4720                                 numvertices = model->surfmesh.num_vertices;
4721                                 if (wantnormals)
4722                                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4723                                 if (wanttangents)
4724                                 {
4725                                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4726                                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4727                                 }
4728                                 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4729                                 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4730                         }
4731                 }
4732         }
4733         else
4734         {
4735                 // see if this ent is worth caching
4736                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices)
4737                         return false;
4738                 // get some memory for this entity and generate mesh data
4739                 numvertices = model->surfmesh.num_vertices;
4740                 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4741                 if (wantnormals)
4742                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4743                 if (wanttangents)
4744                 {
4745                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4746                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4747                 }
4748                 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4749                 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4750         }
4751         return true;
4752 }
4753
4754 void R_AnimCache_CacheVisibleEntities(void)
4755 {
4756         int i;
4757         qboolean wantnormals = true;
4758         qboolean wanttangents = !r_showsurfaces.integer;
4759
4760         switch(vid.renderpath)
4761         {
4762         case RENDERPATH_GL20:
4763         case RENDERPATH_D3D9:
4764         case RENDERPATH_D3D10:
4765         case RENDERPATH_D3D11:
4766         case RENDERPATH_GLES2:
4767                 break;
4768         case RENDERPATH_GL11:
4769         case RENDERPATH_GL13:
4770         case RENDERPATH_GLES1:
4771                 wanttangents = false;
4772                 break;
4773         case RENDERPATH_SOFT:
4774                 break;
4775         }
4776
4777         if (r_shownormals.integer)
4778                 wanttangents = wantnormals = true;
4779
4780         // TODO: thread this
4781         // NOTE: R_PrepareRTLights() also caches entities
4782
4783         for (i = 0;i < r_refdef.scene.numentities;i++)
4784                 if (r_refdef.viewcache.entityvisible[i])
4785                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
4786 }
4787
4788 //==================================================================================
4789
4790 extern cvar_t r_overheadsprites_pushback;
4791
4792 static void R_View_UpdateEntityLighting (void)
4793 {
4794         int i;
4795         entity_render_t *ent;
4796         vec3_t tempdiffusenormal, avg;
4797         vec_t f, fa, fd, fdd;
4798         qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
4799
4800         for (i = 0;i < r_refdef.scene.numentities;i++)
4801         {
4802                 ent = r_refdef.scene.entities[i];
4803
4804                 // skip unseen models and models that updated by CSQC
4805                 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen) || ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
4806                         continue;
4807
4808                 // skip bsp models
4809                 if (ent->model && ent->model->brush.num_leafs)
4810                 {
4811                         // TODO: use modellight for r_ambient settings on world?
4812                         VectorSet(ent->modellight_ambient, 0, 0, 0);
4813                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
4814                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
4815                         continue;
4816                 }
4817
4818                 // fetch the lighting from the worldmodel data
4819                 VectorClear(ent->modellight_ambient);
4820                 VectorClear(ent->modellight_diffuse);
4821                 VectorClear(tempdiffusenormal);
4822                 if (ent->flags & RENDER_LIGHT)
4823                 {
4824                         vec3_t org;
4825                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4826
4827                         // complete lightning for lit sprites
4828                         // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
4829                         if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
4830                         {
4831                                 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
4832                                         org[2] = org[2] + r_overheadsprites_pushback.value;
4833                                 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
4834                         }
4835                         else
4836                                 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
4837
4838                         if(ent->flags & RENDER_EQUALIZE)
4839                         {
4840                                 // first fix up ambient lighting...
4841                                 if(r_equalize_entities_minambient.value > 0)
4842                                 {
4843                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4844                                         if(fd > 0)
4845                                         {
4846                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
4847                                                 if(fa < r_equalize_entities_minambient.value * fd)
4848                                                 {
4849                                                         // solve:
4850                                                         //   fa'/fd' = minambient
4851                                                         //   fa'+0.25*fd' = fa+0.25*fd
4852                                                         //   ...
4853                                                         //   fa' = fd' * minambient
4854                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
4855                                                         //   ...
4856                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
4857                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
4858                                                         //   ...
4859                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
4860                                                         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
4861                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
4862                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
4863                                                 }
4864                                         }
4865                                 }
4866
4867                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
4868                                 {
4869                                         fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
4870                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4871                                         f = fa + 0.25 * fd;
4872                                         if(f > 0)
4873                                         {
4874                                                 // adjust brightness and saturation to target
4875                                                 avg[0] = avg[1] = avg[2] = fa / f;
4876                                                 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
4877                                                 avg[0] = avg[1] = avg[2] = fd / f;
4878                                                 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
4879                                         }
4880                                 }
4881                         }
4882                 }
4883                 else // highly rare
4884                         VectorSet(ent->modellight_ambient, 1, 1, 1);
4885
4886                 // move the light direction into modelspace coordinates for lighting code
4887                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
4888                 if(VectorLength2(ent->modellight_lightdir) == 0)
4889                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
4890                 VectorNormalize(ent->modellight_lightdir);
4891         }
4892 }
4893
4894 #define MAX_LINEOFSIGHTTRACES 64
4895
4896 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
4897 {
4898         int i;
4899         vec3_t boxmins, boxmaxs;
4900         vec3_t start;
4901         vec3_t end;
4902         dp_model_t *model = r_refdef.scene.worldmodel;
4903
4904         if (!model || !model->brush.TraceLineOfSight)
4905                 return true;
4906
4907         // expand the box a little
4908         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
4909         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
4910         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
4911         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
4912         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
4913         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
4914
4915         // return true if eye is inside enlarged box
4916         if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
4917                 return true;
4918
4919         // try center
4920         VectorCopy(eye, start);
4921         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
4922         if (model->brush.TraceLineOfSight(model, start, end))
4923                 return true;
4924
4925         // try various random positions
4926         for (i = 0;i < numsamples;i++)
4927         {
4928                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4929                 if (model->brush.TraceLineOfSight(model, start, end))
4930                         return true;
4931         }
4932
4933         return false;
4934 }
4935
4936
4937 static void R_View_UpdateEntityVisible (void)
4938 {
4939         int i;
4940         int renderimask;
4941         int samples;
4942         entity_render_t *ent;
4943
4944         renderimask = r_refdef.envmap                                    ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4945                 : r_waterstate.renderingrefraction                       ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4946                 : (chase_active.integer || r_waterstate.renderingscene)  ? RENDER_VIEWMODEL
4947                 :                                                          RENDER_EXTERIORMODEL;
4948         if (!r_drawviewmodel.integer)
4949                 renderimask |= RENDER_VIEWMODEL;
4950         if (!r_drawexteriormodel.integer)
4951                 renderimask |= RENDER_EXTERIORMODEL;
4952         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4953         {
4954                 // worldmodel can check visibility
4955                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4956                 for (i = 0;i < r_refdef.scene.numentities;i++)
4957                 {
4958                         ent = r_refdef.scene.entities[i];
4959                         if (!(ent->flags & renderimask))
4960                         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)))
4961                         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))
4962                                 r_refdef.viewcache.entityvisible[i] = true;
4963                 }
4964         }
4965         else
4966         {
4967                 // no worldmodel or it can't check visibility
4968                 for (i = 0;i < r_refdef.scene.numentities;i++)
4969                 {
4970                         ent = r_refdef.scene.entities[i];
4971                         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));
4972                 }
4973         }
4974         if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
4975                 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
4976         {
4977                 for (i = 0;i < r_refdef.scene.numentities;i++)
4978                 {
4979                         if (!r_refdef.viewcache.entityvisible[i])
4980                                 continue;
4981                         ent = r_refdef.scene.entities[i];
4982                         if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4983                         {
4984                                 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
4985                                 if (samples < 0)
4986                                         continue; // temp entities do pvs only
4987                                 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
4988                                         ent->last_trace_visibility = realtime;
4989                                 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4990                                         r_refdef.viewcache.entityvisible[i] = 0;
4991                         }
4992                 }
4993         }
4994 }
4995
4996 /// only used if skyrendermasked, and normally returns false
4997 int R_DrawBrushModelsSky (void)
4998 {
4999         int i, sky;
5000         entity_render_t *ent;
5001
5002         sky = false;
5003         for (i = 0;i < r_refdef.scene.numentities;i++)
5004         {
5005                 if (!r_refdef.viewcache.entityvisible[i])
5006                         continue;
5007                 ent = r_refdef.scene.entities[i];
5008                 if (!ent->model || !ent->model->DrawSky)
5009                         continue;
5010                 ent->model->DrawSky(ent);
5011                 sky = true;
5012         }
5013         return sky;
5014 }
5015
5016 static void R_DrawNoModel(entity_render_t *ent);
5017 static void R_DrawModels(void)
5018 {
5019         int i;
5020         entity_render_t *ent;
5021
5022         for (i = 0;i < r_refdef.scene.numentities;i++)
5023         {
5024                 if (!r_refdef.viewcache.entityvisible[i])
5025                         continue;
5026                 ent = r_refdef.scene.entities[i];
5027                 r_refdef.stats.entities++;
5028                 /*
5029                 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
5030                 {
5031                         vec3_t f, l, u, o;
5032                         Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
5033                         Con_Printf("R_DrawModels\n");
5034                         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]);
5035                         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);
5036                         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);
5037                 }
5038                 */
5039                 if (ent->model && ent->model->Draw != NULL)
5040                         ent->model->Draw(ent);
5041                 else
5042                         R_DrawNoModel(ent);
5043         }
5044 }
5045
5046 static void R_DrawModelsDepth(void)
5047 {
5048         int i;
5049         entity_render_t *ent;
5050
5051         for (i = 0;i < r_refdef.scene.numentities;i++)
5052         {
5053                 if (!r_refdef.viewcache.entityvisible[i])
5054                         continue;
5055                 ent = r_refdef.scene.entities[i];
5056                 if (ent->model && ent->model->DrawDepth != NULL)
5057                         ent->model->DrawDepth(ent);
5058         }
5059 }
5060
5061 static void R_DrawModelsDebug(void)
5062 {
5063         int i;
5064         entity_render_t *ent;
5065
5066         for (i = 0;i < r_refdef.scene.numentities;i++)
5067         {
5068                 if (!r_refdef.viewcache.entityvisible[i])
5069                         continue;
5070                 ent = r_refdef.scene.entities[i];
5071                 if (ent->model && ent->model->DrawDebug != NULL)
5072                         ent->model->DrawDebug(ent);
5073         }
5074 }
5075
5076 static void R_DrawModelsAddWaterPlanes(void)
5077 {
5078         int i;
5079         entity_render_t *ent;
5080
5081         for (i = 0;i < r_refdef.scene.numentities;i++)
5082         {
5083                 if (!r_refdef.viewcache.entityvisible[i])
5084                         continue;
5085                 ent = r_refdef.scene.entities[i];
5086                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5087                         ent->model->DrawAddWaterPlanes(ent);
5088         }
5089 }
5090
5091 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5092 {
5093         if (r_hdr_irisadaptation.integer)
5094         {
5095                 vec3_t ambient;
5096                 vec3_t diffuse;
5097                 vec3_t diffusenormal;
5098                 vec_t brightness;
5099                 vec_t goal;
5100                 vec_t current;
5101                 R_CompleteLightPoint(ambient, diffuse, diffusenormal, point, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5102                 brightness = (ambient[0] + ambient[1] + ambient[2] + diffuse[0] + diffuse[1] + diffuse[2]) * (1.0f / 3.0f);
5103                 brightness = max(0.0000001f, brightness);
5104                 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5105                 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5106                 current = r_hdr_irisadaptation_value.value;
5107                 if (current < goal)
5108                         current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5109                 else if (current > goal)
5110                         current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5111                 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5112                         Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5113         }
5114         else if (r_hdr_irisadaptation_value.value != 1.0f)
5115                 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5116 }
5117
5118 static void R_View_SetFrustum(const int *scissor)
5119 {
5120         int i;
5121         double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5122         vec3_t forward, left, up, origin, v;
5123
5124         if(scissor)
5125         {
5126                 // flipped x coordinates (because x points left here)
5127                 fpx =  1.0 - 2.0 * (scissor[0]              - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5128                 fnx =  1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5129
5130                 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5131                 switch(vid.renderpath)
5132                 {
5133                         case RENDERPATH_D3D9:
5134                         case RENDERPATH_D3D10:
5135                         case RENDERPATH_D3D11:
5136                                 // non-flipped y coordinates
5137                                 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5138                                 fpy = -1.0 + 2.0 * (vid.height - scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5139                                 break;
5140                         case RENDERPATH_SOFT:
5141                         case RENDERPATH_GL11:
5142                         case RENDERPATH_GL13:
5143                         case RENDERPATH_GL20:
5144                         case RENDERPATH_GLES1:
5145                         case RENDERPATH_GLES2:
5146                                 // non-flipped y coordinates
5147                                 fny = -1.0 + 2.0 * (scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5148                                 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5149                                 break;
5150                 }
5151         }
5152
5153         // we can't trust r_refdef.view.forward and friends in reflected scenes
5154         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5155
5156 #if 0
5157         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5158         r_refdef.view.frustum[0].normal[1] = 0 - 0;
5159         r_refdef.view.frustum[0].normal[2] = -1 - 0;
5160         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5161         r_refdef.view.frustum[1].normal[1] = 0 + 0;
5162         r_refdef.view.frustum[1].normal[2] = -1 + 0;
5163         r_refdef.view.frustum[2].normal[0] = 0 - 0;
5164         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5165         r_refdef.view.frustum[2].normal[2] = -1 - 0;
5166         r_refdef.view.frustum[3].normal[0] = 0 + 0;
5167         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5168         r_refdef.view.frustum[3].normal[2] = -1 + 0;
5169 #endif
5170
5171 #if 0
5172         zNear = r_refdef.nearclip;
5173         nudge = 1.0 - 1.0 / (1<<23);
5174         r_refdef.view.frustum[4].normal[0] = 0 - 0;
5175         r_refdef.view.frustum[4].normal[1] = 0 - 0;
5176         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5177         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5178         r_refdef.view.frustum[5].normal[0] = 0 + 0;
5179         r_refdef.view.frustum[5].normal[1] = 0 + 0;
5180         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5181         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5182 #endif
5183
5184
5185
5186 #if 0
5187         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5188         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5189         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5190         r_refdef.view.frustum[0].dist = m[15] - m[12];
5191
5192         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5193         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5194         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5195         r_refdef.view.frustum[1].dist = m[15] + m[12];
5196
5197         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5198         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5199         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5200         r_refdef.view.frustum[2].dist = m[15] - m[13];
5201
5202         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5203         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5204         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5205         r_refdef.view.frustum[3].dist = m[15] + m[13];
5206
5207         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5208         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5209         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5210         r_refdef.view.frustum[4].dist = m[15] - m[14];
5211
5212         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5213         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5214         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5215         r_refdef.view.frustum[5].dist = m[15] + m[14];
5216 #endif
5217
5218         if (r_refdef.view.useperspective)
5219         {
5220                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5221                 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]);
5222                 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]);
5223                 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]);
5224                 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]);
5225
5226                 // then the normals from the corners relative to origin
5227                 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5228                 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5229                 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5230                 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5231
5232                 // in a NORMAL view, forward cross left == up
5233                 // in a REFLECTED view, forward cross left == down
5234                 // so our cross products above need to be adjusted for a left handed coordinate system
5235                 CrossProduct(forward, left, v);
5236                 if(DotProduct(v, up) < 0)
5237                 {
5238                         VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5239                         VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5240                         VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5241                         VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5242                 }
5243
5244                 // Leaving those out was a mistake, those were in the old code, and they
5245                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5246                 // I couldn't reproduce it after adding those normalizations. --blub
5247                 VectorNormalize(r_refdef.view.frustum[0].normal);
5248                 VectorNormalize(r_refdef.view.frustum[1].normal);
5249                 VectorNormalize(r_refdef.view.frustum[2].normal);
5250                 VectorNormalize(r_refdef.view.frustum[3].normal);
5251
5252                 // make the corners absolute
5253                 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5254                 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5255                 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5256                 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5257
5258                 // one more normal
5259                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5260
5261                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5262                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5263                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5264                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5265                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5266         }
5267         else
5268         {
5269                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5270                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5271                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5272                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5273                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5274                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5275                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5276                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5277                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5278                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5279         }
5280         r_refdef.view.numfrustumplanes = 5;
5281
5282         if (r_refdef.view.useclipplane)
5283         {
5284                 r_refdef.view.numfrustumplanes = 6;
5285                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5286         }
5287
5288         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5289                 PlaneClassify(r_refdef.view.frustum + i);
5290
5291         // LordHavoc: note to all quake engine coders, Quake had a special case
5292         // for 90 degrees which assumed a square view (wrong), so I removed it,
5293         // Quake2 has it disabled as well.
5294
5295         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5296         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5297         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5298         //PlaneClassify(&frustum[0]);
5299
5300         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5301         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5302         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5303         //PlaneClassify(&frustum[1]);
5304
5305         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5306         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5307         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5308         //PlaneClassify(&frustum[2]);
5309
5310         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5311         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5312         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5313         //PlaneClassify(&frustum[3]);
5314
5315         // nearclip plane
5316         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5317         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5318         //PlaneClassify(&frustum[4]);
5319 }
5320
5321 void R_View_UpdateWithScissor(const int *myscissor)
5322 {
5323         R_Main_ResizeViewCache();
5324         R_View_SetFrustum(myscissor);
5325         R_View_WorldVisibility(r_refdef.view.useclipplane);
5326         R_View_UpdateEntityVisible();
5327         R_View_UpdateEntityLighting();
5328 }
5329
5330 void R_View_Update(void)
5331 {
5332         R_Main_ResizeViewCache();
5333         R_View_SetFrustum(NULL);
5334         R_View_WorldVisibility(r_refdef.view.useclipplane);
5335         R_View_UpdateEntityVisible();
5336         R_View_UpdateEntityLighting();
5337 }
5338
5339 float viewscalefpsadjusted = 1.0f;
5340
5341 void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5342 {
5343         float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5344         scale = bound(0.03125f, scale, 1.0f);
5345         *outwidth = (int)ceil(width * scale);
5346         *outheight = (int)ceil(height * scale);
5347 }
5348
5349 void R_Mesh_SetMainRenderTargets(void)
5350 {
5351         if (r_bloomstate.fbo_framebuffer)
5352                 R_Mesh_SetRenderTargets(r_bloomstate.fbo_framebuffer, r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
5353         else
5354                 R_Mesh_ResetRenderTargets();
5355 }
5356
5357 void R_SetupView(qboolean allowwaterclippingplane)
5358 {
5359         const float *customclipplane = NULL;
5360         float plane[4];
5361         int scaledwidth, scaledheight;
5362         if (r_refdef.view.useclipplane && allowwaterclippingplane)
5363         {
5364                 // LordHavoc: couldn't figure out how to make this approach the
5365                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5366                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5367                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5368                         dist = r_refdef.view.clipplane.dist;
5369                 plane[0] = r_refdef.view.clipplane.normal[0];
5370                 plane[1] = r_refdef.view.clipplane.normal[1];
5371                 plane[2] = r_refdef.view.clipplane.normal[2];
5372                 plane[3] = -dist;
5373                 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5374         }
5375
5376         R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5377         if (!r_refdef.view.useperspective)
5378                 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - 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);
5379         else if (vid.stencil && r_useinfinitefarclip.integer)
5380                 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
5381         else
5382                 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
5383         R_Mesh_SetMainRenderTargets();
5384         R_SetViewport(&r_refdef.view.viewport);
5385         if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5386         {
5387                 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5388                 float screenplane[4];
5389                 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5390                 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5391                 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5392                 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5393                 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5394         }
5395 }
5396
5397 void R_EntityMatrix(const matrix4x4_t *matrix)
5398 {
5399         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5400         {
5401                 gl_modelmatrixchanged = false;
5402                 gl_modelmatrix = *matrix;
5403                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5404                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5405                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5406                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5407                 CHECKGLERROR
5408                 switch(vid.renderpath)
5409                 {
5410                 case RENDERPATH_D3D9:
5411 #ifdef SUPPORTD3D
5412                         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5413                         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5414 #endif
5415                         break;
5416                 case RENDERPATH_D3D10:
5417                         Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5418                         break;
5419                 case RENDERPATH_D3D11:
5420                         Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5421                         break;
5422                 case RENDERPATH_GL11:
5423                 case RENDERPATH_GL13:
5424                 case RENDERPATH_GLES1:
5425                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5426                         break;
5427                 case RENDERPATH_SOFT:
5428                         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5429                         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5430                         break;
5431                 case RENDERPATH_GL20:
5432                 case RENDERPATH_GLES2:
5433                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5434                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5435                         break;
5436                 }
5437         }
5438 }
5439
5440 void R_ResetViewRendering2D(void)
5441 {
5442         r_viewport_t viewport;
5443         DrawQ_Finish();
5444
5445         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5446         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, 1, 1, -10, 100, NULL);
5447         R_Mesh_ResetRenderTargets();
5448         R_SetViewport(&viewport);
5449         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5450         GL_Color(1, 1, 1, 1);
5451         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5452         GL_BlendFunc(GL_ONE, GL_ZERO);
5453         GL_ScissorTest(false);
5454         GL_DepthMask(false);
5455         GL_DepthRange(0, 1);
5456         GL_DepthTest(false);
5457         GL_DepthFunc(GL_LEQUAL);
5458         R_EntityMatrix(&identitymatrix);
5459         R_Mesh_ResetTextureState();
5460         GL_PolygonOffset(0, 0);
5461         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5462         switch(vid.renderpath)
5463         {
5464         case RENDERPATH_GL11:
5465         case RENDERPATH_GL13:
5466         case RENDERPATH_GL20:
5467         case RENDERPATH_GLES1:
5468         case RENDERPATH_GLES2:
5469                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5470                 break;
5471         case RENDERPATH_D3D9:
5472         case RENDERPATH_D3D10:
5473         case RENDERPATH_D3D11:
5474         case RENDERPATH_SOFT:
5475                 break;
5476         }
5477         GL_CullFace(GL_NONE);
5478 }
5479
5480 void R_ResetViewRendering3D(void)
5481 {
5482         DrawQ_Finish();
5483
5484         R_SetupView(true);
5485         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5486         GL_Color(1, 1, 1, 1);
5487         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5488         GL_BlendFunc(GL_ONE, GL_ZERO);
5489         GL_ScissorTest(true);
5490         GL_DepthMask(true);
5491         GL_DepthRange(0, 1);
5492         GL_DepthTest(true);
5493         GL_DepthFunc(GL_LEQUAL);
5494         R_EntityMatrix(&identitymatrix);
5495         R_Mesh_ResetTextureState();
5496         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5497         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5498         switch(vid.renderpath)
5499         {
5500         case RENDERPATH_GL11:
5501         case RENDERPATH_GL13:
5502         case RENDERPATH_GL20:
5503         case RENDERPATH_GLES1:
5504         case RENDERPATH_GLES2:
5505                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5506                 break;
5507         case RENDERPATH_D3D9:
5508         case RENDERPATH_D3D10:
5509         case RENDERPATH_D3D11:
5510         case RENDERPATH_SOFT:
5511                 break;
5512         }
5513         GL_CullFace(r_refdef.view.cullface_back);
5514 }
5515
5516 /*
5517 ================
5518 R_RenderView_UpdateViewVectors
5519 ================
5520 */
5521 static void R_RenderView_UpdateViewVectors(void)
5522 {
5523         // break apart the view matrix into vectors for various purposes
5524         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5525         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5526         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5527         VectorNegate(r_refdef.view.left, r_refdef.view.right);
5528         // make an inverted copy of the view matrix for tracking sprites
5529         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5530 }
5531
5532 void R_RenderScene(void);
5533 void R_RenderWaterPlanes(void);
5534
5535 static void R_Water_StartFrame(void)
5536 {
5537         int i;
5538         int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5539         r_waterstate_waterplane_t *p;
5540
5541         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5542                 return;
5543
5544         switch(vid.renderpath)
5545         {
5546         case RENDERPATH_GL20:
5547         case RENDERPATH_D3D9:
5548         case RENDERPATH_D3D10:
5549         case RENDERPATH_D3D11:
5550         case RENDERPATH_SOFT:
5551         case RENDERPATH_GLES2:
5552                 break;
5553         case RENDERPATH_GL11:
5554         case RENDERPATH_GL13:
5555         case RENDERPATH_GLES1:
5556                 return;
5557         }
5558
5559         // set waterwidth and waterheight to the water resolution that will be
5560         // used (often less than the screen resolution for faster rendering)
5561         R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5562
5563         // calculate desired texture sizes
5564         // can't use water if the card does not support the texture size
5565         if (!r_water.integer || r_showsurfaces.integer)
5566                 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5567         else if (vid.support.arb_texture_non_power_of_two)
5568         {
5569                 texturewidth = waterwidth;
5570                 textureheight = waterheight;
5571                 camerawidth = waterwidth;
5572                 cameraheight = waterheight;
5573         }
5574         else
5575         {
5576                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
5577                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
5578                 for (camerawidth    = 1;camerawidth   <= waterwidth; camerawidth    *= 2); camerawidth  /= 2;
5579                 for (cameraheight   = 1;cameraheight  <= waterheight;cameraheight   *= 2); cameraheight /= 2;
5580         }
5581
5582         // allocate textures as needed
5583         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
5584         {
5585                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
5586                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
5587                 {
5588                         if (p->texture_refraction)
5589                                 R_FreeTexture(p->texture_refraction);
5590                         p->texture_refraction = NULL;
5591                         if (p->texture_reflection)
5592                                 R_FreeTexture(p->texture_reflection);
5593                         p->texture_reflection = NULL;
5594                         if (p->texture_camera)
5595                                 R_FreeTexture(p->texture_camera);
5596                         p->texture_camera = NULL;
5597                 }
5598                 memset(&r_waterstate, 0, sizeof(r_waterstate));
5599                 r_waterstate.texturewidth = texturewidth;
5600                 r_waterstate.textureheight = textureheight;
5601                 r_waterstate.camerawidth = camerawidth;
5602                 r_waterstate.cameraheight = cameraheight;
5603         }
5604
5605         if (r_waterstate.texturewidth)
5606         {
5607                 int scaledwidth, scaledheight;
5608
5609                 r_waterstate.enabled = true;
5610
5611                 // when doing a reduced render (HDR) we want to use a smaller area
5612                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5613                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5614                 R_GetScaledViewSize(r_waterstate.waterwidth, r_waterstate.waterheight, &scaledwidth, &scaledheight);
5615
5616                 // set up variables that will be used in shader setup
5617                 r_waterstate.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_waterstate.texturewidth;
5618                 r_waterstate.screenscale[1] = 0.5f * (float)scaledheight / (float)r_waterstate.textureheight;
5619                 r_waterstate.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_waterstate.texturewidth;
5620                 r_waterstate.screencenter[1] = 0.5f * (float)scaledheight / (float)r_waterstate.textureheight;
5621         }
5622
5623         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
5624         r_waterstate.numwaterplanes = 0;
5625 }
5626
5627 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5628 {
5629         int planeindex, bestplaneindex, vertexindex;
5630         vec3_t mins, maxs, normal, center, v, n;
5631         vec_t planescore, bestplanescore;
5632         mplane_t plane;
5633         r_waterstate_waterplane_t *p;
5634         texture_t *t = R_GetCurrentTexture(surface->texture);
5635
5636         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5637         // average the vertex normals, find the surface bounds (after deformvertexes)
5638         VectorClear(normal);
5639         VectorCopy(rsurface.batchvertex3f, mins);
5640         VectorCopy(rsurface.batchvertex3f, maxs);
5641         for (vertexindex = 0;vertexindex < rsurface.batchnumvertices;vertexindex++)
5642         {
5643                 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5644                 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5645                 VectorAdd(normal, n, normal);
5646                 mins[0] = min(mins[0], v[0]);
5647                 mins[1] = min(mins[1], v[1]);
5648                 mins[2] = min(mins[2], v[2]);
5649                 maxs[0] = max(maxs[0], v[0]);
5650                 maxs[1] = max(maxs[1], v[1]);
5651                 maxs[2] = max(maxs[2], v[2]);
5652         }
5653         VectorNormalize(normal);
5654         VectorMAM(0.5f, mins, 0.5f, maxs, center);
5655
5656         VectorCopy(normal, plane.normal);
5657         VectorNormalize(plane.normal);
5658         plane.dist = DotProduct(center, plane.normal);
5659         PlaneClassify(&plane);
5660         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5661         {
5662                 // skip backfaces (except if nocullface is set)
5663                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5664                         return;
5665                 VectorNegate(plane.normal, plane.normal);
5666                 plane.dist *= -1;
5667                 PlaneClassify(&plane);
5668         }
5669
5670
5671         // find a matching plane if there is one
5672         bestplaneindex = -1;
5673         bestplanescore = 1048576.0f;
5674         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5675         {
5676                 if(p->camera_entity == t->camera_entity)
5677                 {
5678                         planescore = 100.0f - 100.0f * DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 25.0f;
5679                         if (bestplaneindex < 0 || bestplanescore > planescore)
5680                         {
5681                                 bestplaneindex = planeindex;
5682                                 bestplanescore = planescore;
5683                         }
5684                 }
5685         }
5686         planeindex = bestplaneindex;
5687         p = r_waterstate.waterplanes + planeindex;
5688
5689         // if this surface does not fit any known plane rendered this frame, add one
5690         if ((planeindex < 0 || bestplanescore > 100.0f) && r_waterstate.numwaterplanes < r_waterstate.maxwaterplanes)
5691         {
5692                 // store the new plane
5693                 planeindex = r_waterstate.numwaterplanes;
5694                 p = r_waterstate.waterplanes + planeindex;
5695                 r_waterstate.numwaterplanes++;
5696                 p->plane = plane;
5697                 // clear materialflags and pvs
5698                 p->materialflags = 0;
5699                 p->pvsvalid = false;
5700                 p->camera_entity = t->camera_entity;
5701                 VectorCopy(mins, p->mins);
5702                 VectorCopy(maxs, p->maxs);
5703         }
5704         else
5705         {
5706                 // merge mins/maxs when we're adding this surface to the plane
5707                 p->mins[0] = min(p->mins[0], mins[0]);
5708                 p->mins[1] = min(p->mins[1], mins[1]);
5709                 p->mins[2] = min(p->mins[2], mins[2]);
5710                 p->maxs[0] = max(p->maxs[0], maxs[0]);
5711                 p->maxs[1] = max(p->maxs[1], maxs[1]);
5712                 p->maxs[2] = max(p->maxs[2], maxs[2]);
5713         }
5714         // merge this surface's materialflags into the waterplane
5715         p->materialflags |= t->currentmaterialflags;
5716         if(!(p->materialflags & MATERIALFLAG_CAMERA))
5717         {
5718                 // merge this surface's PVS into the waterplane
5719                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5720                  && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5721                 {
5722                         r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
5723                         p->pvsvalid = true;
5724                 }
5725         }
5726 }
5727
5728 extern cvar_t r_drawparticles;
5729 extern cvar_t r_drawdecals;
5730
5731 static void R_Water_ProcessPlanes(void)
5732 {
5733         int myscissor[4];
5734         r_refdef_view_t originalview;
5735         r_refdef_view_t myview;
5736         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;
5737         r_waterstate_waterplane_t *p;
5738         vec3_t visorigin;
5739
5740         originalview = r_refdef.view;
5741
5742         // lowquality hack, temporarily shut down some cvars and restore afterwards
5743         qualityreduction = r_water_lowquality.integer;
5744         if (qualityreduction > 0)
5745         {
5746                 if (qualityreduction >= 1)
5747                 {
5748                         old_r_shadows = r_shadows.integer;
5749                         old_r_worldrtlight = r_shadow_realtime_world.integer;
5750                         old_r_dlight = r_shadow_realtime_dlight.integer;
5751                         Cvar_SetValueQuick(&r_shadows, 0);
5752                         Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
5753                         Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
5754                 }
5755                 if (qualityreduction >= 2)
5756                 {
5757                         old_r_dynamic = r_dynamic.integer;
5758                         old_r_particles = r_drawparticles.integer;
5759                         old_r_decals = r_drawdecals.integer;
5760                         Cvar_SetValueQuick(&r_dynamic, 0);
5761                         Cvar_SetValueQuick(&r_drawparticles, 0);
5762                         Cvar_SetValueQuick(&r_drawdecals, 0);
5763                 }
5764         }
5765
5766         // make sure enough textures are allocated
5767         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5768         {
5769                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5770                 {
5771                         if (!p->texture_refraction)
5772                                 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5773                         if (!p->texture_refraction)
5774                                 goto error;
5775                 }
5776                 else if (p->materialflags & MATERIALFLAG_CAMERA)
5777                 {
5778                         if (!p->texture_camera)
5779                                 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
5780                         if (!p->texture_camera)
5781                                 goto error;
5782                 }
5783
5784                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5785                 {
5786                         if (!p->texture_reflection)
5787                                 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5788                         if (!p->texture_reflection)
5789                                 goto error;
5790                 }
5791         }
5792
5793         // render views
5794         r_refdef.view = originalview;
5795         r_refdef.view.showdebug = false;
5796         r_refdef.view.width = r_waterstate.waterwidth;
5797         r_refdef.view.height = r_waterstate.waterheight;
5798         r_refdef.view.useclipplane = true;
5799         myview = r_refdef.view;
5800         r_waterstate.renderingscene = true;
5801         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5802         {
5803                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5804                 {
5805                         r_refdef.view = myview;
5806                         if(r_water_scissormode.integer)
5807                         {
5808                                 R_SetupView(true);
5809                                 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5810                                         continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5811                         }
5812
5813                         // render reflected scene and copy into texture
5814                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
5815                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
5816                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
5817                         r_refdef.view.clipplane = p->plane;
5818                         // reverse the cullface settings for this render
5819                         r_refdef.view.cullface_front = GL_FRONT;
5820                         r_refdef.view.cullface_back = GL_BACK;
5821                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
5822                         {
5823                                 r_refdef.view.usecustompvs = true;
5824                                 if (p->pvsvalid)
5825                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5826                                 else
5827                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5828                         }
5829
5830                         R_ResetViewRendering3D();
5831                         R_ClearScreen(r_refdef.fogenabled);
5832                         if(r_water_scissormode.integer & 2)
5833                                 R_View_UpdateWithScissor(myscissor);
5834                         else
5835                                 R_View_Update();
5836                         if(r_water_scissormode.integer & 1)
5837                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5838                         R_RenderScene();
5839
5840                         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);
5841                 }
5842
5843                 // render the normal view scene and copy into texture
5844                 // (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)
5845                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5846                 {
5847                         r_refdef.view = myview;
5848                         if(r_water_scissormode.integer)
5849                         {
5850                                 R_SetupView(true);
5851                                 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5852                                         continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5853                         }
5854
5855                         r_waterstate.renderingrefraction = true;
5856
5857                         r_refdef.view.clipplane = p->plane;
5858                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5859                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5860
5861                         if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
5862                         {
5863                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5864                                 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
5865                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5866                                 R_RenderView_UpdateViewVectors();
5867                                 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5868                                 {
5869                                         r_refdef.view.usecustompvs = true;
5870                                         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);
5871                                 }
5872                         }
5873
5874                         PlaneClassify(&r_refdef.view.clipplane);
5875
5876                         R_ResetViewRendering3D();
5877                         R_ClearScreen(r_refdef.fogenabled);
5878                         if(r_water_scissormode.integer & 2)
5879                                 R_View_UpdateWithScissor(myscissor);
5880                         else
5881                                 R_View_Update();
5882                         if(r_water_scissormode.integer & 1)
5883                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5884                         R_RenderScene();
5885
5886                         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);
5887                         r_waterstate.renderingrefraction = false;
5888                 }
5889                 else if (p->materialflags & MATERIALFLAG_CAMERA)
5890                 {
5891                         r_refdef.view = myview;
5892
5893                         r_refdef.view.clipplane = p->plane;
5894                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5895                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5896
5897                         r_refdef.view.width = r_waterstate.camerawidth;
5898                         r_refdef.view.height = r_waterstate.cameraheight;
5899                         r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5900                         r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5901
5902                         if(p->camera_entity)
5903                         {
5904                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5905                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5906                         }
5907
5908                         // note: all of the view is used for displaying... so
5909                         // there is no use in scissoring
5910
5911                         // reverse the cullface settings for this render
5912                         r_refdef.view.cullface_front = GL_FRONT;
5913                         r_refdef.view.cullface_back = GL_BACK;
5914                         // also reverse the view matrix
5915                         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
5916                         R_RenderView_UpdateViewVectors();
5917                         if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5918                         {
5919                                 r_refdef.view.usecustompvs = true;
5920                                 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);
5921                         }
5922                         
5923                         // camera needs no clipplane
5924                         r_refdef.view.useclipplane = false;
5925
5926                         PlaneClassify(&r_refdef.view.clipplane);
5927
5928                         R_ResetViewRendering3D();
5929                         R_ClearScreen(r_refdef.fogenabled);
5930                         R_View_Update();
5931                         R_RenderScene();
5932
5933                         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);
5934                         r_waterstate.renderingrefraction = false;
5935                 }
5936
5937         }
5938         if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
5939         r_waterstate.renderingscene = false;
5940         r_refdef.view = originalview;
5941         R_ResetViewRendering3D();
5942         R_ClearScreen(r_refdef.fogenabled);
5943         R_View_Update();
5944         goto finish;
5945 error:
5946         r_refdef.view = originalview;
5947         r_waterstate.renderingscene = false;
5948         Cvar_SetValueQuick(&r_water, 0);
5949         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
5950 finish:
5951         // lowquality hack, restore cvars
5952         if (qualityreduction > 0)
5953         {
5954                 if (qualityreduction >= 1)
5955                 {
5956                         Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5957                         Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5958                         Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5959                 }
5960                 if (qualityreduction >= 2)
5961                 {
5962                         Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5963                         Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5964                         Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5965                 }
5966         }
5967 }
5968
5969 void R_Bloom_StartFrame(void)
5970 {
5971         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
5972         int viewwidth, viewheight;
5973         textype_t textype;
5974
5975         if (r_viewscale_fpsscaling.integer)
5976         {
5977                 double actualframetime;
5978                 double targetframetime;
5979                 double adjust;
5980                 actualframetime = r_refdef.lastdrawscreentime;
5981                 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
5982                 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
5983                 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
5984                 if (r_viewscale_fpsscaling_stepsize.value > 0)
5985                         adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5986                 viewscalefpsadjusted += adjust;
5987                 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
5988         }
5989         else
5990                 viewscalefpsadjusted = 1.0f;
5991
5992         R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
5993
5994         switch(vid.renderpath)
5995         {
5996         case RENDERPATH_GL20:
5997         case RENDERPATH_D3D9:
5998         case RENDERPATH_D3D10:
5999         case RENDERPATH_D3D11:
6000         case RENDERPATH_SOFT:
6001         case RENDERPATH_GLES2:
6002                 break;
6003         case RENDERPATH_GL11:
6004         case RENDERPATH_GL13:
6005         case RENDERPATH_GLES1:
6006                 return;
6007         }
6008
6009         // set bloomwidth and bloomheight to the bloom resolution that will be
6010         // used (often less than the screen resolution for faster rendering)
6011         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
6012         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
6013         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
6014         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
6015         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
6016
6017         // calculate desired texture sizes
6018         if (vid.support.arb_texture_non_power_of_two)
6019         {
6020                 screentexturewidth = vid.width;
6021                 screentextureheight = vid.height;
6022                 bloomtexturewidth = r_bloomstate.bloomwidth;
6023                 bloomtextureheight = r_bloomstate.bloomheight;
6024         }
6025         else
6026         {
6027                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
6028                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
6029                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
6030                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
6031         }
6032
6033         if ((r_hdr.integer || 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))
6034         {
6035                 Cvar_SetValueQuick(&r_hdr, 0);
6036                 Cvar_SetValueQuick(&r_bloom, 0);
6037                 Cvar_SetValueQuick(&r_motionblur, 0);
6038                 Cvar_SetValueQuick(&r_damageblur, 0);
6039         }
6040
6041         if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial)) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)) && r_viewfbo.integer < 1 && r_viewscale.value == 1.0f && !r_viewscale_fpsscaling.integer)
6042                 screentexturewidth = screentextureheight = 0;
6043         if (!r_hdr.integer && !r_bloom.integer)
6044                 bloomtexturewidth = bloomtextureheight = 0;
6045
6046         textype = TEXTYPE_COLORBUFFER;
6047         switch (vid.renderpath)
6048         {
6049         case RENDERPATH_GL20:
6050         case RENDERPATH_GLES2:
6051                 if (vid.support.ext_framebuffer_object)
6052                 {
6053                         if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
6054                         if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
6055                 }
6056                 break;
6057         case RENDERPATH_GL11:
6058         case RENDERPATH_GL13:
6059         case RENDERPATH_GLES1:
6060         case RENDERPATH_D3D9:
6061         case RENDERPATH_D3D10:
6062         case RENDERPATH_D3D11:
6063         case RENDERPATH_SOFT:
6064                 break;
6065         }
6066
6067         // allocate textures as needed
6068         if (r_bloomstate.screentexturewidth != screentexturewidth
6069          || r_bloomstate.screentextureheight != screentextureheight
6070          || r_bloomstate.bloomtexturewidth != bloomtexturewidth
6071          || r_bloomstate.bloomtextureheight != bloomtextureheight
6072          || r_bloomstate.texturetype != textype
6073          || r_bloomstate.viewfbo != r_viewfbo.integer)
6074         {
6075                 if (r_bloomstate.texture_bloom)
6076                         R_FreeTexture(r_bloomstate.texture_bloom);
6077                 r_bloomstate.texture_bloom = NULL;
6078                 if (r_bloomstate.texture_screen)
6079                         R_FreeTexture(r_bloomstate.texture_screen);
6080                 r_bloomstate.texture_screen = NULL;
6081                 if (r_bloomstate.fbo_framebuffer)
6082                         R_Mesh_DestroyFramebufferObject(r_bloomstate.fbo_framebuffer);
6083                 r_bloomstate.fbo_framebuffer = 0;
6084                 if (r_bloomstate.texture_framebuffercolor)
6085                         R_FreeTexture(r_bloomstate.texture_framebuffercolor);
6086                 r_bloomstate.texture_framebuffercolor = NULL;
6087                 if (r_bloomstate.texture_framebufferdepth)
6088                         R_FreeTexture(r_bloomstate.texture_framebufferdepth);
6089                 r_bloomstate.texture_framebufferdepth = NULL;
6090                 r_bloomstate.screentexturewidth = screentexturewidth;
6091                 r_bloomstate.screentextureheight = screentextureheight;
6092                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
6093                         r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6094                 if (r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object)
6095                 {
6096                         // FIXME: choose depth bits based on a cvar
6097                         r_bloomstate.texture_framebufferdepth = R_LoadTextureShadowMap2D(r_main_texturepool, "framebufferdepth", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, 24, false);
6098                         r_bloomstate.texture_framebuffercolor = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6099                         r_bloomstate.fbo_framebuffer = R_Mesh_CreateFramebufferObject(r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
6100                         R_Mesh_SetRenderTargets(r_bloomstate.fbo_framebuffer, r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
6101 #ifndef USE_GLES2
6102                         // render depth into one texture and normalmap into the other
6103                         if (qglDrawBuffer)
6104                         {
6105                                 int status;
6106                                 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
6107                                 qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
6108                                 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
6109                                 if (status != GL_FRAMEBUFFER_COMPLETE)
6110                                         Con_Printf("R_Bloom_StartFrame: glCheckFramebufferStatusEXT returned %i\n", status);
6111                         }
6112 #endif
6113                 }
6114                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
6115                 r_bloomstate.bloomtextureheight = bloomtextureheight;
6116                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
6117                         r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6118                 r_bloomstate.viewfbo = r_viewfbo.integer;
6119                 r_bloomstate.texturetype = textype;
6120         }
6121
6122         // when doing a reduced render (HDR) we want to use a smaller area
6123         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
6124         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6125         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
6126         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
6127         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
6128
6129         // set up a texcoord array for the full resolution screen image
6130         // (we have to keep this around to copy back during final render)
6131         r_bloomstate.screentexcoord2f[0] = 0;
6132         r_bloomstate.screentexcoord2f[1] = (float)viewheight    / (float)r_bloomstate.screentextureheight;
6133         r_bloomstate.screentexcoord2f[2] = (float)viewwidth     / (float)r_bloomstate.screentexturewidth;
6134         r_bloomstate.screentexcoord2f[3] = (float)viewheight    / (float)r_bloomstate.screentextureheight;
6135         r_bloomstate.screentexcoord2f[4] = (float)viewwidth     / (float)r_bloomstate.screentexturewidth;
6136         r_bloomstate.screentexcoord2f[5] = 0;
6137         r_bloomstate.screentexcoord2f[6] = 0;
6138         r_bloomstate.screentexcoord2f[7] = 0;
6139
6140         // set up a texcoord array for the reduced resolution bloom image
6141         // (which will be additive blended over the screen image)
6142         r_bloomstate.bloomtexcoord2f[0] = 0;
6143         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6144         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
6145         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6146         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
6147         r_bloomstate.bloomtexcoord2f[5] = 0;
6148         r_bloomstate.bloomtexcoord2f[6] = 0;
6149         r_bloomstate.bloomtexcoord2f[7] = 0;
6150
6151         switch(vid.renderpath)
6152         {
6153         case RENDERPATH_GL11:
6154         case RENDERPATH_GL13:
6155         case RENDERPATH_GL20:
6156         case RENDERPATH_SOFT:
6157         case RENDERPATH_GLES1:
6158         case RENDERPATH_GLES2:
6159                 break;
6160         case RENDERPATH_D3D9:
6161         case RENDERPATH_D3D10:
6162         case RENDERPATH_D3D11:
6163                 {
6164                         int i;
6165                         for (i = 0;i < 4;i++)
6166                         {
6167                                 r_bloomstate.screentexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.screentexturewidth;
6168                                 r_bloomstate.screentexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.screentextureheight;
6169                                 r_bloomstate.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.bloomtexturewidth;
6170                                 r_bloomstate.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.bloomtextureheight;
6171                         }
6172                 }
6173                 break;
6174         }
6175
6176         if ((r_hdr.integer || r_bloom.integer) && r_bloomstate.bloomwidth)
6177         {
6178                 r_bloomstate.enabled = true;
6179                 r_bloomstate.hdr = r_hdr.integer != 0 && !r_bloomstate.fbo_framebuffer;
6180         }
6181
6182         R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6183
6184         if (r_bloomstate.fbo_framebuffer)
6185                 r_refdef.view.clear = true;
6186 }
6187
6188 void R_Bloom_CopyBloomTexture(float colorscale)
6189 {
6190         r_refdef.stats.bloom++;
6191
6192         // scale down screen texture to the bloom texture size
6193         CHECKGLERROR
6194         R_Mesh_SetMainRenderTargets();
6195         R_SetViewport(&r_bloomstate.viewport);
6196         GL_BlendFunc(GL_ONE, GL_ZERO);
6197         GL_Color(colorscale, colorscale, colorscale, 1);
6198         // 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...
6199         switch(vid.renderpath)
6200         {
6201         case RENDERPATH_GL11:
6202         case RENDERPATH_GL13:
6203         case RENDERPATH_GL20:
6204         case RENDERPATH_GLES1:
6205         case RENDERPATH_GLES2:
6206         case RENDERPATH_SOFT:
6207                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6208                 break;
6209         case RENDERPATH_D3D9:
6210         case RENDERPATH_D3D10:
6211         case RENDERPATH_D3D11:
6212                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6213                 break;
6214         }
6215         // TODO: do boxfilter scale-down in shader?
6216         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1, false, true);
6217         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6218         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
6219
6220         // we now have a bloom image in the framebuffer
6221         // copy it into the bloom image texture for later processing
6222         R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
6223         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
6224 }
6225
6226 void R_Bloom_CopyHDRTexture(void)
6227 {
6228         R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6229         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6230 }
6231
6232 void R_Bloom_MakeTexture(void)
6233 {
6234         int x, range, dir;
6235         float xoffset, yoffset, r, brighten;
6236
6237         r_refdef.stats.bloom++;
6238
6239         R_ResetViewRendering2D();
6240
6241         // we have a bloom image in the framebuffer
6242         CHECKGLERROR
6243         R_SetViewport(&r_bloomstate.viewport);
6244
6245         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6246         {
6247                 x *= 2;
6248                 r = bound(0, r_bloom_colorexponent.value / x, 1);
6249                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6250                 GL_Color(r,r,r,1);
6251                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
6252                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1, false, true);
6253                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6254                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
6255
6256                 // copy the vertically blurred bloom view to a texture
6257                 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
6258                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
6259         }
6260
6261         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
6262         brighten = r_bloom_brighten.value;
6263         if (r_bloomstate.hdr)
6264                 brighten *= r_hdr_range.value;
6265         brighten = sqrt(brighten);
6266         if(range >= 1)
6267                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6268         R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1, false, true);
6269
6270         for (dir = 0;dir < 2;dir++)
6271         {
6272                 // blend on at multiple vertical offsets to achieve a vertical blur
6273                 // TODO: do offset blends using GLSL
6274                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6275                 GL_BlendFunc(GL_ONE, GL_ZERO);
6276                 for (x = -range;x <= range;x++)
6277                 {
6278                         if (!dir){xoffset = 0;yoffset = x;}
6279                         else {xoffset = x;yoffset = 0;}
6280                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
6281                         yoffset /= (float)r_bloomstate.bloomtextureheight;
6282                         // compute a texcoord array with the specified x and y offset
6283                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
6284                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6285                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
6286                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6287                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
6288                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
6289                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
6290                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
6291                         // this r value looks like a 'dot' particle, fading sharply to
6292                         // black at the edges
6293                         // (probably not realistic but looks good enough)
6294                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6295                         //r = brighten/(range*2+1);
6296                         r = brighten / (range * 2 + 1);
6297                         if(range >= 1)
6298                                 r *= (1 - x*x/(float)(range*range));
6299                         GL_Color(r, r, r, 1);
6300                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
6301                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6302                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
6303                         GL_BlendFunc(GL_ONE, GL_ONE);
6304                 }
6305
6306                 // copy the vertically blurred bloom view to a texture
6307                 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
6308                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
6309         }
6310 }
6311
6312 void R_HDR_RenderBloomTexture(void)
6313 {
6314         int oldwidth, oldheight;
6315         float oldcolorscale;
6316         qboolean oldwaterstate;
6317
6318         oldwaterstate = r_waterstate.enabled;
6319         oldcolorscale = r_refdef.view.colorscale;
6320         oldwidth = r_refdef.view.width;
6321         oldheight = r_refdef.view.height;
6322         r_refdef.view.width = r_bloomstate.bloomwidth;
6323         r_refdef.view.height = r_bloomstate.bloomheight;
6324
6325         if(r_hdr.integer < 2)
6326                 r_waterstate.enabled = false;
6327
6328         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
6329         // TODO: add exposure compensation features
6330         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
6331
6332         r_refdef.view.showdebug = false;
6333         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
6334
6335         R_ResetViewRendering3D();
6336
6337         R_ClearScreen(r_refdef.fogenabled);
6338         if (r_timereport_active)
6339                 R_TimeReport("HDRclear");
6340
6341         R_View_Update();
6342         if (r_timereport_active)
6343                 R_TimeReport("visibility");
6344
6345         // only do secondary renders with HDR if r_hdr is 2 or higher
6346         r_waterstate.numwaterplanes = 0;
6347         if (r_waterstate.enabled)
6348                 R_RenderWaterPlanes();
6349
6350         r_refdef.view.showdebug = true;
6351         R_RenderScene();
6352         r_waterstate.numwaterplanes = 0;
6353
6354         R_ResetViewRendering2D();
6355
6356         R_Bloom_CopyHDRTexture();
6357         R_Bloom_MakeTexture();
6358
6359         // restore the view settings
6360         r_waterstate.enabled = oldwaterstate;
6361         r_refdef.view.width = oldwidth;
6362         r_refdef.view.height = oldheight;
6363         r_refdef.view.colorscale = oldcolorscale;
6364
6365         R_ResetViewRendering3D();
6366
6367         R_ClearScreen(r_refdef.fogenabled);
6368         if (r_timereport_active)
6369                 R_TimeReport("viewclear");
6370 }
6371
6372 static void R_BlendView(void)
6373 {
6374         unsigned int permutation;
6375         float uservecs[4][4];
6376
6377         switch (vid.renderpath)
6378         {
6379         case RENDERPATH_GL20:
6380         case RENDERPATH_D3D9:
6381         case RENDERPATH_D3D10:
6382         case RENDERPATH_D3D11:
6383         case RENDERPATH_SOFT:
6384         case RENDERPATH_GLES2:
6385                 permutation =
6386                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
6387                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6388                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6389                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6390                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6391
6392                 if (r_bloomstate.texture_screen)
6393                 {
6394                         // make sure the buffer is available
6395                         if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
6396
6397                         R_ResetViewRendering2D();
6398                         R_Mesh_SetMainRenderTargets();
6399
6400                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
6401                         {
6402                                 // declare variables
6403                                 float blur_factor, blur_mouseaccel, blur_velocity;
6404                                 static float blur_average; 
6405                                 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6406
6407                                 // set a goal for the factoring
6408                                 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value) 
6409                                         / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6410                                 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value) 
6411                                         / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6412                                 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value) 
6413                                         + (blur_mouseaccel * r_motionblur_mousefactor.value));
6414
6415                                 // from the goal, pick an averaged value between goal and last value
6416                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6417                                 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6418                                 
6419                                 // enforce minimum amount of blur 
6420                                 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6421                                 
6422                                 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6423
6424                                 // calculate values into a standard alpha
6425                                 cl.motionbluralpha = 1 - exp(-
6426                                                 (
6427                                                  (r_motionblur.value * blur_factor / 80)
6428                                                  +
6429                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6430                                                 )
6431                                                 /
6432                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
6433                                           );
6434                                 
6435                                 // randomization for the blur value to combat persistent ghosting
6436                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6437                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6438                                 
6439                                 // apply the blur
6440                                 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
6441                                 {
6442                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6443                                         GL_Color(1, 1, 1, cl.motionbluralpha);
6444                                         switch(vid.renderpath)
6445                                         {
6446                                         case RENDERPATH_GL11:
6447                                         case RENDERPATH_GL13:
6448                                         case RENDERPATH_GL20:
6449                                         case RENDERPATH_GLES1:
6450                                         case RENDERPATH_GLES2:
6451                                         case RENDERPATH_SOFT:
6452                                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6453                                                 break;
6454                                         case RENDERPATH_D3D9:
6455                                         case RENDERPATH_D3D10:
6456                                         case RENDERPATH_D3D11:
6457                                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6458                                                 break;
6459                                         }
6460                                         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1, false, true);
6461                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6462                                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6463                                 }
6464                                 
6465                                 // updates old view angles for next pass 
6466                                 VectorCopy(cl.viewangles, blur_oldangles);
6467                         }
6468
6469                         // copy view into the screen texture
6470                         R_Mesh_CopyToTexture(r_bloomstate.texture_screen, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6471                         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6472                 }
6473                 else if (!r_bloomstate.texture_bloom)
6474                 {
6475                         // we may still have to do view tint...
6476                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6477                         {
6478                                 // apply a color tint to the whole view
6479                                 R_ResetViewRendering2D();
6480                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6481                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6482                                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, true);
6483                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6484                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6485                         }
6486                         break; // no screen processing, no bloom, skip it
6487                 }
6488
6489                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
6490                 {
6491                         // render simple bloom effect
6492                         // copy the screen and shrink it and darken it for the bloom process
6493                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
6494                         // make the bloom texture
6495                         R_Bloom_MakeTexture();
6496                 }
6497
6498 #if _MSC_VER >= 1400
6499 #define sscanf sscanf_s
6500 #endif
6501                 memset(uservecs, 0, sizeof(uservecs));
6502                 if (r_glsl_postprocess_uservec1_enable.integer)
6503                         sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6504                 if (r_glsl_postprocess_uservec2_enable.integer)
6505                         sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6506                 if (r_glsl_postprocess_uservec3_enable.integer)
6507                         sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6508                 if (r_glsl_postprocess_uservec4_enable.integer)
6509                         sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6510
6511                 R_ResetViewRendering2D();
6512                 GL_Color(1, 1, 1, 1);
6513                 GL_BlendFunc(GL_ONE, GL_ZERO);
6514
6515                 switch(vid.renderpath)
6516                 {
6517                 case RENDERPATH_GL20:
6518                 case RENDERPATH_GLES2:
6519                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
6520                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6521                         if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First     , r_bloomstate.texture_screen);
6522                         if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second    , r_bloomstate.texture_bloom );
6523                         if (r_glsl_permutation->tex_Texture_GammaRamps      >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps       );
6524                         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]);
6525                         if (r_glsl_permutation->loc_PixelSize               >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
6526                         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]);
6527                         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]);
6528                         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]);
6529                         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]);
6530                         if (r_glsl_permutation->loc_Saturation              >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
6531                         if (r_glsl_permutation->loc_PixelToScreenTexCoord   >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6532                         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);
6533                         break;
6534                 case RENDERPATH_D3D9:
6535 #ifdef SUPPORTD3D
6536                         // 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...
6537                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
6538                         R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6539                         R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
6540                         R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
6541                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
6542                         hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor        , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6543                         hlslPSSetParameter2f(D3DPSREGISTER_PixelSize            , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
6544                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec1             , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6545                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec2             , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6546                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec3             , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6547                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec4             , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6548                         hlslPSSetParameter1f(D3DPSREGISTER_Saturation           , r_glsl_saturation.value);
6549                         hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6550                         hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6551 #endif
6552                         break;
6553                 case RENDERPATH_D3D10:
6554                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6555                         break;
6556                 case RENDERPATH_D3D11:
6557                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6558                         break;
6559                 case RENDERPATH_SOFT:
6560                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
6561                         R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6562                         R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
6563                         R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
6564                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
6565                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor     , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6566                         DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
6567                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1          , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6568                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2          , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6569                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3          , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6570                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4          , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6571                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation        , r_glsl_saturation.value);
6572                         DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6573                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6574                         break;
6575                 default:
6576                         break;
6577                 }
6578                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6579                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
6580                 break;
6581         case RENDERPATH_GL11:
6582         case RENDERPATH_GL13:
6583         case RENDERPATH_GLES1:
6584                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6585                 {
6586                         // apply a color tint to the whole view
6587                         R_ResetViewRendering2D();
6588                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6589                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6590                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, true);
6591                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6592                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6593                 }
6594                 break;
6595         }
6596 }
6597
6598 matrix4x4_t r_waterscrollmatrix;
6599
6600 void R_UpdateFog(void) // needs to be called before HDR subrender too, as that changes colorscale!
6601 {
6602         // Nehahra fog
6603         if (gamemode == GAME_NEHAHRA)
6604         {
6605                 if (gl_fogenable.integer)
6606                 {
6607                         r_refdef.oldgl_fogenable = true;
6608                         r_refdef.fog_density = gl_fogdensity.value;
6609                         r_refdef.fog_red = gl_fogred.value;
6610                         r_refdef.fog_green = gl_foggreen.value;
6611                         r_refdef.fog_blue = gl_fogblue.value;
6612                         r_refdef.fog_alpha = 1;
6613                         r_refdef.fog_start = 0;
6614                         r_refdef.fog_end = gl_skyclip.value;
6615                         r_refdef.fog_height = 1<<30;
6616                         r_refdef.fog_fadedepth = 128;
6617                 }
6618                 else if (r_refdef.oldgl_fogenable)
6619                 {
6620                         r_refdef.oldgl_fogenable = false;
6621                         r_refdef.fog_density = 0;
6622                         r_refdef.fog_red = 0;
6623                         r_refdef.fog_green = 0;
6624                         r_refdef.fog_blue = 0;
6625                         r_refdef.fog_alpha = 0;
6626                         r_refdef.fog_start = 0;
6627                         r_refdef.fog_end = 0;
6628                         r_refdef.fog_height = 1<<30;
6629                         r_refdef.fog_fadedepth = 128;
6630                 }
6631         }
6632
6633         // fog parms
6634         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6635         r_refdef.fog_start = max(0, r_refdef.fog_start);
6636         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6637
6638         if (r_refdef.fog_density && r_drawfog.integer)
6639         {
6640                 r_refdef.fogenabled = true;
6641                 // this is the point where the fog reaches 0.9986 alpha, which we
6642                 // consider a good enough cutoff point for the texture
6643                 // (0.9986 * 256 == 255.6)
6644                 if (r_fog_exp2.integer)
6645                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6646                 else
6647                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6648                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6649                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6650                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6651                 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6652                         R_BuildFogHeightTexture();
6653                 // fog color was already set
6654                 // update the fog texture
6655                 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)
6656                         R_BuildFogTexture();
6657                 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6658                 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6659         }
6660         else
6661                 r_refdef.fogenabled = false;
6662
6663         // fog color
6664         if (r_refdef.fog_density)
6665         {
6666                 r_refdef.fogcolor[0] = r_refdef.fog_red;
6667                 r_refdef.fogcolor[1] = r_refdef.fog_green;
6668                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6669
6670                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6671                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6672                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6673                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6674
6675                 {
6676                         vec3_t fogvec;
6677                         VectorCopy(r_refdef.fogcolor, fogvec);
6678                         //   color.rgb *= ContrastBoost * SceneBrightness;
6679                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6680                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6681                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6682                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6683                 }
6684         }
6685 }
6686
6687 void R_UpdateVariables(void)
6688 {
6689         R_Textures_Frame();
6690
6691         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
6692
6693         r_refdef.farclip = r_farclip_base.value;
6694         if (r_refdef.scene.worldmodel)
6695                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6696         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6697
6698         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6699                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6700         r_refdef.polygonfactor = 0;
6701         r_refdef.polygonoffset = 0;
6702         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6703         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6704
6705         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6706         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6707         r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6708         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6709         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6710         if (FAKELIGHT_ENABLED)
6711         {
6712                 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
6713         }
6714         if (r_showsurfaces.integer)
6715         {
6716                 r_refdef.scene.rtworld = false;
6717                 r_refdef.scene.rtworldshadows = false;
6718                 r_refdef.scene.rtdlight = false;
6719                 r_refdef.scene.rtdlightshadows = false;
6720                 r_refdef.lightmapintensity = 0;
6721         }
6722
6723         switch(vid.renderpath)
6724         {
6725         case RENDERPATH_GL20:
6726         case RENDERPATH_D3D9:
6727         case RENDERPATH_D3D10:
6728         case RENDERPATH_D3D11:
6729         case RENDERPATH_SOFT:
6730         case RENDERPATH_GLES2:
6731                 if(v_glslgamma.integer && !vid_gammatables_trivial)
6732                 {
6733                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
6734                         {
6735                                 // build GLSL gamma texture
6736 #define RAMPWIDTH 256
6737                                 unsigned short ramp[RAMPWIDTH * 3];
6738                                 unsigned char rampbgr[RAMPWIDTH][4];
6739                                 int i;
6740
6741                                 r_texture_gammaramps_serial = vid_gammatables_serial;
6742
6743                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
6744                                 for(i = 0; i < RAMPWIDTH; ++i)
6745                                 {
6746                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6747                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6748                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
6749                                         rampbgr[i][3] = 0;
6750                                 }
6751                                 if (r_texture_gammaramps)
6752                                 {
6753                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
6754                                 }
6755                                 else
6756                                 {
6757                                         r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
6758                                 }
6759                         }
6760                 }
6761                 else
6762                 {
6763                         // remove GLSL gamma texture
6764                 }
6765                 break;
6766         case RENDERPATH_GL11:
6767         case RENDERPATH_GL13:
6768         case RENDERPATH_GLES1:
6769                 break;
6770         }
6771 }
6772
6773 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
6774 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
6775 /*
6776 ================
6777 R_SelectScene
6778 ================
6779 */
6780 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
6781         if( scenetype != r_currentscenetype ) {
6782                 // store the old scenetype
6783                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
6784                 r_currentscenetype = scenetype;
6785                 // move in the new scene
6786                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
6787         }
6788 }
6789
6790 /*
6791 ================
6792 R_GetScenePointer
6793 ================
6794 */
6795 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
6796 {
6797         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
6798         if( scenetype == r_currentscenetype ) {
6799                 return &r_refdef.scene;
6800         } else {
6801                 return &r_scenes_store[ scenetype ];
6802         }
6803 }
6804
6805 int R_SortEntities_Compare(const void *ap, const void *bp)
6806 {
6807         const entity_render_t *a = *(const entity_render_t **)ap;
6808         const entity_render_t *b = *(const entity_render_t **)bp;
6809
6810         // 1. compare model
6811         if(a->model < b->model)
6812                 return -1;
6813         if(a->model > b->model)
6814                 return +1;
6815
6816         // 2. compare skin
6817         // TODO possibly calculate the REAL skinnum here first using
6818         // skinscenes?
6819         if(a->skinnum < b->skinnum)
6820                 return -1;
6821         if(a->skinnum > b->skinnum)
6822                 return +1;
6823
6824         // everything we compared is equal
6825         return 0;
6826 }
6827 void R_SortEntities(void)
6828 {
6829         // below or equal 2 ents, sorting never gains anything
6830         if(r_refdef.scene.numentities <= 2)
6831                 return;
6832         // sort
6833         qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
6834 }
6835
6836 /*
6837 ================
6838 R_RenderView
6839 ================
6840 */
6841 int dpsoftrast_test;
6842 extern void R_Shadow_UpdateBounceGridTexture(void);
6843 extern cvar_t r_shadow_bouncegrid;
6844 void R_RenderView(void)
6845 {
6846         matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
6847
6848         dpsoftrast_test = r_test.integer;
6849
6850         if (r_timereport_active)
6851                 R_TimeReport("start");
6852         r_textureframe++; // used only by R_GetCurrentTexture
6853         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6854
6855         if(R_CompileShader_CheckStaticParms())
6856                 R_GLSL_Restart_f();
6857
6858         if (!r_drawentities.integer)
6859                 r_refdef.scene.numentities = 0;
6860         else if (r_sortentities.integer)
6861                 R_SortEntities();
6862
6863         R_AnimCache_ClearCache();
6864         R_FrameData_NewFrame();
6865
6866         /* adjust for stereo display */
6867         if(R_Stereo_Active())
6868         {
6869                 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);
6870                 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
6871         }
6872
6873         if (r_refdef.view.isoverlay)
6874         {
6875                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
6876                 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
6877                 R_TimeReport("depthclear");
6878
6879                 r_refdef.view.showdebug = false;
6880
6881                 r_waterstate.enabled = false;
6882                 r_waterstate.numwaterplanes = 0;
6883
6884                 R_RenderScene();
6885
6886                 r_refdef.view.matrix = originalmatrix;
6887
6888                 CHECKGLERROR
6889                 return;
6890         }
6891
6892         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
6893         {
6894                 r_refdef.view.matrix = originalmatrix;
6895                 return; //Host_Error ("R_RenderView: NULL worldmodel");
6896         }
6897
6898         r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
6899
6900         R_RenderView_UpdateViewVectors();
6901
6902         R_Shadow_UpdateWorldLightSelection();
6903
6904         R_Bloom_StartFrame();
6905         R_Water_StartFrame();
6906
6907         CHECKGLERROR
6908         if (r_timereport_active)
6909                 R_TimeReport("viewsetup");
6910
6911         R_ResetViewRendering3D();
6912
6913         if (r_refdef.view.clear || r_refdef.fogenabled)
6914         {
6915                 R_ClearScreen(r_refdef.fogenabled);
6916                 if (r_timereport_active)
6917                         R_TimeReport("viewclear");
6918         }
6919         r_refdef.view.clear = true;
6920
6921         // this produces a bloom texture to be used in R_BlendView() later
6922         if (r_bloomstate.hdr)
6923         {
6924                 R_HDR_RenderBloomTexture();
6925                 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
6926                 r_textureframe++; // used only by R_GetCurrentTexture
6927         }
6928
6929         r_refdef.view.showdebug = true;
6930
6931         R_View_Update();
6932         if (r_timereport_active)
6933                 R_TimeReport("visibility");
6934
6935         R_Shadow_UpdateBounceGridTexture();
6936         if (r_timereport_active && r_shadow_bouncegrid.integer)
6937                 R_TimeReport("bouncegrid");
6938
6939         r_waterstate.numwaterplanes = 0;
6940         if (r_waterstate.enabled)
6941                 R_RenderWaterPlanes();
6942
6943         R_RenderScene();
6944         r_waterstate.numwaterplanes = 0;
6945
6946         R_BlendView();
6947         if (r_timereport_active)
6948                 R_TimeReport("blendview");
6949
6950         GL_Scissor(0, 0, vid.width, vid.height);
6951         GL_ScissorTest(false);
6952
6953         r_refdef.view.matrix = originalmatrix;
6954
6955         CHECKGLERROR
6956 }
6957
6958 void R_RenderWaterPlanes(void)
6959 {
6960         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
6961         {
6962                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
6963                 if (r_timereport_active)
6964                         R_TimeReport("waterworld");
6965         }
6966
6967         // don't let sound skip if going slow
6968         if (r_refdef.scene.extraupdate)
6969                 S_ExtraUpdate ();
6970
6971         R_DrawModelsAddWaterPlanes();
6972         if (r_timereport_active)
6973                 R_TimeReport("watermodels");
6974
6975         if (r_waterstate.numwaterplanes)
6976         {
6977                 R_Water_ProcessPlanes();
6978                 if (r_timereport_active)
6979                         R_TimeReport("waterscenes");
6980         }
6981 }
6982
6983 extern void R_DrawLightningBeams (void);
6984 extern void VM_CL_AddPolygonsToMeshQueue (void);
6985 extern void R_DrawPortals (void);
6986 extern cvar_t cl_locs_show;
6987 static void R_DrawLocs(void);
6988 static void R_DrawEntityBBoxes(void);
6989 static void R_DrawModelDecals(void);
6990 extern void R_DrawModelShadows(void);
6991 extern void R_DrawModelShadowMaps(void);
6992 extern cvar_t cl_decals_newsystem;
6993 extern qboolean r_shadow_usingdeferredprepass;
6994 void R_RenderScene(void)
6995 {
6996         qboolean shadowmapping = false;
6997
6998         if (r_timereport_active)
6999                 R_TimeReport("beginscene");
7000
7001         r_refdef.stats.renders++;
7002
7003         R_UpdateFog();
7004
7005         // don't let sound skip if going slow
7006         if (r_refdef.scene.extraupdate)
7007                 S_ExtraUpdate ();
7008
7009         R_MeshQueue_BeginScene();
7010
7011         R_SkyStartFrame();
7012
7013         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);
7014
7015         if (r_timereport_active)
7016                 R_TimeReport("skystartframe");
7017
7018         if (cl.csqc_vidvars.drawworld)
7019         {
7020                 // don't let sound skip if going slow
7021                 if (r_refdef.scene.extraupdate)
7022                         S_ExtraUpdate ();
7023
7024                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7025                 {
7026                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7027                         if (r_timereport_active)
7028                                 R_TimeReport("worldsky");
7029                 }
7030
7031                 if (R_DrawBrushModelsSky() && r_timereport_active)
7032                         R_TimeReport("bmodelsky");
7033
7034                 if (skyrendermasked && skyrenderlater)
7035                 {
7036                         // we have to force off the water clipping plane while rendering sky
7037                         R_SetupView(false);
7038                         R_Sky();
7039                         R_SetupView(true);
7040                         if (r_timereport_active)
7041                                 R_TimeReport("sky");
7042                 }
7043         }
7044
7045         R_AnimCache_CacheVisibleEntities();
7046         if (r_timereport_active)
7047                 R_TimeReport("animation");
7048
7049         R_Shadow_PrepareLights();
7050         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
7051                 R_Shadow_PrepareModelShadows();
7052         if (r_timereport_active)
7053                 R_TimeReport("preparelights");
7054
7055         if (R_Shadow_ShadowMappingEnabled())
7056                 shadowmapping = true;
7057
7058         if (r_shadow_usingdeferredprepass)
7059                 R_Shadow_DrawPrepass();
7060
7061         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7062         {
7063                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7064                 if (r_timereport_active)
7065                         R_TimeReport("worlddepth");
7066         }
7067         if (r_depthfirst.integer >= 2)
7068         {
7069                 R_DrawModelsDepth();
7070                 if (r_timereport_active)
7071                         R_TimeReport("modeldepth");
7072         }
7073
7074         if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
7075         {
7076                 R_DrawModelShadowMaps();
7077                 R_ResetViewRendering3D();
7078                 // don't let sound skip if going slow
7079                 if (r_refdef.scene.extraupdate)
7080                         S_ExtraUpdate ();
7081         }
7082
7083         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7084         {
7085                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7086                 if (r_timereport_active)
7087                         R_TimeReport("world");
7088         }
7089
7090         // don't let sound skip if going slow
7091         if (r_refdef.scene.extraupdate)
7092                 S_ExtraUpdate ();
7093
7094         R_DrawModels();
7095         if (r_timereport_active)
7096                 R_TimeReport("models");
7097
7098         // don't let sound skip if going slow
7099         if (r_refdef.scene.extraupdate)
7100                 S_ExtraUpdate ();
7101
7102         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7103         {
7104                 R_DrawModelShadows();
7105                 R_ResetViewRendering3D();
7106                 // don't let sound skip if going slow
7107                 if (r_refdef.scene.extraupdate)
7108                         S_ExtraUpdate ();
7109         }
7110
7111         if (!r_shadow_usingdeferredprepass)
7112         {
7113                 R_Shadow_DrawLights();
7114                 if (r_timereport_active)
7115                         R_TimeReport("rtlights");
7116         }
7117
7118         // don't let sound skip if going slow
7119         if (r_refdef.scene.extraupdate)
7120                 S_ExtraUpdate ();
7121
7122         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7123         {
7124                 R_DrawModelShadows();
7125                 R_ResetViewRendering3D();
7126                 // don't let sound skip if going slow
7127                 if (r_refdef.scene.extraupdate)
7128                         S_ExtraUpdate ();
7129         }
7130
7131         if (cl.csqc_vidvars.drawworld)
7132         {
7133                 if (cl_decals_newsystem.integer)
7134                 {
7135                         R_DrawModelDecals();
7136                         if (r_timereport_active)
7137                                 R_TimeReport("modeldecals");
7138                 }
7139                 else
7140                 {
7141                         R_DrawDecals();
7142                         if (r_timereport_active)
7143                                 R_TimeReport("decals");
7144                 }
7145
7146                 R_DrawParticles();
7147                 if (r_timereport_active)
7148                         R_TimeReport("particles");
7149
7150                 R_DrawExplosions();
7151                 if (r_timereport_active)
7152                         R_TimeReport("explosions");
7153
7154                 R_DrawLightningBeams();
7155                 if (r_timereport_active)
7156                         R_TimeReport("lightning");
7157         }
7158
7159         VM_CL_AddPolygonsToMeshQueue();
7160
7161         if (r_refdef.view.showdebug)
7162         {
7163                 if (cl_locs_show.integer)
7164                 {
7165                         R_DrawLocs();
7166                         if (r_timereport_active)
7167                                 R_TimeReport("showlocs");
7168                 }
7169
7170                 if (r_drawportals.integer)
7171                 {
7172                         R_DrawPortals();
7173                         if (r_timereport_active)
7174                                 R_TimeReport("portals");
7175                 }
7176
7177                 if (r_showbboxes.value > 0)
7178                 {
7179                         R_DrawEntityBBoxes();
7180                         if (r_timereport_active)
7181                                 R_TimeReport("bboxes");
7182                 }
7183         }
7184
7185         if (r_transparent.integer)
7186         {
7187                 R_MeshQueue_RenderTransparent();
7188                 if (r_timereport_active)
7189                         R_TimeReport("drawtrans");
7190         }
7191
7192         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))
7193         {
7194                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7195                 if (r_timereport_active)
7196                         R_TimeReport("worlddebug");
7197                 R_DrawModelsDebug();
7198                 if (r_timereport_active)
7199                         R_TimeReport("modeldebug");
7200         }
7201
7202         if (cl.csqc_vidvars.drawworld)
7203         {
7204                 R_Shadow_DrawCoronas();
7205                 if (r_timereport_active)
7206                         R_TimeReport("coronas");
7207         }
7208
7209 #if 0
7210         {
7211                 GL_DepthTest(false);
7212                 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7213                 GL_Color(1, 1, 1, 1);
7214                 qglBegin(GL_POLYGON);
7215                 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7216                 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7217                 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7218                 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7219                 qglEnd();
7220                 qglBegin(GL_POLYGON);
7221                 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]);
7222                 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]);
7223                 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]);
7224                 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]);
7225                 qglEnd();
7226                 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7227         }
7228 #endif
7229
7230         // don't let sound skip if going slow
7231         if (r_refdef.scene.extraupdate)
7232                 S_ExtraUpdate ();
7233
7234         R_ResetViewRendering2D();
7235 }
7236
7237 static const unsigned short bboxelements[36] =
7238 {
7239         5, 1, 3, 5, 3, 7,
7240         6, 2, 0, 6, 0, 4,
7241         7, 3, 2, 7, 2, 6,
7242         4, 0, 1, 4, 1, 5,
7243         4, 5, 7, 4, 7, 6,
7244         1, 0, 2, 1, 2, 3,
7245 };
7246
7247 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7248 {
7249         int i;
7250         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7251
7252         RSurf_ActiveWorldEntity();
7253
7254         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7255         GL_DepthMask(false);
7256         GL_DepthRange(0, 1);
7257         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7258 //      R_Mesh_ResetTextureState();
7259
7260         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7261         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7262         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7263         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7264         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7265         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7266         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7267         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7268         R_FillColors(color4f, 8, cr, cg, cb, ca);
7269         if (r_refdef.fogenabled)
7270         {
7271                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7272                 {
7273                         f1 = RSurf_FogVertex(v);
7274                         f2 = 1 - f1;
7275                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7276                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7277                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7278                 }
7279         }
7280         R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7281         R_Mesh_ResetTextureState();
7282         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
7283         R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7284 }
7285
7286 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7287 {
7288         int i;
7289         float color[4];
7290         prvm_edict_t *edict;
7291         prvm_prog_t *prog_save = prog;
7292
7293         // this function draws bounding boxes of server entities
7294         if (!sv.active)
7295                 return;
7296
7297         GL_CullFace(GL_NONE);
7298         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
7299
7300         prog = 0;
7301         SV_VM_Begin();
7302         for (i = 0;i < numsurfaces;i++)
7303         {
7304                 edict = PRVM_EDICT_NUM(surfacelist[i]);
7305                 switch ((int)PRVM_serveredictfloat(edict, solid))
7306                 {
7307                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
7308                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
7309                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
7310                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7311                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
7312                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
7313                 }
7314                 color[3] *= r_showbboxes.value;
7315                 color[3] = bound(0, color[3], 1);
7316                 GL_DepthTest(!r_showdisabledepthtest.integer);
7317                 GL_CullFace(r_refdef.view.cullface_front);
7318                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7319         }
7320         SV_VM_End();
7321         prog = prog_save;
7322 }
7323
7324 static void R_DrawEntityBBoxes(void)
7325 {
7326         int i;
7327         prvm_edict_t *edict;
7328         vec3_t center;
7329         prvm_prog_t *prog_save = prog;
7330
7331         // this function draws bounding boxes of server entities
7332         if (!sv.active)
7333                 return;
7334
7335         prog = 0;
7336         SV_VM_Begin();
7337         for (i = 0;i < prog->num_edicts;i++)
7338         {
7339                 edict = PRVM_EDICT_NUM(i);
7340                 if (edict->priv.server->free)
7341                         continue;
7342                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7343                 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7344                         continue;
7345                 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7346                         continue;
7347                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7348                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7349         }
7350         SV_VM_End();
7351         prog = prog_save;
7352 }
7353
7354 static const int nomodelelement3i[24] =
7355 {
7356         5, 2, 0,
7357         5, 1, 2,
7358         5, 0, 3,
7359         5, 3, 1,
7360         0, 2, 4,
7361         2, 1, 4,
7362         3, 0, 4,
7363         1, 3, 4
7364 };
7365
7366 static const unsigned short nomodelelement3s[24] =
7367 {
7368         5, 2, 0,
7369         5, 1, 2,
7370         5, 0, 3,
7371         5, 3, 1,
7372         0, 2, 4,
7373         2, 1, 4,
7374         3, 0, 4,
7375         1, 3, 4
7376 };
7377
7378 static const float nomodelvertex3f[6*3] =
7379 {
7380         -16,   0,   0,
7381          16,   0,   0,
7382           0, -16,   0,
7383           0,  16,   0,
7384           0,   0, -16,
7385           0,   0,  16
7386 };
7387
7388 static const float nomodelcolor4f[6*4] =
7389 {
7390         0.0f, 0.0f, 0.5f, 1.0f,
7391         0.0f, 0.0f, 0.5f, 1.0f,
7392         0.0f, 0.5f, 0.0f, 1.0f,
7393         0.0f, 0.5f, 0.0f, 1.0f,
7394         0.5f, 0.0f, 0.0f, 1.0f,
7395         0.5f, 0.0f, 0.0f, 1.0f
7396 };
7397
7398 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7399 {
7400         int i;
7401         float f1, f2, *c;
7402         float color4f[6*4];
7403
7404         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);
7405
7406         // this is only called once per entity so numsurfaces is always 1, and
7407         // surfacelist is always {0}, so this code does not handle batches
7408
7409         if (rsurface.ent_flags & RENDER_ADDITIVE)
7410         {
7411                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7412                 GL_DepthMask(false);
7413         }
7414         else if (rsurface.colormod[3] < 1)
7415         {
7416                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7417                 GL_DepthMask(false);
7418         }
7419         else
7420         {
7421                 GL_BlendFunc(GL_ONE, GL_ZERO);
7422                 GL_DepthMask(true);
7423         }
7424         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7425         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7426         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7427         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7428         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7429         for (i = 0, c = color4f;i < 6;i++, c += 4)
7430         {
7431                 c[0] *= rsurface.colormod[0];
7432                 c[1] *= rsurface.colormod[1];
7433                 c[2] *= rsurface.colormod[2];
7434                 c[3] *= rsurface.colormod[3];
7435         }
7436         if (r_refdef.fogenabled)
7437         {
7438                 for (i = 0, c = color4f;i < 6;i++, c += 4)
7439                 {
7440                         f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7441                         f2 = 1 - f1;
7442                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7443                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7444                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7445                 }
7446         }
7447 //      R_Mesh_ResetTextureState();
7448         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
7449         R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7450         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7451 }
7452
7453 void R_DrawNoModel(entity_render_t *ent)
7454 {
7455         vec3_t org;
7456         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7457         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7458                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7459         else
7460                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7461 }
7462
7463 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
7464 {
7465         vec3_t right1, right2, diff, normal;
7466
7467         VectorSubtract (org2, org1, normal);
7468
7469         // calculate 'right' vector for start
7470         VectorSubtract (r_refdef.view.origin, org1, diff);
7471         CrossProduct (normal, diff, right1);
7472         VectorNormalize (right1);
7473
7474         // calculate 'right' vector for end
7475         VectorSubtract (r_refdef.view.origin, org2, diff);
7476         CrossProduct (normal, diff, right2);
7477         VectorNormalize (right2);
7478
7479         vert[ 0] = org1[0] + width * right1[0];
7480         vert[ 1] = org1[1] + width * right1[1];
7481         vert[ 2] = org1[2] + width * right1[2];
7482         vert[ 3] = org1[0] - width * right1[0];
7483         vert[ 4] = org1[1] - width * right1[1];
7484         vert[ 5] = org1[2] - width * right1[2];
7485         vert[ 6] = org2[0] - width * right2[0];
7486         vert[ 7] = org2[1] - width * right2[1];
7487         vert[ 8] = org2[2] - width * right2[2];
7488         vert[ 9] = org2[0] + width * right2[0];
7489         vert[10] = org2[1] + width * right2[1];
7490         vert[11] = org2[2] + width * right2[2];
7491 }
7492
7493 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)
7494 {
7495         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7496         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7497         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7498         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7499         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7500         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7501         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7502         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7503         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7504         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7505         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7506         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7507 }
7508
7509 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7510 {
7511         int i;
7512         float *vertex3f;
7513         float v[3];
7514         VectorSet(v, x, y, z);
7515         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7516                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7517                         break;
7518         if (i == mesh->numvertices)
7519         {
7520                 if (mesh->numvertices < mesh->maxvertices)
7521                 {
7522                         VectorCopy(v, vertex3f);
7523                         mesh->numvertices++;
7524                 }
7525                 return mesh->numvertices;
7526         }
7527         else
7528                 return i;
7529 }
7530
7531 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7532 {
7533         int i;
7534         int *e, element[3];
7535         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7536         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7537         e = mesh->element3i + mesh->numtriangles * 3;
7538         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7539         {
7540                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7541                 if (mesh->numtriangles < mesh->maxtriangles)
7542                 {
7543                         *e++ = element[0];
7544                         *e++ = element[1];
7545                         *e++ = element[2];
7546                         mesh->numtriangles++;
7547                 }
7548                 element[1] = element[2];
7549         }
7550 }
7551
7552 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7553 {
7554         int i;
7555         int *e, element[3];
7556         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7557         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7558         e = mesh->element3i + mesh->numtriangles * 3;
7559         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7560         {
7561                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7562                 if (mesh->numtriangles < mesh->maxtriangles)
7563                 {
7564                         *e++ = element[0];
7565                         *e++ = element[1];
7566                         *e++ = element[2];
7567                         mesh->numtriangles++;
7568                 }
7569                 element[1] = element[2];
7570         }
7571 }
7572
7573 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7574 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7575 {
7576         int planenum, planenum2;
7577         int w;
7578         int tempnumpoints;
7579         mplane_t *plane, *plane2;
7580         double maxdist;
7581         double temppoints[2][256*3];
7582         // figure out how large a bounding box we need to properly compute this brush
7583         maxdist = 0;
7584         for (w = 0;w < numplanes;w++)
7585                 maxdist = max(maxdist, fabs(planes[w].dist));
7586         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7587         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7588         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7589         {
7590                 w = 0;
7591                 tempnumpoints = 4;
7592                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7593                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7594                 {
7595                         if (planenum2 == planenum)
7596                                 continue;
7597                         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);
7598                         w = !w;
7599                 }
7600                 if (tempnumpoints < 3)
7601                         continue;
7602                 // generate elements forming a triangle fan for this polygon
7603                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7604         }
7605 }
7606
7607 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)
7608 {
7609         texturelayer_t *layer;
7610         layer = t->currentlayers + t->currentnumlayers++;
7611         layer->type = type;
7612         layer->depthmask = depthmask;
7613         layer->blendfunc1 = blendfunc1;
7614         layer->blendfunc2 = blendfunc2;
7615         layer->texture = texture;
7616         layer->texmatrix = *matrix;
7617         layer->color[0] = r;
7618         layer->color[1] = g;
7619         layer->color[2] = b;
7620         layer->color[3] = a;
7621 }
7622
7623 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7624 {
7625         if(parms[0] == 0 && parms[1] == 0)
7626                 return false;
7627         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7628                 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7629                         return false;
7630         return true;
7631 }
7632
7633 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7634 {
7635         double index, f;
7636         index = parms[2] + rsurface.shadertime * parms[3];
7637         index -= floor(index);
7638         switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7639         {
7640         default:
7641         case Q3WAVEFUNC_NONE:
7642         case Q3WAVEFUNC_NOISE:
7643         case Q3WAVEFUNC_COUNT:
7644                 f = 0;
7645                 break;
7646         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7647         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7648         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7649         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7650         case Q3WAVEFUNC_TRIANGLE:
7651                 index *= 4;
7652                 f = index - floor(index);
7653                 if (index < 1)
7654                 {
7655                         // f = f;
7656                 }
7657                 else if (index < 2)
7658                         f = 1 - f;
7659                 else if (index < 3)
7660                         f = -f;
7661                 else
7662                         f = -(1 - f);
7663                 break;
7664         }
7665         f = parms[0] + parms[1] * f;
7666         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7667                 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
7668         return (float) f;
7669 }
7670
7671 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
7672 {
7673         int w, h, idx;
7674         double f;
7675         double offsetd[2];
7676         float tcmat[12];
7677         matrix4x4_t matrix, temp;
7678         switch(tcmod->tcmod)
7679         {
7680                 case Q3TCMOD_COUNT:
7681                 case Q3TCMOD_NONE:
7682                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7683                                 matrix = r_waterscrollmatrix;
7684                         else
7685                                 matrix = identitymatrix;
7686                         break;
7687                 case Q3TCMOD_ENTITYTRANSLATE:
7688                         // this is used in Q3 to allow the gamecode to control texcoord
7689                         // scrolling on the entity, which is not supported in darkplaces yet.
7690                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
7691                         break;
7692                 case Q3TCMOD_ROTATE:
7693                         f = tcmod->parms[0] * rsurface.shadertime;
7694                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
7695                         Matrix4x4_ConcatRotate(&matrix, (f / 360 - floor(f / 360)) * 360, 0, 0, 1);
7696                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
7697                         break;
7698                 case Q3TCMOD_SCALE:
7699                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
7700                         break;
7701                 case Q3TCMOD_SCROLL:
7702                         // extra care is needed because of precision breakdown with large values of time
7703                         offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
7704                         offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
7705                         Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
7706                         break;
7707                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
7708                         w = (int) tcmod->parms[0];
7709                         h = (int) tcmod->parms[1];
7710                         f = rsurface.shadertime / (tcmod->parms[2] * w * h);
7711                         f = f - floor(f);
7712                         idx = (int) floor(f * w * h);
7713                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
7714                         break;
7715                 case Q3TCMOD_STRETCH:
7716                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
7717                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
7718                         break;
7719                 case Q3TCMOD_TRANSFORM:
7720                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
7721                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
7722                         VectorSet(tcmat +  6, 0                   , 0                , 1);
7723                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
7724                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
7725                         break;
7726                 case Q3TCMOD_TURBULENT:
7727                         // this is handled in the RSurf_PrepareVertices function
7728                         matrix = identitymatrix;
7729                         break;
7730         }
7731         temp = *texmatrix;
7732         Matrix4x4_Concat(texmatrix, &matrix, &temp);
7733 }
7734
7735 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
7736 {
7737         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
7738         char name[MAX_QPATH];
7739         skinframe_t *skinframe;
7740         unsigned char pixels[296*194];
7741         strlcpy(cache->name, skinname, sizeof(cache->name));
7742         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
7743         if (developer_loading.integer)
7744                 Con_Printf("loading %s\n", name);
7745         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
7746         if (!skinframe || !skinframe->base)
7747         {
7748                 unsigned char *f;
7749                 fs_offset_t filesize;
7750                 skinframe = NULL;
7751                 f = FS_LoadFile(name, tempmempool, true, &filesize);
7752                 if (f)
7753                 {
7754                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
7755                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
7756                         Mem_Free(f);
7757                 }
7758         }
7759         cache->skinframe = skinframe;
7760 }
7761
7762 texture_t *R_GetCurrentTexture(texture_t *t)
7763 {
7764         int i;
7765         const entity_render_t *ent = rsurface.entity;
7766         dp_model_t *model = ent->model;
7767         q3shaderinfo_layer_tcmod_t *tcmod;
7768
7769         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
7770                 return t->currentframe;
7771         t->update_lastrenderframe = r_textureframe;
7772         t->update_lastrenderentity = (void *)ent;
7773
7774         if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
7775                 t->camera_entity = ent->entitynumber;
7776         else
7777                 t->camera_entity = 0;
7778
7779         // switch to an alternate material if this is a q1bsp animated material
7780         {
7781                 texture_t *texture = t;
7782                 int s = rsurface.ent_skinnum;
7783                 if ((unsigned int)s >= (unsigned int)model->numskins)
7784                         s = 0;
7785                 if (model->skinscenes)
7786                 {
7787                         if (model->skinscenes[s].framecount > 1)
7788                                 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
7789                         else
7790                                 s = model->skinscenes[s].firstframe;
7791                 }
7792                 if (s > 0)
7793                         t = t + s * model->num_surfaces;
7794                 if (t->animated)
7795                 {
7796                         // use an alternate animation if the entity's frame is not 0,
7797                         // and only if the texture has an alternate animation
7798                         if (rsurface.ent_alttextures && t->anim_total[1])
7799                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
7800                         else
7801                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
7802                 }
7803                 texture->currentframe = t;
7804         }
7805
7806         // update currentskinframe to be a qw skin or animation frame
7807         if (rsurface.ent_qwskin >= 0)
7808         {
7809                 i = rsurface.ent_qwskin;
7810                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
7811                 {
7812                         r_qwskincache_size = cl.maxclients;
7813                         if (r_qwskincache)
7814                                 Mem_Free(r_qwskincache);
7815                         r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
7816                 }
7817                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
7818                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
7819                 t->currentskinframe = r_qwskincache[i].skinframe;
7820                 if (t->currentskinframe == NULL)
7821                         t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7822         }
7823         else if (t->numskinframes >= 2)
7824                 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7825         if (t->backgroundnumskinframes >= 2)
7826                 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
7827
7828         t->currentmaterialflags = t->basematerialflags;
7829         t->currentalpha = rsurface.colormod[3];
7830         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
7831                 t->currentalpha *= r_wateralpha.value;
7832         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
7833                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
7834         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
7835                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
7836         if (!(rsurface.ent_flags & RENDER_LIGHT))
7837                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
7838         else if (FAKELIGHT_ENABLED)
7839         {
7840                 // no modellight if using fakelight for the map
7841         }
7842         else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7843         {
7844                 // pick a model lighting mode
7845                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
7846                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
7847                 else
7848                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
7849         }
7850         if (rsurface.ent_flags & RENDER_ADDITIVE)
7851                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7852         else if (t->currentalpha < 1)
7853                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7854         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
7855                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
7856         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
7857                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
7858         if (t->backgroundnumskinframes)
7859                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
7860         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
7861         {
7862                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
7863                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
7864         }
7865         else
7866                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
7867         if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
7868         {
7869                 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
7870                 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
7871         }
7872         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
7873                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
7874
7875         // there is no tcmod
7876         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7877         {
7878                 t->currenttexmatrix = r_waterscrollmatrix;
7879                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
7880         }
7881         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
7882         {
7883                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
7884                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
7885         }
7886
7887         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7888                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
7889         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7890                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
7891
7892         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
7893         if (t->currentskinframe->qpixels)
7894                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
7895         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
7896         if (!t->basetexture)
7897                 t->basetexture = r_texture_notexture;
7898         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
7899         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
7900         t->nmaptexture = t->currentskinframe->nmap;
7901         if (!t->nmaptexture)
7902                 t->nmaptexture = r_texture_blanknormalmap;
7903         t->glosstexture = r_texture_black;
7904         t->glowtexture = t->currentskinframe->glow;
7905         t->fogtexture = t->currentskinframe->fog;
7906         t->reflectmasktexture = t->currentskinframe->reflect;
7907         if (t->backgroundnumskinframes)
7908         {
7909                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
7910                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
7911                 t->backgroundglosstexture = r_texture_black;
7912                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
7913                 if (!t->backgroundnmaptexture)
7914                         t->backgroundnmaptexture = r_texture_blanknormalmap;
7915         }
7916         else
7917         {
7918                 t->backgroundbasetexture = r_texture_white;
7919                 t->backgroundnmaptexture = r_texture_blanknormalmap;
7920                 t->backgroundglosstexture = r_texture_black;
7921                 t->backgroundglowtexture = NULL;
7922         }
7923         t->specularpower = r_shadow_glossexponent.value;
7924         // TODO: store reference values for these in the texture?
7925         t->specularscale = 0;
7926         if (r_shadow_gloss.integer > 0)
7927         {
7928                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
7929                 {
7930                         if (r_shadow_glossintensity.value > 0)
7931                         {
7932                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
7933                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
7934                                 t->specularscale = r_shadow_glossintensity.value;
7935                         }
7936                 }
7937                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
7938                 {
7939                         t->glosstexture = r_texture_white;
7940                         t->backgroundglosstexture = r_texture_white;
7941                         t->specularscale = r_shadow_gloss2intensity.value;
7942                         t->specularpower = r_shadow_gloss2exponent.value;
7943                 }
7944         }
7945         t->specularscale *= t->specularscalemod;
7946         t->specularpower *= t->specularpowermod;
7947         t->rtlightambient = 0;
7948
7949         // lightmaps mode looks bad with dlights using actual texturing, so turn
7950         // off the colormap and glossmap, but leave the normalmap on as it still
7951         // accurately represents the shading involved
7952         if (gl_lightmaps.integer)
7953         {
7954                 t->basetexture = r_texture_grey128;
7955                 t->pantstexture = r_texture_black;
7956                 t->shirttexture = r_texture_black;
7957                 t->nmaptexture = r_texture_blanknormalmap;
7958                 t->glosstexture = r_texture_black;
7959                 t->glowtexture = NULL;
7960                 t->fogtexture = NULL;
7961                 t->reflectmasktexture = NULL;
7962                 t->backgroundbasetexture = NULL;
7963                 t->backgroundnmaptexture = r_texture_blanknormalmap;
7964                 t->backgroundglosstexture = r_texture_black;
7965                 t->backgroundglowtexture = NULL;
7966                 t->specularscale = 0;
7967                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
7968         }
7969
7970         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
7971         VectorClear(t->dlightcolor);
7972         t->currentnumlayers = 0;
7973         if (t->currentmaterialflags & MATERIALFLAG_WALL)
7974         {
7975                 int blendfunc1, blendfunc2;
7976                 qboolean depthmask;
7977                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
7978                 {
7979                         blendfunc1 = GL_SRC_ALPHA;
7980                         blendfunc2 = GL_ONE;
7981                 }
7982                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
7983                 {
7984                         blendfunc1 = GL_SRC_ALPHA;
7985                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
7986                 }
7987                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7988                 {
7989                         blendfunc1 = t->customblendfunc[0];
7990                         blendfunc2 = t->customblendfunc[1];
7991                 }
7992                 else
7993                 {
7994                         blendfunc1 = GL_ONE;
7995                         blendfunc2 = GL_ZERO;
7996                 }
7997                 // don't colormod evilblend textures
7998                 if(!R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD)
7999                         VectorSet(t->lightmapcolor, 1, 1, 1);
8000                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
8001                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
8002                 {
8003                         // fullbright is not affected by r_refdef.lightmapintensity
8004                         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]);
8005                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8006                                 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]);
8007                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8008                                 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]);
8009                 }
8010                 else
8011                 {
8012                         vec3_t ambientcolor;
8013                         float colorscale;
8014                         // set the color tint used for lights affecting this surface
8015                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8016                         colorscale = 2;
8017                         // q3bsp has no lightmap updates, so the lightstylevalue that
8018                         // would normally be baked into the lightmap must be
8019                         // applied to the color
8020                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8021                         if (model->type == mod_brushq3)
8022                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8023                         colorscale *= r_refdef.lightmapintensity;
8024                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8025                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8026                         // basic lit geometry
8027                         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]);
8028                         // add pants/shirt if needed
8029                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8030                                 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]);
8031                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8032                                 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]);
8033                         // now add ambient passes if needed
8034                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8035                         {
8036                                 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]);
8037                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8038                                         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]);
8039                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8040                                         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]);
8041                         }
8042                 }
8043                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8044                         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]);
8045                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8046                 {
8047                         // if this is opaque use alpha blend which will darken the earlier
8048                         // passes cheaply.
8049                         //
8050                         // if this is an alpha blended material, all the earlier passes
8051                         // were darkened by fog already, so we only need to add the fog
8052                         // color ontop through the fog mask texture
8053                         //
8054                         // if this is an additive blended material, all the earlier passes
8055                         // were darkened by fog already, and we should not add fog color
8056                         // (because the background was not darkened, there is no fog color
8057                         // that was lost behind it).
8058                         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]);
8059                 }
8060         }
8061
8062         return t->currentframe;
8063 }
8064
8065 rsurfacestate_t rsurface;
8066
8067 void RSurf_ActiveWorldEntity(void)
8068 {
8069         dp_model_t *model = r_refdef.scene.worldmodel;
8070         //if (rsurface.entity == r_refdef.scene.worldentity)
8071         //      return;
8072         rsurface.entity = r_refdef.scene.worldentity;
8073         rsurface.skeleton = NULL;
8074         memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8075         rsurface.ent_skinnum = 0;
8076         rsurface.ent_qwskin = -1;
8077         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8078         rsurface.shadertime = r_refdef.scene.time;
8079         rsurface.matrix = identitymatrix;
8080         rsurface.inversematrix = identitymatrix;
8081         rsurface.matrixscale = 1;
8082         rsurface.inversematrixscale = 1;
8083         R_EntityMatrix(&identitymatrix);
8084         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8085         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8086         rsurface.fograngerecip = r_refdef.fograngerecip;
8087         rsurface.fogheightfade = r_refdef.fogheightfade;
8088         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8089         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8090         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8091         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8092         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8093         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8094         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8095         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8096         rsurface.colormod[3] = 1;
8097         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);
8098         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8099         rsurface.frameblend[0].lerp = 1;
8100         rsurface.ent_alttextures = false;
8101         rsurface.basepolygonfactor = r_refdef.polygonfactor;
8102         rsurface.basepolygonoffset = r_refdef.polygonoffset;
8103         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
8104         rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8105         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8106         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8107         rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8108         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8109         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8110         rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8111         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8112         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
8113         rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8114         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8115         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
8116         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8117         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8118         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
8119         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8120         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8121         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
8122         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8123         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8124         rsurface.modelelement3i = model->surfmesh.data_element3i;
8125         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8126         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8127         rsurface.modelelement3s = model->surfmesh.data_element3s;
8128         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8129         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8130         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8131         rsurface.modelnumvertices = model->surfmesh.num_vertices;
8132         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8133         rsurface.modelsurfaces = model->data_surfaces;
8134         rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8135         rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8136         rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8137         rsurface.modelgeneratedvertex = false;
8138         rsurface.batchgeneratedvertex = false;
8139         rsurface.batchfirstvertex = 0;
8140         rsurface.batchnumvertices = 0;
8141         rsurface.batchfirsttriangle = 0;
8142         rsurface.batchnumtriangles = 0;
8143         rsurface.batchvertex3f  = NULL;
8144         rsurface.batchvertex3f_vertexbuffer = NULL;
8145         rsurface.batchvertex3f_bufferoffset = 0;
8146         rsurface.batchsvector3f = NULL;
8147         rsurface.batchsvector3f_vertexbuffer = NULL;
8148         rsurface.batchsvector3f_bufferoffset = 0;
8149         rsurface.batchtvector3f = NULL;
8150         rsurface.batchtvector3f_vertexbuffer = NULL;
8151         rsurface.batchtvector3f_bufferoffset = 0;
8152         rsurface.batchnormal3f  = NULL;
8153         rsurface.batchnormal3f_vertexbuffer = NULL;
8154         rsurface.batchnormal3f_bufferoffset = 0;
8155         rsurface.batchlightmapcolor4f = NULL;
8156         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8157         rsurface.batchlightmapcolor4f_bufferoffset = 0;
8158         rsurface.batchtexcoordtexture2f = NULL;
8159         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8160         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8161         rsurface.batchtexcoordlightmap2f = NULL;
8162         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8163         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8164         rsurface.batchvertexmesh = NULL;
8165         rsurface.batchvertexmeshbuffer = NULL;
8166         rsurface.batchvertex3fbuffer = NULL;
8167         rsurface.batchelement3i = NULL;
8168         rsurface.batchelement3i_indexbuffer = NULL;
8169         rsurface.batchelement3i_bufferoffset = 0;
8170         rsurface.batchelement3s = NULL;
8171         rsurface.batchelement3s_indexbuffer = NULL;
8172         rsurface.batchelement3s_bufferoffset = 0;
8173         rsurface.passcolor4f = NULL;
8174         rsurface.passcolor4f_vertexbuffer = NULL;
8175         rsurface.passcolor4f_bufferoffset = 0;
8176 }
8177
8178 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8179 {
8180         dp_model_t *model = ent->model;
8181         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8182         //      return;
8183         rsurface.entity = (entity_render_t *)ent;
8184         rsurface.skeleton = ent->skeleton;
8185         memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8186         rsurface.ent_skinnum = ent->skinnum;
8187         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;
8188         rsurface.ent_flags = ent->flags;
8189         rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8190         rsurface.matrix = ent->matrix;
8191         rsurface.inversematrix = ent->inversematrix;
8192         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8193         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8194         R_EntityMatrix(&rsurface.matrix);
8195         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8196         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8197         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8198         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8199         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8200         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8201         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8202         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8203         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8204         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8205         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8206         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8207         rsurface.colormod[3] = ent->alpha;
8208         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8209         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8210         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8211         rsurface.basepolygonfactor = r_refdef.polygonfactor;
8212         rsurface.basepolygonoffset = r_refdef.polygonoffset;
8213         if (ent->model->brush.submodel && !prepass)
8214         {
8215                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8216                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8217         }
8218         if (model->surfmesh.isanimated && model->AnimateVertices)
8219         {
8220                 if (ent->animcache_vertex3f)
8221                 {
8222                         rsurface.modelvertex3f = ent->animcache_vertex3f;
8223                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8224                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8225                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8226                         rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8227                         rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
8228                         rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer;
8229                 }
8230                 else if (wanttangents)
8231                 {
8232                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8233                         rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8234                         rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8235                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8236                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8237                         rsurface.modelvertexmesh = NULL;
8238                         rsurface.modelvertexmeshbuffer = NULL;
8239                         rsurface.modelvertex3fbuffer = NULL;
8240                 }
8241                 else if (wantnormals)
8242                 {
8243                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8244                         rsurface.modelsvector3f = NULL;
8245                         rsurface.modeltvector3f = NULL;
8246                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8247                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8248                         rsurface.modelvertexmesh = NULL;
8249                         rsurface.modelvertexmeshbuffer = NULL;
8250                         rsurface.modelvertex3fbuffer = NULL;
8251                 }
8252                 else
8253                 {
8254                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8255                         rsurface.modelsvector3f = NULL;
8256                         rsurface.modeltvector3f = NULL;
8257                         rsurface.modelnormal3f = NULL;
8258                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8259                         rsurface.modelvertexmesh = NULL;
8260                         rsurface.modelvertexmeshbuffer = NULL;
8261                         rsurface.modelvertex3fbuffer = NULL;
8262                 }
8263                 rsurface.modelvertex3f_vertexbuffer = 0;
8264                 rsurface.modelvertex3f_bufferoffset = 0;
8265                 rsurface.modelsvector3f_vertexbuffer = 0;
8266                 rsurface.modelsvector3f_bufferoffset = 0;
8267                 rsurface.modeltvector3f_vertexbuffer = 0;
8268                 rsurface.modeltvector3f_bufferoffset = 0;
8269                 rsurface.modelnormal3f_vertexbuffer = 0;
8270                 rsurface.modelnormal3f_bufferoffset = 0;
8271                 rsurface.modelgeneratedvertex = true;
8272         }
8273         else
8274         {
8275                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
8276                 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8277                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8278                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8279                 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8280                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8281                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8282                 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8283                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8284                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
8285                 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8286                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8287                 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8288                 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8289                 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8290                 rsurface.modelgeneratedvertex = false;
8291         }
8292         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
8293         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8294         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8295         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
8296         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8297         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8298         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
8299         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8300         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8301         rsurface.modelelement3i = model->surfmesh.data_element3i;
8302         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8303         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8304         rsurface.modelelement3s = model->surfmesh.data_element3s;
8305         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8306         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8307         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8308         rsurface.modelnumvertices = model->surfmesh.num_vertices;
8309         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8310         rsurface.modelsurfaces = model->data_surfaces;
8311         rsurface.batchgeneratedvertex = false;
8312         rsurface.batchfirstvertex = 0;
8313         rsurface.batchnumvertices = 0;
8314         rsurface.batchfirsttriangle = 0;
8315         rsurface.batchnumtriangles = 0;
8316         rsurface.batchvertex3f  = NULL;
8317         rsurface.batchvertex3f_vertexbuffer = NULL;
8318         rsurface.batchvertex3f_bufferoffset = 0;
8319         rsurface.batchsvector3f = NULL;
8320         rsurface.batchsvector3f_vertexbuffer = NULL;
8321         rsurface.batchsvector3f_bufferoffset = 0;
8322         rsurface.batchtvector3f = NULL;
8323         rsurface.batchtvector3f_vertexbuffer = NULL;
8324         rsurface.batchtvector3f_bufferoffset = 0;
8325         rsurface.batchnormal3f  = NULL;
8326         rsurface.batchnormal3f_vertexbuffer = NULL;
8327         rsurface.batchnormal3f_bufferoffset = 0;
8328         rsurface.batchlightmapcolor4f = NULL;
8329         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8330         rsurface.batchlightmapcolor4f_bufferoffset = 0;
8331         rsurface.batchtexcoordtexture2f = NULL;
8332         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8333         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8334         rsurface.batchtexcoordlightmap2f = NULL;
8335         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8336         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8337         rsurface.batchvertexmesh = NULL;
8338         rsurface.batchvertexmeshbuffer = NULL;
8339         rsurface.batchvertex3fbuffer = NULL;
8340         rsurface.batchelement3i = NULL;
8341         rsurface.batchelement3i_indexbuffer = NULL;
8342         rsurface.batchelement3i_bufferoffset = 0;
8343         rsurface.batchelement3s = NULL;
8344         rsurface.batchelement3s_indexbuffer = NULL;
8345         rsurface.batchelement3s_bufferoffset = 0;
8346         rsurface.passcolor4f = NULL;
8347         rsurface.passcolor4f_vertexbuffer = NULL;
8348         rsurface.passcolor4f_bufferoffset = 0;
8349 }
8350
8351 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)
8352 {
8353         rsurface.entity = r_refdef.scene.worldentity;
8354         rsurface.skeleton = NULL;
8355         rsurface.ent_skinnum = 0;
8356         rsurface.ent_qwskin = -1;
8357         rsurface.ent_flags = entflags;
8358         rsurface.shadertime = r_refdef.scene.time - shadertime;
8359         rsurface.modelnumvertices = numvertices;
8360         rsurface.modelnumtriangles = numtriangles;
8361         rsurface.matrix = *matrix;
8362         rsurface.inversematrix = *inversematrix;
8363         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8364         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8365         R_EntityMatrix(&rsurface.matrix);
8366         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8367         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8368         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8369         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8370         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8371         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8372         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8373         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8374         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8375         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8376         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8377         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8378         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);
8379         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8380         rsurface.frameblend[0].lerp = 1;
8381         rsurface.ent_alttextures = false;
8382         rsurface.basepolygonfactor = r_refdef.polygonfactor;
8383         rsurface.basepolygonoffset = r_refdef.polygonoffset;
8384         if (wanttangents)
8385         {
8386                 rsurface.modelvertex3f = (float *)vertex3f;
8387                 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8388                 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8389                 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8390         }
8391         else if (wantnormals)
8392         {
8393                 rsurface.modelvertex3f = (float *)vertex3f;
8394                 rsurface.modelsvector3f = NULL;
8395                 rsurface.modeltvector3f = NULL;
8396                 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8397         }
8398         else
8399         {
8400                 rsurface.modelvertex3f = (float *)vertex3f;
8401                 rsurface.modelsvector3f = NULL;
8402                 rsurface.modeltvector3f = NULL;
8403                 rsurface.modelnormal3f = NULL;
8404         }
8405         rsurface.modelvertexmesh = NULL;
8406         rsurface.modelvertexmeshbuffer = NULL;
8407         rsurface.modelvertex3fbuffer = NULL;
8408         rsurface.modelvertex3f_vertexbuffer = 0;
8409         rsurface.modelvertex3f_bufferoffset = 0;
8410         rsurface.modelsvector3f_vertexbuffer = 0;
8411         rsurface.modelsvector3f_bufferoffset = 0;
8412         rsurface.modeltvector3f_vertexbuffer = 0;
8413         rsurface.modeltvector3f_bufferoffset = 0;
8414         rsurface.modelnormal3f_vertexbuffer = 0;
8415         rsurface.modelnormal3f_bufferoffset = 0;
8416         rsurface.modelgeneratedvertex = true;
8417         rsurface.modellightmapcolor4f  = (float *)color4f;
8418         rsurface.modellightmapcolor4f_vertexbuffer = 0;
8419         rsurface.modellightmapcolor4f_bufferoffset = 0;
8420         rsurface.modeltexcoordtexture2f  = (float *)texcoord2f;
8421         rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8422         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8423         rsurface.modeltexcoordlightmap2f  = NULL;
8424         rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8425         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8426         rsurface.modelelement3i = (int *)element3i;
8427         rsurface.modelelement3i_indexbuffer = NULL;
8428         rsurface.modelelement3i_bufferoffset = 0;
8429         rsurface.modelelement3s = (unsigned short *)element3s;
8430         rsurface.modelelement3s_indexbuffer = NULL;
8431         rsurface.modelelement3s_bufferoffset = 0;
8432         rsurface.modellightmapoffsets = NULL;
8433         rsurface.modelsurfaces = NULL;
8434         rsurface.batchgeneratedvertex = false;
8435         rsurface.batchfirstvertex = 0;
8436         rsurface.batchnumvertices = 0;
8437         rsurface.batchfirsttriangle = 0;
8438         rsurface.batchnumtriangles = 0;
8439         rsurface.batchvertex3f  = NULL;
8440         rsurface.batchvertex3f_vertexbuffer = NULL;
8441         rsurface.batchvertex3f_bufferoffset = 0;
8442         rsurface.batchsvector3f = NULL;
8443         rsurface.batchsvector3f_vertexbuffer = NULL;
8444         rsurface.batchsvector3f_bufferoffset = 0;
8445         rsurface.batchtvector3f = NULL;
8446         rsurface.batchtvector3f_vertexbuffer = NULL;
8447         rsurface.batchtvector3f_bufferoffset = 0;
8448         rsurface.batchnormal3f  = NULL;
8449         rsurface.batchnormal3f_vertexbuffer = NULL;
8450         rsurface.batchnormal3f_bufferoffset = 0;
8451         rsurface.batchlightmapcolor4f = NULL;
8452         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8453         rsurface.batchlightmapcolor4f_bufferoffset = 0;
8454         rsurface.batchtexcoordtexture2f = NULL;
8455         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8456         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8457         rsurface.batchtexcoordlightmap2f = NULL;
8458         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8459         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8460         rsurface.batchvertexmesh = NULL;
8461         rsurface.batchvertexmeshbuffer = NULL;
8462         rsurface.batchvertex3fbuffer = NULL;
8463         rsurface.batchelement3i = NULL;
8464         rsurface.batchelement3i_indexbuffer = NULL;
8465         rsurface.batchelement3i_bufferoffset = 0;
8466         rsurface.batchelement3s = NULL;
8467         rsurface.batchelement3s_indexbuffer = NULL;
8468         rsurface.batchelement3s_bufferoffset = 0;
8469         rsurface.passcolor4f = NULL;
8470         rsurface.passcolor4f_vertexbuffer = NULL;
8471         rsurface.passcolor4f_bufferoffset = 0;
8472
8473         if (rsurface.modelnumvertices && rsurface.modelelement3i)
8474         {
8475                 if ((wantnormals || wanttangents) && !normal3f)
8476                 {
8477                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8478                         Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8479                 }
8480                 if (wanttangents && !svector3f)
8481                 {
8482                         rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8483                         rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8484                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8485                 }
8486         }
8487 }
8488
8489 float RSurf_FogPoint(const float *v)
8490 {
8491         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8492         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8493         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8494         float FogHeightFade = r_refdef.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(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8502         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8503 }
8504
8505 float RSurf_FogVertex(const float *v)
8506 {
8507         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8508         float FogPlaneViewDist = rsurface.fogplaneviewdist;
8509         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8510         float FogHeightFade = rsurface.fogheightfade;
8511         float fogfrac;
8512         unsigned int fogmasktableindex;
8513         if (r_refdef.fogplaneviewabove)
8514                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8515         else
8516                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8517         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8518         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8519 }
8520
8521 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8522 {
8523         int i;
8524         for (i = 0;i < numelements;i++)
8525                 outelement3i[i] = inelement3i[i] + adjust;
8526 }
8527
8528 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8529 extern cvar_t gl_vbo;
8530 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8531 {
8532         int deformindex;
8533         int firsttriangle;
8534         int numtriangles;
8535         int firstvertex;
8536         int endvertex;
8537         int numvertices;
8538         int surfacefirsttriangle;
8539         int surfacenumtriangles;
8540         int surfacefirstvertex;
8541         int surfaceendvertex;
8542         int surfacenumvertices;
8543         int batchnumvertices;
8544         int batchnumtriangles;
8545         int needsupdate;
8546         int i, j;
8547         qboolean gaps;
8548         qboolean dynamicvertex;
8549         float amplitude;
8550         float animpos;
8551         float scale;
8552         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8553         float waveparms[4];
8554         q3shaderinfo_deform_t *deform;
8555         const msurface_t *surface, *firstsurface;
8556         r_vertexmesh_t *vertexmesh;
8557         if (!texturenumsurfaces)
8558                 return;
8559         // find vertex range of this surface batch
8560         gaps = false;
8561         firstsurface = texturesurfacelist[0];
8562         firsttriangle = firstsurface->num_firsttriangle;
8563         batchnumvertices = 0;
8564         batchnumtriangles = 0;
8565         firstvertex = endvertex = firstsurface->num_firstvertex;
8566         for (i = 0;i < texturenumsurfaces;i++)
8567         {
8568                 surface = texturesurfacelist[i];
8569                 if (surface != firstsurface + i)
8570                         gaps = true;
8571                 surfacefirstvertex = surface->num_firstvertex;
8572                 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
8573                 surfacenumvertices = surface->num_vertices;
8574                 surfacenumtriangles = surface->num_triangles;
8575                 if (firstvertex > surfacefirstvertex)
8576                         firstvertex = surfacefirstvertex;
8577                 if (endvertex < surfaceendvertex)
8578                         endvertex = surfaceendvertex;
8579                 batchnumvertices += surfacenumvertices;
8580                 batchnumtriangles += surfacenumtriangles;
8581         }
8582
8583         // we now know the vertex range used, and if there are any gaps in it
8584         rsurface.batchfirstvertex = firstvertex;
8585         rsurface.batchnumvertices = endvertex - firstvertex;
8586         rsurface.batchfirsttriangle = firsttriangle;
8587         rsurface.batchnumtriangles = batchnumtriangles;
8588
8589         // this variable holds flags for which properties have been updated that
8590         // may require regenerating vertexmesh array...
8591         needsupdate = 0;
8592
8593         // check if any dynamic vertex processing must occur
8594         dynamicvertex = false;
8595
8596         // if there is a chance of animated vertex colors, it's a dynamic batch
8597         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8598         {
8599                 dynamicvertex = true;
8600                 batchneed |= BATCHNEED_NOGAPS;
8601                 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
8602         }
8603
8604         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8605         {
8606                 switch (deform->deform)
8607                 {
8608                 default:
8609                 case Q3DEFORM_PROJECTIONSHADOW:
8610                 case Q3DEFORM_TEXT0:
8611                 case Q3DEFORM_TEXT1:
8612                 case Q3DEFORM_TEXT2:
8613                 case Q3DEFORM_TEXT3:
8614                 case Q3DEFORM_TEXT4:
8615                 case Q3DEFORM_TEXT5:
8616                 case Q3DEFORM_TEXT6:
8617                 case Q3DEFORM_TEXT7:
8618                 case Q3DEFORM_NONE:
8619                         break;
8620                 case Q3DEFORM_AUTOSPRITE:
8621                         dynamicvertex = true;
8622                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8623                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8624                         break;
8625                 case Q3DEFORM_AUTOSPRITE2:
8626                         dynamicvertex = true;
8627                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8628                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8629                         break;
8630                 case Q3DEFORM_NORMAL:
8631                         dynamicvertex = true;
8632                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8633                         needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8634                         break;
8635                 case Q3DEFORM_WAVE:
8636                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8637                                 break; // if wavefunc is a nop, ignore this transform
8638                         dynamicvertex = true;
8639                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8640                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8641                         break;
8642                 case Q3DEFORM_BULGE:
8643                         dynamicvertex = true;
8644                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8645                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8646                         break;
8647                 case Q3DEFORM_MOVE:
8648                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8649                                 break; // if wavefunc is a nop, ignore this transform
8650                         dynamicvertex = true;
8651                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8652                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
8653                         break;
8654                 }
8655         }
8656         switch(rsurface.texture->tcgen.tcgen)
8657         {
8658         default:
8659         case Q3TCGEN_TEXTURE:
8660                 break;
8661         case Q3TCGEN_LIGHTMAP:
8662                 dynamicvertex = true;
8663                 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
8664                 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
8665                 break;
8666         case Q3TCGEN_VECTOR:
8667                 dynamicvertex = true;
8668                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8669                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8670                 break;
8671         case Q3TCGEN_ENVIRONMENT:
8672                 dynamicvertex = true;
8673                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
8674                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8675                 break;
8676         }
8677         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8678         {
8679                 dynamicvertex = true;
8680                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8681                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8682         }
8683
8684         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8685         {
8686                 dynamicvertex = true;
8687                 batchneed |= BATCHNEED_NOGAPS;
8688                 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
8689         }
8690
8691         if (dynamicvertex || gaps || rsurface.batchfirstvertex)
8692         {
8693                 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
8694                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)      batchneed |= BATCHNEED_ARRAY_VERTEX;
8695                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)      batchneed |= BATCHNEED_ARRAY_NORMAL;
8696                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)      batchneed |= BATCHNEED_ARRAY_VECTOR;
8697                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
8698                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)    batchneed |= BATCHNEED_ARRAY_TEXCOORD;
8699                 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP)    batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
8700         }
8701
8702         // when the model data has no vertex buffer (dynamic mesh), we need to
8703         // eliminate gaps
8704         if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
8705                 batchneed |= BATCHNEED_NOGAPS;
8706
8707         // if needsupdate, we have to do a dynamic vertex batch for sure
8708         if (needsupdate & batchneed)
8709                 dynamicvertex = true;
8710
8711         // see if we need to build vertexmesh from arrays
8712         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8713                 dynamicvertex = true;
8714
8715         // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
8716         // also some drivers strongly dislike firstvertex
8717         if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
8718                 dynamicvertex = true;
8719
8720         rsurface.batchvertex3f = rsurface.modelvertex3f;
8721         rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
8722         rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8723         rsurface.batchsvector3f = rsurface.modelsvector3f;
8724         rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
8725         rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8726         rsurface.batchtvector3f = rsurface.modeltvector3f;
8727         rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
8728         rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8729         rsurface.batchnormal3f = rsurface.modelnormal3f;
8730         rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
8731         rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8732         rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
8733         rsurface.batchlightmapcolor4f_vertexbuffer  = rsurface.modellightmapcolor4f_vertexbuffer;
8734         rsurface.batchlightmapcolor4f_bufferoffset  = rsurface.modellightmapcolor4f_bufferoffset;
8735         rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
8736         rsurface.batchtexcoordtexture2f_vertexbuffer  = rsurface.modeltexcoordtexture2f_vertexbuffer;
8737         rsurface.batchtexcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
8738         rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
8739         rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
8740         rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
8741         rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
8742         rsurface.batchvertexmesh = rsurface.modelvertexmesh;
8743         rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
8744         rsurface.batchelement3i = rsurface.modelelement3i;
8745         rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
8746         rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
8747         rsurface.batchelement3s = rsurface.modelelement3s;
8748         rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
8749         rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
8750
8751         // if any dynamic vertex processing has to occur in software, we copy the
8752         // entire surface list together before processing to rebase the vertices
8753         // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
8754         //
8755         // if any gaps exist and we do not have a static vertex buffer, we have to
8756         // copy the surface list together to avoid wasting upload bandwidth on the
8757         // vertices in the gaps.
8758         //
8759         // if gaps exist and we have a static vertex buffer, we still have to
8760         // combine the index buffer ranges into one dynamic index buffer.
8761         //
8762         // in all cases we end up with data that can be drawn in one call.
8763
8764         if (!dynamicvertex)
8765         {
8766                 // static vertex data, just set pointers...
8767                 rsurface.batchgeneratedvertex = false;
8768                 // if there are gaps, we want to build a combined index buffer,
8769                 // otherwise use the original static buffer with an appropriate offset
8770                 if (gaps)
8771                 {
8772                         // build a new triangle elements array for this batch
8773                         rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8774                         rsurface.batchfirsttriangle = 0;
8775                         numtriangles = 0;
8776                         for (i = 0;i < texturenumsurfaces;i++)
8777                         {
8778                                 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8779                                 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8780                                 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
8781                                 numtriangles += surfacenumtriangles;
8782                         }
8783                         rsurface.batchelement3i_indexbuffer = NULL;
8784                         rsurface.batchelement3i_bufferoffset = 0;
8785                         rsurface.batchelement3s = NULL;
8786                         rsurface.batchelement3s_indexbuffer = NULL;
8787                         rsurface.batchelement3s_bufferoffset = 0;
8788                         if (endvertex <= 65536)
8789                         {
8790                                 // make a 16bit (unsigned short) index array if possible
8791                                 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8792                                 for (i = 0;i < numtriangles*3;i++)
8793                                         rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8794                         }
8795                 }
8796                 return;
8797         }
8798
8799         // something needs software processing, do it for real...
8800         // we only directly handle separate array data in this case and then
8801         // generate interleaved data if needed...
8802         rsurface.batchgeneratedvertex = true;
8803
8804         // now copy the vertex data into a combined array and make an index array
8805         // (this is what Quake3 does all the time)
8806         //if (gaps || rsurface.batchfirstvertex)
8807         {
8808                 rsurface.batchvertex3fbuffer = NULL;
8809                 rsurface.batchvertexmesh = NULL;
8810                 rsurface.batchvertexmeshbuffer = NULL;
8811                 rsurface.batchvertex3f = NULL;
8812                 rsurface.batchvertex3f_vertexbuffer = NULL;
8813                 rsurface.batchvertex3f_bufferoffset = 0;
8814                 rsurface.batchsvector3f = NULL;
8815                 rsurface.batchsvector3f_vertexbuffer = NULL;
8816                 rsurface.batchsvector3f_bufferoffset = 0;
8817                 rsurface.batchtvector3f = NULL;
8818                 rsurface.batchtvector3f_vertexbuffer = NULL;
8819                 rsurface.batchtvector3f_bufferoffset = 0;
8820                 rsurface.batchnormal3f = NULL;
8821                 rsurface.batchnormal3f_vertexbuffer = NULL;
8822                 rsurface.batchnormal3f_bufferoffset = 0;
8823                 rsurface.batchlightmapcolor4f = NULL;
8824                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8825                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8826                 rsurface.batchtexcoordtexture2f = NULL;
8827                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8828                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8829                 rsurface.batchtexcoordlightmap2f = NULL;
8830                 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8831                 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8832                 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8833                 rsurface.batchelement3i_indexbuffer = NULL;
8834                 rsurface.batchelement3i_bufferoffset = 0;
8835                 rsurface.batchelement3s = NULL;
8836                 rsurface.batchelement3s_indexbuffer = NULL;
8837                 rsurface.batchelement3s_bufferoffset = 0;
8838                 // we'll only be setting up certain arrays as needed
8839                 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
8840                         rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
8841                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8842                         rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8843                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8844                         rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8845                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8846                 {
8847                         rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8848                         rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8849                 }
8850                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8851                         rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8852                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8853                         rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8854                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8855                         rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8856                 numvertices = 0;
8857                 numtriangles = 0;
8858                 for (i = 0;i < texturenumsurfaces;i++)
8859                 {
8860                         surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
8861                         surfacenumvertices = texturesurfacelist[i]->num_vertices;
8862                         surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8863                         surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8864                         // copy only the data requested
8865                         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
8866                                 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
8867                         if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
8868                         {
8869                                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8870                                 {
8871                                         if (rsurface.batchvertex3f)
8872                                                 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8873                                         else
8874                                                 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8875                                 }
8876                                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8877                                 {
8878                                         if (rsurface.modelnormal3f)
8879                                                 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8880                                         else
8881                                                 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8882                                 }
8883                                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8884                                 {
8885                                         if (rsurface.modelsvector3f)
8886                                         {
8887                                                 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8888                                                 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8889                                         }
8890                                         else
8891                                         {
8892                                                 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8893                                                 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8894                                         }
8895                                 }
8896                                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8897                                 {
8898                                         if (rsurface.modellightmapcolor4f)
8899                                                 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
8900                                         else
8901                                                 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
8902                                 }
8903                                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8904                                 {
8905                                         if (rsurface.modeltexcoordtexture2f)
8906                                                 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8907                                         else
8908                                                 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8909                                 }
8910                                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8911                                 {
8912                                         if (rsurface.modeltexcoordlightmap2f)
8913                                                 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8914                                         else
8915                                                 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8916                                 }
8917                         }
8918                         RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
8919                         numvertices += surfacenumvertices;
8920                         numtriangles += surfacenumtriangles;
8921                 }
8922
8923                 // generate a 16bit index array as well if possible
8924                 // (in general, dynamic batches fit)
8925                 if (numvertices <= 65536)
8926                 {
8927                         rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8928                         for (i = 0;i < numtriangles*3;i++)
8929                                 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8930                 }
8931
8932                 // since we've copied everything, the batch now starts at 0
8933                 rsurface.batchfirstvertex = 0;
8934                 rsurface.batchnumvertices = batchnumvertices;
8935                 rsurface.batchfirsttriangle = 0;
8936                 rsurface.batchnumtriangles = batchnumtriangles;
8937         }
8938
8939         // q1bsp surfaces rendered in vertex color mode have to have colors
8940         // calculated based on lightstyles
8941         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8942         {
8943                 // generate color arrays for the surfaces in this list
8944                 int c[4];
8945                 int scale;
8946                 int size3;
8947                 const int *offsets;
8948                 const unsigned char *lm;
8949                 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8950                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8951                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8952                 numvertices = 0;
8953                 for (i = 0;i < texturenumsurfaces;i++)
8954                 {
8955                         surface = texturesurfacelist[i];
8956                         offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8957                         surfacenumvertices = surface->num_vertices;
8958                         if (surface->lightmapinfo->samples)
8959                         {
8960                                 for (j = 0;j < surfacenumvertices;j++)
8961                                 {
8962                                         lm = surface->lightmapinfo->samples + offsets[j];
8963                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8964                                         VectorScale(lm, scale, c);
8965                                         if (surface->lightmapinfo->styles[1] != 255)
8966                                         {
8967                                                 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8968                                                 lm += size3;
8969                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8970                                                 VectorMA(c, scale, lm, c);
8971                                                 if (surface->lightmapinfo->styles[2] != 255)
8972                                                 {
8973                                                         lm += size3;
8974                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8975                                                         VectorMA(c, scale, lm, c);
8976                                                         if (surface->lightmapinfo->styles[3] != 255)
8977                                                         {
8978                                                                 lm += size3;
8979                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8980                                                                 VectorMA(c, scale, lm, c);
8981                                                         }
8982                                                 }
8983                                         }
8984                                         c[0] >>= 7;
8985                                         c[1] >>= 7;
8986                                         c[2] >>= 7;
8987                                         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);
8988                                         numvertices++;
8989                                 }
8990                         }
8991                         else
8992                         {
8993                                 for (j = 0;j < surfacenumvertices;j++)
8994                                 {
8995                                         Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8996                                         numvertices++;
8997                                 }
8998                         }
8999                 }
9000         }
9001
9002         // if vertices are deformed (sprite flares and things in maps, possibly
9003         // water waves, bulges and other deformations), modify the copied vertices
9004         // in place
9005         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9006         {
9007                 switch (deform->deform)
9008                 {
9009                 default:
9010                 case Q3DEFORM_PROJECTIONSHADOW:
9011                 case Q3DEFORM_TEXT0:
9012                 case Q3DEFORM_TEXT1:
9013                 case Q3DEFORM_TEXT2:
9014                 case Q3DEFORM_TEXT3:
9015                 case Q3DEFORM_TEXT4:
9016                 case Q3DEFORM_TEXT5:
9017                 case Q3DEFORM_TEXT6:
9018                 case Q3DEFORM_TEXT7:
9019                 case Q3DEFORM_NONE:
9020                         break;
9021                 case Q3DEFORM_AUTOSPRITE:
9022                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9023                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9024                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9025                         VectorNormalize(newforward);
9026                         VectorNormalize(newright);
9027                         VectorNormalize(newup);
9028 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9029 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9030 //                      rsurface.batchvertex3f_bufferoffset = 0;
9031 //                      rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9032 //                      rsurface.batchsvector3f_vertexbuffer = NULL;
9033 //                      rsurface.batchsvector3f_bufferoffset = 0;
9034 //                      rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9035 //                      rsurface.batchtvector3f_vertexbuffer = NULL;
9036 //                      rsurface.batchtvector3f_bufferoffset = 0;
9037 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9038 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
9039 //                      rsurface.batchnormal3f_bufferoffset = 0;
9040                         // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9041                         if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9042                                 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9043                         if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9044                                 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);
9045                         // a single autosprite surface can contain multiple sprites...
9046                         for (j = 0;j < batchnumvertices - 3;j += 4)
9047                         {
9048                                 VectorClear(center);
9049                                 for (i = 0;i < 4;i++)
9050                                         VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9051                                 VectorScale(center, 0.25f, center);
9052                                 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9053                                 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9054                                 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9055                                 for (i = 0;i < 4;i++)
9056                                 {
9057                                         VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9058                                         VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9059                                 }
9060                         }
9061                         // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9062                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9063                         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);
9064                         break;
9065                 case Q3DEFORM_AUTOSPRITE2:
9066                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9067                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9068                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9069                         VectorNormalize(newforward);
9070                         VectorNormalize(newright);
9071                         VectorNormalize(newup);
9072 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9073 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9074 //                      rsurface.batchvertex3f_bufferoffset = 0;
9075                         {
9076                                 const float *v1, *v2;
9077                                 vec3_t start, end;
9078                                 float f, l;
9079                                 struct
9080                                 {
9081                                         float length2;
9082                                         const float *v1;
9083                                         const float *v2;
9084                                 }
9085                                 shortest[2];
9086                                 memset(shortest, 0, sizeof(shortest));
9087                                 // a single autosprite surface can contain multiple sprites...
9088                                 for (j = 0;j < batchnumvertices - 3;j += 4)
9089                                 {
9090                                         VectorClear(center);
9091                                         for (i = 0;i < 4;i++)
9092                                                 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9093                                         VectorScale(center, 0.25f, center);
9094                                         // find the two shortest edges, then use them to define the
9095                                         // axis vectors for rotating around the central axis
9096                                         for (i = 0;i < 6;i++)
9097                                         {
9098                                                 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9099                                                 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9100                                                 l = VectorDistance2(v1, v2);
9101                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9102                                                 if (v1[2] != v2[2])
9103                                                         l += (1.0f / 1024.0f);
9104                                                 if (shortest[0].length2 > l || i == 0)
9105                                                 {
9106                                                         shortest[1] = shortest[0];
9107                                                         shortest[0].length2 = l;
9108                                                         shortest[0].v1 = v1;
9109                                                         shortest[0].v2 = v2;
9110                                                 }
9111                                                 else if (shortest[1].length2 > l || i == 1)
9112                                                 {
9113                                                         shortest[1].length2 = l;
9114                                                         shortest[1].v1 = v1;
9115                                                         shortest[1].v2 = v2;
9116                                                 }
9117                                         }
9118                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9119                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9120                                         // this calculates the right vector from the shortest edge
9121                                         // and the up vector from the edge midpoints
9122                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9123                                         VectorNormalize(right);
9124                                         VectorSubtract(end, start, up);
9125                                         VectorNormalize(up);
9126                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9127                                         VectorSubtract(rsurface.localvieworigin, center, forward);
9128                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9129                                         VectorNegate(forward, forward);
9130                                         VectorReflect(forward, 0, up, forward);
9131                                         VectorNormalize(forward);
9132                                         CrossProduct(up, forward, newright);
9133                                         VectorNormalize(newright);
9134                                         // rotate the quad around the up axis vector, this is made
9135                                         // especially easy by the fact we know the quad is flat,
9136                                         // so we only have to subtract the center position and
9137                                         // measure distance along the right vector, and then
9138                                         // multiply that by the newright vector and add back the
9139                                         // center position
9140                                         // we also need to subtract the old position to undo the
9141                                         // displacement from the center, which we do with a
9142                                         // DotProduct, the subtraction/addition of center is also
9143                                         // optimized into DotProducts here
9144                                         l = DotProduct(right, center);
9145                                         for (i = 0;i < 4;i++)
9146                                         {
9147                                                 v1 = rsurface.batchvertex3f + 3*(j+i);
9148                                                 f = DotProduct(right, v1) - l;
9149                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9150                                         }
9151                                 }
9152                         }
9153                         if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9154                         {
9155 //                              rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9156 //                              rsurface.batchnormal3f_vertexbuffer = NULL;
9157 //                              rsurface.batchnormal3f_bufferoffset = 0;
9158                                 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9159                         }
9160                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9161                         {
9162 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9163 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
9164 //                              rsurface.batchsvector3f_bufferoffset = 0;
9165 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9166 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
9167 //                              rsurface.batchtvector3f_bufferoffset = 0;
9168                                 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);
9169                         }
9170                         break;
9171                 case Q3DEFORM_NORMAL:
9172                         // deform the normals to make reflections wavey
9173                         rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9174                         rsurface.batchnormal3f_vertexbuffer = NULL;
9175                         rsurface.batchnormal3f_bufferoffset = 0;
9176                         for (j = 0;j < batchnumvertices;j++)
9177                         {
9178                                 float vertex[3];
9179                                 float *normal = rsurface.batchnormal3f + 3*j;
9180                                 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9181                                 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9182                                 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9183                                 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9184                                 VectorNormalize(normal);
9185                         }
9186                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9187                         {
9188 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9189 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
9190 //                              rsurface.batchsvector3f_bufferoffset = 0;
9191 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9192 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
9193 //                              rsurface.batchtvector3f_bufferoffset = 0;
9194                                 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);
9195                         }
9196                         break;
9197                 case Q3DEFORM_WAVE:
9198                         // deform vertex array to make wavey water and flags and such
9199                         waveparms[0] = deform->waveparms[0];
9200                         waveparms[1] = deform->waveparms[1];
9201                         waveparms[2] = deform->waveparms[2];
9202                         waveparms[3] = deform->waveparms[3];
9203                         if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
9204                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
9205                         // this is how a divisor of vertex influence on deformation
9206                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9207                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9208 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9209 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9210 //                      rsurface.batchvertex3f_bufferoffset = 0;
9211 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9212 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
9213 //                      rsurface.batchnormal3f_bufferoffset = 0;
9214                         for (j = 0;j < batchnumvertices;j++)
9215                         {
9216                                 // if the wavefunc depends on time, evaluate it per-vertex
9217                                 if (waveparms[3])
9218                                 {
9219                                         waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
9220                                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9221                                 }
9222                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9223                         }
9224                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9225                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9226                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9227                         {
9228 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9229 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
9230 //                              rsurface.batchsvector3f_bufferoffset = 0;
9231 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9232 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
9233 //                              rsurface.batchtvector3f_bufferoffset = 0;
9234                                 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);
9235                         }
9236                         break;
9237                 case Q3DEFORM_BULGE:
9238                         // deform vertex array to make the surface have moving bulges
9239 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9240 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9241 //                      rsurface.batchvertex3f_bufferoffset = 0;
9242 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9243 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
9244 //                      rsurface.batchnormal3f_bufferoffset = 0;
9245                         for (j = 0;j < batchnumvertices;j++)
9246                         {
9247                                 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
9248                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9249                         }
9250                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9251                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9252                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9253                         {
9254 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9255 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
9256 //                              rsurface.batchsvector3f_bufferoffset = 0;
9257 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9258 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
9259 //                              rsurface.batchtvector3f_bufferoffset = 0;
9260                                 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);
9261                         }
9262                         break;
9263                 case Q3DEFORM_MOVE:
9264                         // deform vertex array
9265                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9266                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
9267                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9268                         VectorScale(deform->parms, scale, waveparms);
9269 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9270 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9271 //                      rsurface.batchvertex3f_bufferoffset = 0;
9272                         for (j = 0;j < batchnumvertices;j++)
9273                                 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
9274                         break;
9275                 }
9276         }
9277
9278         // generate texcoords based on the chosen texcoord source
9279         switch(rsurface.texture->tcgen.tcgen)
9280         {
9281         default:
9282         case Q3TCGEN_TEXTURE:
9283                 break;
9284         case Q3TCGEN_LIGHTMAP:
9285 //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9286 //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9287 //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9288                 if (rsurface.batchtexcoordlightmap2f)
9289                         memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
9290                 break;
9291         case Q3TCGEN_VECTOR:
9292 //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9293 //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9294 //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9295                 for (j = 0;j < batchnumvertices;j++)
9296                 {
9297                         rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
9298                         rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
9299                 }
9300                 break;
9301         case Q3TCGEN_ENVIRONMENT:
9302                 // make environment reflections using a spheremap
9303                 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9304                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9305                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9306                 for (j = 0;j < batchnumvertices;j++)
9307                 {
9308                         // identical to Q3A's method, but executed in worldspace so
9309                         // carried models can be shiny too
9310
9311                         float viewer[3], d, reflected[3], worldreflected[3];
9312
9313                         VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
9314                         // VectorNormalize(viewer);
9315
9316                         d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
9317
9318                         reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
9319                         reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
9320                         reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
9321                         // note: this is proportinal to viewer, so we can normalize later
9322
9323                         Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9324                         VectorNormalize(worldreflected);
9325
9326                         // note: this sphere map only uses world x and z!
9327                         // so positive and negative y will LOOK THE SAME.
9328                         rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
9329                         rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
9330                 }
9331                 break;
9332         }
9333         // the only tcmod that needs software vertex processing is turbulent, so
9334         // check for it here and apply the changes if needed
9335         // and we only support that as the first one
9336         // (handling a mixture of turbulent and other tcmods would be problematic
9337         //  without punting it entirely to a software path)
9338         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9339         {
9340                 amplitude = rsurface.texture->tcmods[0].parms[1];
9341                 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
9342 //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9343 //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9344 //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9345                 for (j = 0;j < batchnumvertices;j++)
9346                 {
9347                         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);
9348                         rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1]                                ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9349                 }
9350         }
9351
9352         if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9353         {
9354                 // convert the modified arrays to vertex structs
9355 //              rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9356 //              rsurface.batchvertexmeshbuffer = NULL;
9357                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
9358                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9359                                 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
9360                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
9361                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9362                                 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
9363                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
9364                 {
9365                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9366                         {
9367                                 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
9368                                 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
9369                         }
9370                 }
9371                 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
9372                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9373                                 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
9374                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
9375                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9376                                 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
9377                 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
9378                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9379                                 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
9380         }
9381 }
9382
9383 void RSurf_DrawBatch(void)
9384 {
9385         // sometimes a zero triangle surface (usually a degenerate patch) makes it
9386         // through the pipeline, killing it earlier in the pipeline would have
9387         // per-surface overhead rather than per-batch overhead, so it's best to
9388         // reject it here, before it hits glDraw.
9389         if (rsurface.batchnumtriangles == 0)
9390                 return;
9391 #if 0
9392         // batch debugging code
9393         if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
9394         {
9395                 int i;
9396                 int j;
9397                 int c;
9398                 const int *e;
9399                 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
9400                 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
9401                 {
9402                         c = e[i];
9403                         for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
9404                         {
9405                                 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
9406                                 {
9407                                         if (rsurface.modelsurfaces[j].texture != rsurface.texture)
9408                                                 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);
9409                                         break;
9410                                 }
9411                         }
9412                 }
9413         }
9414 #endif
9415         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);
9416 }
9417
9418 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
9419 {
9420         // pick the closest matching water plane
9421         int planeindex, vertexindex, bestplaneindex = -1;
9422         float d, bestd;
9423         vec3_t vert;
9424         const float *v;
9425         r_waterstate_waterplane_t *p;
9426         qboolean prepared = false;
9427         bestd = 0;
9428         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
9429         {
9430                 if(p->camera_entity != rsurface.texture->camera_entity)
9431                         continue;
9432                 d = 0;
9433                 if(!prepared)
9434                 {
9435                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9436                         prepared = true;
9437                         if(rsurface.batchnumvertices == 0)
9438                                 break;
9439                 }
9440                 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
9441                 {
9442                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
9443                         d += fabs(PlaneDiff(vert, &p->plane));
9444                 }
9445                 if (bestd > d || bestplaneindex < 0)
9446                 {
9447                         bestd = d;
9448                         bestplaneindex = planeindex;
9449                 }
9450         }
9451         return bestplaneindex;
9452         // NOTE: this MAY return a totally unrelated water plane; we can ignore
9453         // this situation though, as it might be better to render single larger
9454         // batches with useless stuff (backface culled for example) than to
9455         // render multiple smaller batches
9456 }
9457
9458 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
9459 {
9460         int i;
9461         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9462         rsurface.passcolor4f_vertexbuffer = 0;
9463         rsurface.passcolor4f_bufferoffset = 0;
9464         for (i = 0;i < rsurface.batchnumvertices;i++)
9465                 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
9466 }
9467
9468 static void RSurf_DrawBatch_GL11_ApplyFog(void)
9469 {
9470         int i;
9471         float f;
9472         const float *v;
9473         const float *c;
9474         float *c2;
9475         if (rsurface.passcolor4f)
9476         {
9477                 // generate color arrays
9478                 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9479                 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9480                 rsurface.passcolor4f_vertexbuffer = 0;
9481                 rsurface.passcolor4f_bufferoffset = 0;
9482                 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)
9483                 {
9484                         f = RSurf_FogVertex(v);
9485                         c2[0] = c[0] * f;
9486                         c2[1] = c[1] * f;
9487                         c2[2] = c[2] * f;
9488                         c2[3] = c[3];
9489                 }
9490         }
9491         else
9492         {
9493                 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9494                 rsurface.passcolor4f_vertexbuffer = 0;
9495                 rsurface.passcolor4f_bufferoffset = 0;
9496                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
9497                 {
9498                         f = RSurf_FogVertex(v);
9499                         c2[0] = f;
9500                         c2[1] = f;
9501                         c2[2] = f;
9502                         c2[3] = 1;
9503                 }
9504         }
9505 }
9506
9507 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
9508 {
9509         int i;
9510         float f;
9511         const float *v;
9512         const float *c;
9513         float *c2;
9514         if (!rsurface.passcolor4f)
9515                 return;
9516         c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9517         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9518         rsurface.passcolor4f_vertexbuffer = 0;
9519         rsurface.passcolor4f_bufferoffset = 0;
9520         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)
9521         {
9522                 f = RSurf_FogVertex(v);
9523                 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
9524                 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
9525                 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
9526                 c2[3] = c[3];
9527         }
9528 }
9529
9530 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
9531 {
9532         int i;
9533         const float *c;
9534         float *c2;
9535         if (!rsurface.passcolor4f)
9536                 return;
9537         c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9538         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9539         rsurface.passcolor4f_vertexbuffer = 0;
9540         rsurface.passcolor4f_bufferoffset = 0;
9541         for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9542         {
9543                 c2[0] = c[0] * r;
9544                 c2[1] = c[1] * g;
9545                 c2[2] = c[2] * b;
9546                 c2[3] = c[3] * a;
9547         }
9548 }
9549
9550 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
9551 {
9552         int i;
9553         const float *c;
9554         float *c2;
9555         if (!rsurface.passcolor4f)
9556                 return;
9557         c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9558         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9559         rsurface.passcolor4f_vertexbuffer = 0;
9560         rsurface.passcolor4f_bufferoffset = 0;
9561         for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9562         {
9563                 c2[0] = c[0] + r_refdef.scene.ambient;
9564                 c2[1] = c[1] + r_refdef.scene.ambient;
9565                 c2[2] = c[2] + r_refdef.scene.ambient;
9566                 c2[3] = c[3];
9567         }
9568 }
9569
9570 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9571 {
9572         // TODO: optimize
9573         rsurface.passcolor4f = NULL;
9574         rsurface.passcolor4f_vertexbuffer = 0;
9575         rsurface.passcolor4f_bufferoffset = 0;
9576         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9577         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9578         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9579         GL_Color(r, g, b, a);
9580         R_Mesh_TexBind(0, rsurface.lightmaptexture);
9581         RSurf_DrawBatch();
9582 }
9583
9584 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9585 {
9586         // TODO: optimize applyfog && applycolor case
9587         // just apply fog if necessary, and tint the fog color array if necessary
9588         rsurface.passcolor4f = NULL;
9589         rsurface.passcolor4f_vertexbuffer = 0;
9590         rsurface.passcolor4f_bufferoffset = 0;
9591         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9592         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9593         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9594         GL_Color(r, g, b, a);
9595         RSurf_DrawBatch();
9596 }
9597
9598 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9599 {
9600         // TODO: optimize
9601         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
9602         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
9603         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
9604         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9605         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9606         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9607         GL_Color(r, g, b, a);
9608         RSurf_DrawBatch();
9609 }
9610
9611 static void RSurf_DrawBatch_GL11_ClampColor(void)
9612 {
9613         int i;
9614         const float *c1;
9615         float *c2;
9616         if (!rsurface.passcolor4f)
9617                 return;
9618         for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
9619         {
9620                 c2[0] = bound(0.0f, c1[0], 1.0f);
9621                 c2[1] = bound(0.0f, c1[1], 1.0f);
9622                 c2[2] = bound(0.0f, c1[2], 1.0f);
9623                 c2[3] = bound(0.0f, c1[3], 1.0f);
9624         }
9625 }
9626
9627 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
9628 {
9629         int i;
9630         float f;
9631         const float *v;
9632         const float *n;
9633         float *c;
9634         //vec3_t eyedir;
9635
9636         // fake shading
9637         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9638         rsurface.passcolor4f_vertexbuffer = 0;
9639         rsurface.passcolor4f_bufferoffset = 0;
9640         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)
9641         {
9642                 f = -DotProduct(r_refdef.view.forward, n);
9643                 f = max(0, f);
9644                 f = f * 0.85 + 0.15; // work around so stuff won't get black
9645                 f *= r_refdef.lightmapintensity;
9646                 Vector4Set(c, f, f, f, 1);
9647         }
9648 }
9649
9650 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9651 {
9652         RSurf_DrawBatch_GL11_ApplyFakeLight();
9653         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9654         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9655         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9656         GL_Color(r, g, b, a);
9657         RSurf_DrawBatch();
9658 }
9659
9660 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
9661 {
9662         int i;
9663         float f;
9664         float alpha;
9665         const float *v;
9666         const float *n;
9667         float *c;
9668         vec3_t ambientcolor;
9669         vec3_t diffusecolor;
9670         vec3_t lightdir;
9671         // TODO: optimize
9672         // model lighting
9673         VectorCopy(rsurface.modellight_lightdir, lightdir);
9674         f = 0.5f * r_refdef.lightmapintensity;
9675         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
9676         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
9677         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
9678         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
9679         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
9680         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
9681         alpha = *a;
9682         if (VectorLength2(diffusecolor) > 0)
9683         {
9684                 // q3-style directional shading
9685                 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9686                 rsurface.passcolor4f_vertexbuffer = 0;
9687                 rsurface.passcolor4f_bufferoffset = 0;
9688                 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)
9689                 {
9690                         if ((f = DotProduct(n, lightdir)) > 0)
9691                                 VectorMA(ambientcolor, f, diffusecolor, c);
9692                         else
9693                                 VectorCopy(ambientcolor, c);
9694                         c[3] = alpha;
9695                 }
9696                 *r = 1;
9697                 *g = 1;
9698                 *b = 1;
9699                 *a = 1;
9700                 *applycolor = false;
9701         }
9702         else
9703         {
9704                 *r = ambientcolor[0];
9705                 *g = ambientcolor[1];
9706                 *b = ambientcolor[2];
9707                 rsurface.passcolor4f = NULL;
9708                 rsurface.passcolor4f_vertexbuffer = 0;
9709                 rsurface.passcolor4f_bufferoffset = 0;
9710         }
9711 }
9712
9713 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9714 {
9715         RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
9716         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9717         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9718         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9719         GL_Color(r, g, b, a);
9720         RSurf_DrawBatch();
9721 }
9722
9723 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
9724 {
9725         int i;
9726         float f;
9727         const float *v;
9728         float *c;
9729
9730         // fake shading
9731         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9732         rsurface.passcolor4f_vertexbuffer = 0;
9733         rsurface.passcolor4f_bufferoffset = 0;
9734
9735         for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
9736         {
9737                 f = 1 - RSurf_FogVertex(v);
9738                 c[0] = r;
9739                 c[1] = g;
9740                 c[2] = b;
9741                 c[3] = f * a;
9742         }
9743 }
9744
9745 void RSurf_SetupDepthAndCulling(void)
9746 {
9747         // submodels are biased to avoid z-fighting with world surfaces that they
9748         // may be exactly overlapping (avoids z-fighting artifacts on certain
9749         // doors and things in Quake maps)
9750         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
9751         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
9752         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
9753         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9754 }
9755
9756 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9757 {
9758         // transparent sky would be ridiculous
9759         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9760                 return;
9761         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
9762         skyrenderlater = true;
9763         RSurf_SetupDepthAndCulling();
9764         GL_DepthMask(true);
9765         // LordHavoc: HalfLife maps have freaky skypolys so don't use
9766         // skymasking on them, and Quake3 never did sky masking (unlike
9767         // software Quake and software Quake2), so disable the sky masking
9768         // in Quake3 maps as it causes problems with q3map2 sky tricks,
9769         // and skymasking also looks very bad when noclipping outside the
9770         // level, so don't use it then either.
9771         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
9772         {
9773                 R_Mesh_ResetTextureState();
9774                 if (skyrendermasked)
9775                 {
9776                         R_SetupShader_DepthOrShadow(false);
9777                         // depth-only (masking)
9778                         GL_ColorMask(0,0,0,0);
9779                         // just to make sure that braindead drivers don't draw
9780                         // anything despite that colormask...
9781                         GL_BlendFunc(GL_ZERO, GL_ONE);
9782                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9783                         if (rsurface.batchvertex3fbuffer)
9784                                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
9785                         else
9786                                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
9787                 }
9788                 else
9789                 {
9790                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
9791                         // fog sky
9792                         GL_BlendFunc(GL_ONE, GL_ZERO);
9793                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9794                         GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
9795                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9796                 }
9797                 RSurf_DrawBatch();
9798                 if (skyrendermasked)
9799                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
9800         }
9801         R_Mesh_ResetTextureState();
9802         GL_Color(1, 1, 1, 1);
9803 }
9804
9805 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
9806 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
9807 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
9808 {
9809         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
9810                 return;
9811         if (prepass)
9812         {
9813                 // render screenspace normalmap to texture
9814                 GL_DepthMask(true);
9815                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
9816                 RSurf_DrawBatch();
9817         }
9818
9819         // bind lightmap texture
9820
9821         // water/refraction/reflection/camera surfaces have to be handled specially
9822         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
9823         {
9824                 int start, end, startplaneindex;
9825                 for (start = 0;start < texturenumsurfaces;start = end)
9826                 {
9827                         startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
9828                         if(startplaneindex < 0)
9829                         {
9830                                 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
9831                                 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
9832                                 end = start + 1;
9833                                 continue;
9834                         }
9835                         for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
9836                                 ;
9837                         // now that we have a batch using the same planeindex, render it
9838                         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
9839                         {
9840                                 // render water or distortion background
9841                                 GL_DepthMask(true);
9842                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex), false);
9843                                 RSurf_DrawBatch();
9844                                 // blend surface on top
9845                                 GL_DepthMask(false);
9846                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
9847                                 RSurf_DrawBatch();
9848                         }
9849                         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
9850                         {
9851                                 // render surface with reflection texture as input
9852                                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9853                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex), false);
9854                                 RSurf_DrawBatch();
9855                         }
9856                 }
9857                 return;
9858         }
9859
9860         // render surface batch normally
9861         GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9862         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);
9863         RSurf_DrawBatch();
9864 }
9865
9866 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9867 {
9868         // OpenGL 1.3 path - anything not completely ancient
9869         qboolean applycolor;
9870         qboolean applyfog;
9871         int layerindex;
9872         const texturelayer_t *layer;
9873         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);
9874         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9875
9876         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9877         {
9878                 vec4_t layercolor;
9879                 int layertexrgbscale;
9880                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9881                 {
9882                         if (layerindex == 0)
9883                                 GL_AlphaTest(true);
9884                         else
9885                         {
9886                                 GL_AlphaTest(false);
9887                                 GL_DepthFunc(GL_EQUAL);
9888                         }
9889                 }
9890                 GL_DepthMask(layer->depthmask && writedepth);
9891                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9892                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
9893                 {
9894                         layertexrgbscale = 4;
9895                         VectorScale(layer->color, 0.25f, layercolor);
9896                 }
9897                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
9898                 {
9899                         layertexrgbscale = 2;
9900                         VectorScale(layer->color, 0.5f, layercolor);
9901                 }
9902                 else
9903                 {
9904                         layertexrgbscale = 1;
9905                         VectorScale(layer->color, 1.0f, layercolor);
9906                 }
9907                 layercolor[3] = layer->color[3];
9908                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
9909                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9910                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9911                 switch (layer->type)
9912                 {
9913                 case TEXTURELAYERTYPE_LITTEXTURE:
9914                         // single-pass lightmapped texture with 2x rgbscale
9915                         R_Mesh_TexBind(0, r_texture_white);
9916                         R_Mesh_TexMatrix(0, NULL);
9917                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9918                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9919                         R_Mesh_TexBind(1, layer->texture);
9920                         R_Mesh_TexMatrix(1, &layer->texmatrix);
9921                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9922                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9923                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9924                                 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9925                         else if (FAKELIGHT_ENABLED)
9926                                 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9927                         else if (rsurface.uselightmaptexture)
9928                                 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9929                         else
9930                                 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9931                         break;
9932                 case TEXTURELAYERTYPE_TEXTURE:
9933                         // singletexture unlit texture with transparency support
9934                         R_Mesh_TexBind(0, layer->texture);
9935                         R_Mesh_TexMatrix(0, &layer->texmatrix);
9936                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9937                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9938                         R_Mesh_TexBind(1, 0);
9939                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9940                         RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9941                         break;
9942                 case TEXTURELAYERTYPE_FOG:
9943                         // singletexture fogging
9944                         if (layer->texture)
9945                         {
9946                                 R_Mesh_TexBind(0, layer->texture);
9947                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
9948                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9949                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9950                         }
9951                         else
9952                         {
9953                                 R_Mesh_TexBind(0, 0);
9954                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9955                         }
9956                         R_Mesh_TexBind(1, 0);
9957                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9958                         // generate a color array for the fog pass
9959                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
9960                         RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
9961                         RSurf_DrawBatch();
9962                         break;
9963                 default:
9964                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
9965                 }
9966         }
9967         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9968         {
9969                 GL_DepthFunc(GL_LEQUAL);
9970                 GL_AlphaTest(false);
9971         }
9972 }
9973
9974 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9975 {
9976         // OpenGL 1.1 - crusty old voodoo path
9977         qboolean applyfog;
9978         int layerindex;
9979         const texturelayer_t *layer;
9980         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);
9981         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9982
9983         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9984         {
9985                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9986                 {
9987                         if (layerindex == 0)
9988                                 GL_AlphaTest(true);
9989                         else
9990                         {
9991                                 GL_AlphaTest(false);
9992                                 GL_DepthFunc(GL_EQUAL);
9993                         }
9994                 }
9995                 GL_DepthMask(layer->depthmask && writedepth);
9996                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9997                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9998                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9999                 switch (layer->type)
10000                 {
10001                 case TEXTURELAYERTYPE_LITTEXTURE:
10002                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
10003                         {
10004                                 // two-pass lit texture with 2x rgbscale
10005                                 // first the lightmap pass
10006                                 R_Mesh_TexBind(0, r_texture_white);
10007                                 R_Mesh_TexMatrix(0, NULL);
10008                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10009                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10010                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10011                                         RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
10012                                 else if (FAKELIGHT_ENABLED)
10013                                         RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
10014                                 else if (rsurface.uselightmaptexture)
10015                                         RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
10016                                 else
10017                                         RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
10018                                 // then apply the texture to it
10019                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10020                                 R_Mesh_TexBind(0, layer->texture);
10021                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10022                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10023                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10024                                 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);
10025                         }
10026                         else
10027                         {
10028                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10029                                 R_Mesh_TexBind(0, layer->texture);
10030                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10031                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10032                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10033                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10034                                         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);
10035                                 else
10036                                         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);
10037                         }
10038                         break;
10039                 case TEXTURELAYERTYPE_TEXTURE:
10040                         // singletexture unlit texture with transparency support
10041                         R_Mesh_TexBind(0, layer->texture);
10042                         R_Mesh_TexMatrix(0, &layer->texmatrix);
10043                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10044                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10045                         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);
10046                         break;
10047                 case TEXTURELAYERTYPE_FOG:
10048                         // singletexture fogging
10049                         if (layer->texture)
10050                         {
10051                                 R_Mesh_TexBind(0, layer->texture);
10052                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10053                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10054                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10055                         }
10056                         else
10057                         {
10058                                 R_Mesh_TexBind(0, 0);
10059                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10060                         }
10061                         // generate a color array for the fog pass
10062                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10063                         RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10064                         RSurf_DrawBatch();
10065                         break;
10066                 default:
10067                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10068                 }
10069         }
10070         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10071         {
10072                 GL_DepthFunc(GL_LEQUAL);
10073                 GL_AlphaTest(false);
10074         }
10075 }
10076
10077 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10078 {
10079         int vi;
10080         int j;
10081         r_vertexgeneric_t *batchvertex;
10082         float c[4];
10083
10084 //      R_Mesh_ResetTextureState();
10085         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
10086
10087         if(rsurface.texture && rsurface.texture->currentskinframe)
10088         {
10089                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10090                 c[3] *= rsurface.texture->currentalpha;
10091         }
10092         else
10093         {
10094                 c[0] = 1;
10095                 c[1] = 0;
10096                 c[2] = 1;
10097                 c[3] = 1;
10098         }
10099
10100         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10101         {
10102                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10103                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10104                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10105         }
10106
10107         // brighten it up (as texture value 127 means "unlit")
10108         c[0] *= 2 * r_refdef.view.colorscale;
10109         c[1] *= 2 * r_refdef.view.colorscale;
10110         c[2] *= 2 * r_refdef.view.colorscale;
10111
10112         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10113                 c[3] *= r_wateralpha.value;
10114
10115         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10116         {
10117                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10118                 GL_DepthMask(false);
10119         }
10120         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10121         {
10122                 GL_BlendFunc(GL_ONE, GL_ONE);
10123                 GL_DepthMask(false);
10124         }
10125         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10126         {
10127                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10128                 GL_DepthMask(false);
10129         }
10130         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10131         {
10132                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10133                 GL_DepthMask(false);
10134         }
10135         else
10136         {
10137                 GL_BlendFunc(GL_ONE, GL_ZERO);
10138                 GL_DepthMask(writedepth);
10139         }
10140
10141         if (r_showsurfaces.integer == 3)
10142         {
10143                 rsurface.passcolor4f = NULL;
10144
10145                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10146                 {
10147                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10148
10149                         rsurface.passcolor4f = NULL;
10150                         rsurface.passcolor4f_vertexbuffer = 0;
10151                         rsurface.passcolor4f_bufferoffset = 0;
10152                 }
10153                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10154                 {
10155                         qboolean applycolor = true;
10156                         float one = 1.0;
10157
10158                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10159
10160                         r_refdef.lightmapintensity = 1;
10161                         RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
10162                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10163                 }
10164                 else if (FAKELIGHT_ENABLED)
10165                 {
10166                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10167
10168                         r_refdef.lightmapintensity = r_fakelight_intensity.value;
10169                         RSurf_DrawBatch_GL11_ApplyFakeLight();
10170                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10171                 }
10172                 else
10173                 {
10174                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10175
10176                         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10177                         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10178                         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10179                 }
10180
10181                 if(!rsurface.passcolor4f)
10182                         RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
10183
10184                 RSurf_DrawBatch_GL11_ApplyAmbient();
10185                 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
10186                 if(r_refdef.fogenabled)
10187                         RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
10188                 RSurf_DrawBatch_GL11_ClampColor();
10189
10190                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
10191                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
10192                 RSurf_DrawBatch();
10193         }
10194         else if (!r_refdef.view.showdebug)
10195         {
10196                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10197                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10198                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10199                 {
10200                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10201                         Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
10202                 }
10203                 R_Mesh_PrepareVertices_Generic_Unlock();
10204                 RSurf_DrawBatch();
10205         }
10206         else if (r_showsurfaces.integer == 4)
10207         {
10208                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10209                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10210                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10211                 {
10212                         unsigned char c = (vi << 3) * (1.0f / 256.0f);
10213                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10214                         Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
10215                 }
10216                 R_Mesh_PrepareVertices_Generic_Unlock();
10217                 RSurf_DrawBatch();
10218         }
10219         else if (r_showsurfaces.integer == 2)
10220         {
10221                 const int *e;
10222                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10223                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
10224                 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
10225                 {
10226                         unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
10227                         VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
10228                         VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
10229                         VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
10230                         Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
10231                         Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
10232                         Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
10233                 }
10234                 R_Mesh_PrepareVertices_Generic_Unlock();
10235                 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
10236         }
10237         else
10238         {
10239                 int texturesurfaceindex;
10240                 int k;
10241                 const msurface_t *surface;
10242                 float surfacecolor4f[4];
10243                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10244                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
10245                 vi = 0;
10246                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10247                 {
10248                         surface = texturesurfacelist[texturesurfaceindex];
10249                         k = (int)(((size_t)surface) / sizeof(msurface_t));
10250                         Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
10251                         for (j = 0;j < surface->num_vertices;j++)
10252                         {
10253                                 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10254                                 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
10255                                 vi++;
10256                         }
10257                 }
10258                 R_Mesh_PrepareVertices_Generic_Unlock();
10259                 RSurf_DrawBatch();
10260         }
10261 }
10262
10263 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10264 {
10265         CHECKGLERROR
10266         RSurf_SetupDepthAndCulling();
10267         if (r_showsurfaces.integer)
10268         {
10269                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10270                 return;
10271         }
10272         switch (vid.renderpath)
10273         {
10274         case RENDERPATH_GL20:
10275         case RENDERPATH_D3D9:
10276         case RENDERPATH_D3D10:
10277         case RENDERPATH_D3D11:
10278         case RENDERPATH_SOFT:
10279         case RENDERPATH_GLES2:
10280                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10281                 break;
10282         case RENDERPATH_GL13:
10283         case RENDERPATH_GLES1:
10284                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10285                 break;
10286         case RENDERPATH_GL11:
10287                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10288                 break;
10289         }
10290         CHECKGLERROR
10291 }
10292
10293 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10294 {
10295         CHECKGLERROR
10296         RSurf_SetupDepthAndCulling();
10297         if (r_showsurfaces.integer)
10298         {
10299                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10300                 return;
10301         }
10302         switch (vid.renderpath)
10303         {
10304         case RENDERPATH_GL20:
10305         case RENDERPATH_D3D9:
10306         case RENDERPATH_D3D10:
10307         case RENDERPATH_D3D11:
10308         case RENDERPATH_SOFT:
10309         case RENDERPATH_GLES2:
10310                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10311                 break;
10312         case RENDERPATH_GL13:
10313         case RENDERPATH_GLES1:
10314                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10315                 break;
10316         case RENDERPATH_GL11:
10317                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10318                 break;
10319         }
10320         CHECKGLERROR
10321 }
10322
10323 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10324 {
10325         int i, j;
10326         int texturenumsurfaces, endsurface;
10327         texture_t *texture;
10328         const msurface_t *surface;
10329         const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
10330
10331         // if the model is static it doesn't matter what value we give for
10332         // wantnormals and wanttangents, so this logic uses only rules applicable
10333         // to a model, knowing that they are meaningless otherwise
10334         if (ent == r_refdef.scene.worldentity)
10335                 RSurf_ActiveWorldEntity();
10336         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10337                 RSurf_ActiveModelEntity(ent, false, false, false);
10338         else
10339         {
10340                 switch (vid.renderpath)
10341                 {
10342                 case RENDERPATH_GL20:
10343                 case RENDERPATH_D3D9:
10344                 case RENDERPATH_D3D10:
10345                 case RENDERPATH_D3D11:
10346                 case RENDERPATH_SOFT:
10347                 case RENDERPATH_GLES2:
10348                         RSurf_ActiveModelEntity(ent, true, true, false);
10349                         break;
10350                 case RENDERPATH_GL11:
10351                 case RENDERPATH_GL13:
10352                 case RENDERPATH_GLES1:
10353                         RSurf_ActiveModelEntity(ent, true, false, false);
10354                         break;
10355                 }
10356         }
10357
10358         if (r_transparentdepthmasking.integer)
10359         {
10360                 qboolean setup = false;
10361                 for (i = 0;i < numsurfaces;i = j)
10362                 {
10363                         j = i + 1;
10364                         surface = rsurface.modelsurfaces + surfacelist[i];
10365                         texture = surface->texture;
10366                         rsurface.texture = R_GetCurrentTexture(texture);
10367                         rsurface.lightmaptexture = NULL;
10368                         rsurface.deluxemaptexture = NULL;
10369                         rsurface.uselightmaptexture = false;
10370                         // scan ahead until we find a different texture
10371                         endsurface = min(i + 1024, numsurfaces);
10372                         texturenumsurfaces = 0;
10373                         texturesurfacelist[texturenumsurfaces++] = surface;
10374                         for (;j < endsurface;j++)
10375                         {
10376                                 surface = rsurface.modelsurfaces + surfacelist[j];
10377                                 if (texture != surface->texture)
10378                                         break;
10379                                 texturesurfacelist[texturenumsurfaces++] = surface;
10380                         }
10381                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
10382                                 continue;
10383                         // render the range of surfaces as depth
10384                         if (!setup)
10385                         {
10386                                 setup = true;
10387                                 GL_ColorMask(0,0,0,0);
10388                                 GL_Color(1,1,1,1);
10389                                 GL_DepthTest(true);
10390                                 GL_BlendFunc(GL_ONE, GL_ZERO);
10391                                 GL_DepthMask(true);
10392 //                              R_Mesh_ResetTextureState();
10393                                 R_SetupShader_DepthOrShadow(false);
10394                         }
10395                         RSurf_SetupDepthAndCulling();
10396                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10397                         if (rsurface.batchvertex3fbuffer)
10398                                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10399                         else
10400                                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10401                         RSurf_DrawBatch();
10402                 }
10403                 if (setup)
10404                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10405         }
10406
10407         for (i = 0;i < numsurfaces;i = j)
10408         {
10409                 j = i + 1;
10410                 surface = rsurface.modelsurfaces + surfacelist[i];
10411                 texture = surface->texture;
10412                 rsurface.texture = R_GetCurrentTexture(texture);
10413                 // scan ahead until we find a different texture
10414                 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
10415                 texturenumsurfaces = 0;
10416                 texturesurfacelist[texturenumsurfaces++] = surface;
10417                 if(FAKELIGHT_ENABLED)
10418                 {
10419                         rsurface.lightmaptexture = NULL;
10420                         rsurface.deluxemaptexture = NULL;
10421                         rsurface.uselightmaptexture = false;
10422                         for (;j < endsurface;j++)
10423                         {
10424                                 surface = rsurface.modelsurfaces + surfacelist[j];
10425                                 if (texture != surface->texture)
10426                                         break;
10427                                 texturesurfacelist[texturenumsurfaces++] = surface;
10428                         }
10429                 }
10430                 else
10431                 {
10432                         rsurface.lightmaptexture = surface->lightmaptexture;
10433                         rsurface.deluxemaptexture = surface->deluxemaptexture;
10434                         rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10435                         for (;j < endsurface;j++)
10436                         {
10437                                 surface = rsurface.modelsurfaces + surfacelist[j];
10438                                 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
10439                                         break;
10440                                 texturesurfacelist[texturenumsurfaces++] = surface;
10441                         }
10442                 }
10443                 // render the range of surfaces
10444                 if (ent == r_refdef.scene.worldentity)
10445                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10446                 else
10447                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10448         }
10449         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10450 }
10451
10452 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
10453 {
10454         // transparent surfaces get pushed off into the transparent queue
10455         int surfacelistindex;
10456         const msurface_t *surface;
10457         vec3_t tempcenter, center;
10458         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
10459         {
10460                 surface = texturesurfacelist[surfacelistindex];
10461                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
10462                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
10463                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
10464                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
10465                 if (queueentity->transparent_offset) // transparent offset
10466                 {
10467                         center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
10468                         center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
10469                         center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
10470                 }
10471                 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
10472         }
10473 }
10474
10475 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10476 {
10477         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10478                 return;
10479         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10480                 return;
10481         RSurf_SetupDepthAndCulling();
10482         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10483         if (rsurface.batchvertex3fbuffer)
10484                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10485         else
10486                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10487         RSurf_DrawBatch();
10488 }
10489
10490 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10491 {
10492         const entity_render_t *queueentity = r_refdef.scene.worldentity;
10493         CHECKGLERROR
10494         if (depthonly)
10495                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10496         else if (prepass)
10497         {
10498                 if (!rsurface.texture->currentnumlayers)
10499                         return;
10500                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10501                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10502                 else
10503                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10504         }
10505         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10506                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10507         else if (!rsurface.texture->currentnumlayers)
10508                 return;
10509         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10510         {
10511                 // in the deferred case, transparent surfaces were queued during prepass
10512                 if (!r_shadow_usingdeferredprepass)
10513                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10514         }
10515         else
10516         {
10517                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10518                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10519         }
10520         CHECKGLERROR
10521 }
10522
10523 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10524 {
10525         int i, j;
10526         texture_t *texture;
10527         R_FrameData_SetMark();
10528         // break the surface list down into batches by texture and use of lightmapping
10529         for (i = 0;i < numsurfaces;i = j)
10530         {
10531                 j = i + 1;
10532                 // texture is the base texture pointer, rsurface.texture is the
10533                 // current frame/skin the texture is directing us to use (for example
10534                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10535                 // use skin 1 instead)
10536                 texture = surfacelist[i]->texture;
10537                 rsurface.texture = R_GetCurrentTexture(texture);
10538                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10539                 {
10540                         // if this texture is not the kind we want, skip ahead to the next one
10541                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10542                                 ;
10543                         continue;
10544                 }
10545                 if(FAKELIGHT_ENABLED || depthonly || prepass)
10546                 {
10547                         rsurface.lightmaptexture = NULL;
10548                         rsurface.deluxemaptexture = NULL;
10549                         rsurface.uselightmaptexture = false;
10550                         // simply scan ahead until we find a different texture or lightmap state
10551                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10552                                 ;
10553                 }
10554                 else
10555                 {
10556                         rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10557                         rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10558                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10559                         // simply scan ahead until we find a different texture or lightmap state
10560                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10561                                 ;
10562                 }
10563                 // render the range of surfaces
10564                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10565         }
10566         R_FrameData_ReturnToMark();
10567 }
10568
10569 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
10570 {
10571         CHECKGLERROR
10572         if (depthonly)
10573                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10574         else if (prepass)
10575         {
10576                 if (!rsurface.texture->currentnumlayers)
10577                         return;
10578                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10579                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10580                 else
10581                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10582         }
10583         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10584                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10585         else if (!rsurface.texture->currentnumlayers)
10586                 return;
10587         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10588         {
10589                 // in the deferred case, transparent surfaces were queued during prepass
10590                 if (!r_shadow_usingdeferredprepass)
10591                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10592         }
10593         else
10594         {
10595                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10596                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10597         }
10598         CHECKGLERROR
10599 }
10600
10601 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10602 {
10603         int i, j;
10604         texture_t *texture;
10605         R_FrameData_SetMark();
10606         // break the surface list down into batches by texture and use of lightmapping
10607         for (i = 0;i < numsurfaces;i = j)
10608         {
10609                 j = i + 1;
10610                 // texture is the base texture pointer, rsurface.texture is the
10611                 // current frame/skin the texture is directing us to use (for example
10612                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10613                 // use skin 1 instead)
10614                 texture = surfacelist[i]->texture;
10615                 rsurface.texture = R_GetCurrentTexture(texture);
10616                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10617                 {
10618                         // if this texture is not the kind we want, skip ahead to the next one
10619                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10620                                 ;
10621                         continue;
10622                 }
10623                 if(FAKELIGHT_ENABLED || depthonly || prepass)
10624                 {
10625                         rsurface.lightmaptexture = NULL;
10626                         rsurface.deluxemaptexture = NULL;
10627                         rsurface.uselightmaptexture = false;
10628                         // simply scan ahead until we find a different texture or lightmap state
10629                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10630                                 ;
10631                 }
10632                 else
10633                 {
10634                         rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10635                         rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10636                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10637                         // simply scan ahead until we find a different texture or lightmap state
10638                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10639                                 ;
10640                 }
10641                 // render the range of surfaces
10642                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
10643         }
10644         R_FrameData_ReturnToMark();
10645 }
10646
10647 float locboxvertex3f[6*4*3] =
10648 {
10649         1,0,1, 1,0,0, 1,1,0, 1,1,1,
10650         0,1,1, 0,1,0, 0,0,0, 0,0,1,
10651         1,1,1, 1,1,0, 0,1,0, 0,1,1,
10652         0,0,1, 0,0,0, 1,0,0, 1,0,1,
10653         0,0,1, 1,0,1, 1,1,1, 0,1,1,
10654         1,0,0, 0,0,0, 0,1,0, 1,1,0
10655 };
10656
10657 unsigned short locboxelements[6*2*3] =
10658 {
10659          0, 1, 2, 0, 2, 3,
10660          4, 5, 6, 4, 6, 7,
10661          8, 9,10, 8,10,11,
10662         12,13,14, 12,14,15,
10663         16,17,18, 16,18,19,
10664         20,21,22, 20,22,23
10665 };
10666
10667 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10668 {
10669         int i, j;
10670         cl_locnode_t *loc = (cl_locnode_t *)ent;
10671         vec3_t mins, size;
10672         float vertex3f[6*4*3];
10673         CHECKGLERROR
10674         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10675         GL_DepthMask(false);
10676         GL_DepthRange(0, 1);
10677         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10678         GL_DepthTest(true);
10679         GL_CullFace(GL_NONE);
10680         R_EntityMatrix(&identitymatrix);
10681
10682 //      R_Mesh_ResetTextureState();
10683
10684         i = surfacelist[0];
10685         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10686                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10687                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10688                         surfacelist[0] < 0 ? 0.5f : 0.125f);
10689
10690         if (VectorCompare(loc->mins, loc->maxs))
10691         {
10692                 VectorSet(size, 2, 2, 2);
10693                 VectorMA(loc->mins, -0.5f, size, mins);
10694         }
10695         else
10696         {
10697                 VectorCopy(loc->mins, mins);
10698                 VectorSubtract(loc->maxs, loc->mins, size);
10699         }
10700
10701         for (i = 0;i < 6*4*3;)
10702                 for (j = 0;j < 3;j++, i++)
10703                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
10704
10705         R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
10706         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
10707         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
10708 }
10709
10710 void R_DrawLocs(void)
10711 {
10712         int index;
10713         cl_locnode_t *loc, *nearestloc;
10714         vec3_t center;
10715         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
10716         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
10717         {
10718                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
10719                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
10720         }
10721 }
10722
10723 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
10724 {
10725         if (decalsystem->decals)
10726                 Mem_Free(decalsystem->decals);
10727         memset(decalsystem, 0, sizeof(*decalsystem));
10728 }
10729
10730 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)
10731 {
10732         tridecal_t *decal;
10733         tridecal_t *decals;
10734         int i;
10735
10736         // expand or initialize the system
10737         if (decalsystem->maxdecals <= decalsystem->numdecals)
10738         {
10739                 decalsystem_t old = *decalsystem;
10740                 qboolean useshortelements;
10741                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
10742                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
10743                 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)));
10744                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
10745                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
10746                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
10747                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
10748                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
10749                 if (decalsystem->numdecals)
10750                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
10751                 if (old.decals)
10752                         Mem_Free(old.decals);
10753                 for (i = 0;i < decalsystem->maxdecals*3;i++)
10754                         decalsystem->element3i[i] = i;
10755                 if (useshortelements)
10756                         for (i = 0;i < decalsystem->maxdecals*3;i++)
10757                                 decalsystem->element3s[i] = i;
10758         }
10759
10760         // grab a decal and search for another free slot for the next one
10761         decals = decalsystem->decals;
10762         decal = decalsystem->decals + (i = decalsystem->freedecal++);
10763         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
10764                 ;
10765         decalsystem->freedecal = i;
10766         if (decalsystem->numdecals <= i)
10767                 decalsystem->numdecals = i + 1;
10768
10769         // initialize the decal
10770         decal->lived = 0;
10771         decal->triangleindex = triangleindex;
10772         decal->surfaceindex = surfaceindex;
10773         decal->decalsequence = decalsequence;
10774         decal->color4f[0][0] = c0[0];
10775         decal->color4f[0][1] = c0[1];
10776         decal->color4f[0][2] = c0[2];
10777         decal->color4f[0][3] = 1;
10778         decal->color4f[1][0] = c1[0];
10779         decal->color4f[1][1] = c1[1];
10780         decal->color4f[1][2] = c1[2];
10781         decal->color4f[1][3] = 1;
10782         decal->color4f[2][0] = c2[0];
10783         decal->color4f[2][1] = c2[1];
10784         decal->color4f[2][2] = c2[2];
10785         decal->color4f[2][3] = 1;
10786         decal->vertex3f[0][0] = v0[0];
10787         decal->vertex3f[0][1] = v0[1];
10788         decal->vertex3f[0][2] = v0[2];
10789         decal->vertex3f[1][0] = v1[0];
10790         decal->vertex3f[1][1] = v1[1];
10791         decal->vertex3f[1][2] = v1[2];
10792         decal->vertex3f[2][0] = v2[0];
10793         decal->vertex3f[2][1] = v2[1];
10794         decal->vertex3f[2][2] = v2[2];
10795         decal->texcoord2f[0][0] = t0[0];
10796         decal->texcoord2f[0][1] = t0[1];
10797         decal->texcoord2f[1][0] = t1[0];
10798         decal->texcoord2f[1][1] = t1[1];
10799         decal->texcoord2f[2][0] = t2[0];
10800         decal->texcoord2f[2][1] = t2[1];
10801         TriangleNormal(v0, v1, v2, decal->plane);
10802         VectorNormalize(decal->plane);
10803         decal->plane[3] = DotProduct(v0, decal->plane);
10804 }
10805
10806 extern cvar_t cl_decals_bias;
10807 extern cvar_t cl_decals_models;
10808 extern cvar_t cl_decals_newsystem_intensitymultiplier;
10809 // baseparms, parms, temps
10810 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)
10811 {
10812         int cornerindex;
10813         int index;
10814         float v[9][3];
10815         const float *vertex3f;
10816         const float *normal3f;
10817         int numpoints;
10818         float points[2][9][3];
10819         float temp[3];
10820         float tc[9][2];
10821         float f;
10822         float c[9][4];
10823         const int *e;
10824
10825         e = rsurface.modelelement3i + 3*triangleindex;
10826
10827         vertex3f = rsurface.modelvertex3f;
10828         normal3f = rsurface.modelnormal3f;
10829
10830         if (normal3f)
10831         {
10832                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10833                 {
10834                         index = 3*e[cornerindex];
10835                         VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
10836                 }
10837         }
10838         else
10839         {
10840                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10841                 {
10842                         index = 3*e[cornerindex];
10843                         VectorCopy(vertex3f + index, v[cornerindex]);
10844                 }
10845         }
10846
10847         // cull backfaces
10848         //TriangleNormal(v[0], v[1], v[2], normal);
10849         //if (DotProduct(normal, localnormal) < 0.0f)
10850         //      continue;
10851         // clip by each of the box planes formed from the projection matrix
10852         // if anything survives, we emit the decal
10853         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]);
10854         if (numpoints < 3)
10855                 return;
10856         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]);
10857         if (numpoints < 3)
10858                 return;
10859         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]);
10860         if (numpoints < 3)
10861                 return;
10862         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]);
10863         if (numpoints < 3)
10864                 return;
10865         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]);
10866         if (numpoints < 3)
10867                 return;
10868         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]);
10869         if (numpoints < 3)
10870                 return;
10871         // some part of the triangle survived, so we have to accept it...
10872         if (dynamic)
10873         {
10874                 // dynamic always uses the original triangle
10875                 numpoints = 3;
10876                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10877                 {
10878                         index = 3*e[cornerindex];
10879                         VectorCopy(vertex3f + index, v[cornerindex]);
10880                 }
10881         }
10882         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
10883         {
10884                 // convert vertex positions to texcoords
10885                 Matrix4x4_Transform(projection, v[cornerindex], temp);
10886                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
10887                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
10888                 // calculate distance fade from the projection origin
10889                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
10890                 f = bound(0.0f, f, 1.0f);
10891                 c[cornerindex][0] = r * f;
10892                 c[cornerindex][1] = g * f;
10893                 c[cornerindex][2] = b * f;
10894                 c[cornerindex][3] = 1.0f;
10895                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
10896         }
10897         if (dynamic)
10898                 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);
10899         else
10900                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
10901                         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);
10902 }
10903 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)
10904 {
10905         matrix4x4_t projection;
10906         decalsystem_t *decalsystem;
10907         qboolean dynamic;
10908         dp_model_t *model;
10909         const msurface_t *surface;
10910         const msurface_t *surfaces;
10911         const int *surfacelist;
10912         const texture_t *texture;
10913         int numtriangles;
10914         int numsurfacelist;
10915         int surfacelistindex;
10916         int surfaceindex;
10917         int triangleindex;
10918         float localorigin[3];
10919         float localnormal[3];
10920         float localmins[3];
10921         float localmaxs[3];
10922         float localsize;
10923         //float normal[3];
10924         float planes[6][4];
10925         float angles[3];
10926         bih_t *bih;
10927         int bih_triangles_count;
10928         int bih_triangles[256];
10929         int bih_surfaces[256];
10930
10931         decalsystem = &ent->decalsystem;
10932         model = ent->model;
10933         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
10934         {
10935                 R_DecalSystem_Reset(&ent->decalsystem);
10936                 return;
10937         }
10938
10939         if (!model->brush.data_leafs && !cl_decals_models.integer)
10940         {
10941                 if (decalsystem->model)
10942                         R_DecalSystem_Reset(decalsystem);
10943                 return;
10944         }
10945
10946         if (decalsystem->model != model)
10947                 R_DecalSystem_Reset(decalsystem);
10948         decalsystem->model = model;
10949
10950         RSurf_ActiveModelEntity(ent, true, false, false);
10951
10952         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
10953         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
10954         VectorNormalize(localnormal);
10955         localsize = worldsize*rsurface.inversematrixscale;
10956         localmins[0] = localorigin[0] - localsize;
10957         localmins[1] = localorigin[1] - localsize;
10958         localmins[2] = localorigin[2] - localsize;
10959         localmaxs[0] = localorigin[0] + localsize;
10960         localmaxs[1] = localorigin[1] + localsize;
10961         localmaxs[2] = localorigin[2] + localsize;
10962
10963         //VectorCopy(localnormal, planes[4]);
10964         //VectorVectors(planes[4], planes[2], planes[0]);
10965         AnglesFromVectors(angles, localnormal, NULL, false);
10966         AngleVectors(angles, planes[0], planes[2], planes[4]);
10967         VectorNegate(planes[0], planes[1]);
10968         VectorNegate(planes[2], planes[3]);
10969         VectorNegate(planes[4], planes[5]);
10970         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
10971         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
10972         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
10973         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
10974         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
10975         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
10976
10977 #if 1
10978 // works
10979 {
10980         matrix4x4_t forwardprojection;
10981         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
10982         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
10983 }
10984 #else
10985 // broken
10986 {
10987         float projectionvector[4][3];
10988         VectorScale(planes[0], ilocalsize, projectionvector[0]);
10989         VectorScale(planes[2], ilocalsize, projectionvector[1]);
10990         VectorScale(planes[4], ilocalsize, projectionvector[2]);
10991         projectionvector[0][0] = planes[0][0] * ilocalsize;
10992         projectionvector[0][1] = planes[1][0] * ilocalsize;
10993         projectionvector[0][2] = planes[2][0] * ilocalsize;
10994         projectionvector[1][0] = planes[0][1] * ilocalsize;
10995         projectionvector[1][1] = planes[1][1] * ilocalsize;
10996         projectionvector[1][2] = planes[2][1] * ilocalsize;
10997         projectionvector[2][0] = planes[0][2] * ilocalsize;
10998         projectionvector[2][1] = planes[1][2] * ilocalsize;
10999         projectionvector[2][2] = planes[2][2] * ilocalsize;
11000         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11001         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11002         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11003         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11004 }
11005 #endif
11006
11007         dynamic = model->surfmesh.isanimated;
11008         numsurfacelist = model->nummodelsurfaces;
11009         surfacelist = model->sortedmodelsurfaces;
11010         surfaces = model->data_surfaces;
11011
11012         bih = NULL;
11013         bih_triangles_count = -1;
11014         if(!dynamic)
11015         {
11016                 if(model->render_bih.numleafs)
11017                         bih = &model->render_bih;
11018                 else if(model->collision_bih.numleafs)
11019                         bih = &model->collision_bih;
11020         }
11021         if(bih)
11022                 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
11023         if(bih_triangles_count == 0)
11024                 return;
11025         if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11026                 return;
11027         if(bih_triangles_count > 0)
11028         {
11029                 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11030                 {
11031                         surfaceindex = bih_surfaces[triangleindex];
11032                         surface = surfaces + surfaceindex;
11033                         texture = surface->texture;
11034                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11035                                 continue;
11036                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11037                                 continue;
11038                         R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11039                 }
11040         }
11041         else
11042         {
11043                 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11044                 {
11045                         surfaceindex = surfacelist[surfacelistindex];
11046                         surface = surfaces + surfaceindex;
11047                         // check cull box first because it rejects more than any other check
11048                         if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11049                                 continue;
11050                         // skip transparent surfaces
11051                         texture = surface->texture;
11052                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11053                                 continue;
11054                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11055                                 continue;
11056                         numtriangles = surface->num_triangles;
11057                         for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11058                                 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11059                 }
11060         }
11061 }
11062
11063 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11064 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)
11065 {
11066         int renderentityindex;
11067         float worldmins[3];
11068         float worldmaxs[3];
11069         entity_render_t *ent;
11070
11071         if (!cl_decals_newsystem.integer)
11072                 return;
11073
11074         worldmins[0] = worldorigin[0] - worldsize;
11075         worldmins[1] = worldorigin[1] - worldsize;
11076         worldmins[2] = worldorigin[2] - worldsize;
11077         worldmaxs[0] = worldorigin[0] + worldsize;
11078         worldmaxs[1] = worldorigin[1] + worldsize;
11079         worldmaxs[2] = worldorigin[2] + worldsize;
11080
11081         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11082
11083         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11084         {
11085                 ent = r_refdef.scene.entities[renderentityindex];
11086                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11087                         continue;
11088
11089                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11090         }
11091 }
11092
11093 typedef struct r_decalsystem_splatqueue_s
11094 {
11095         vec3_t worldorigin;
11096         vec3_t worldnormal;
11097         float color[4];
11098         float tcrange[4];
11099         float worldsize;
11100         int decalsequence;
11101 }
11102 r_decalsystem_splatqueue_t;
11103
11104 int r_decalsystem_numqueued = 0;
11105 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11106
11107 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)
11108 {
11109         r_decalsystem_splatqueue_t *queue;
11110
11111         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11112                 return;
11113
11114         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11115         VectorCopy(worldorigin, queue->worldorigin);
11116         VectorCopy(worldnormal, queue->worldnormal);
11117         Vector4Set(queue->color, r, g, b, a);
11118         Vector4Set(queue->tcrange, s1, t1, s2, t2);
11119         queue->worldsize = worldsize;
11120         queue->decalsequence = cl.decalsequence++;
11121 }
11122
11123 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11124 {
11125         int i;
11126         r_decalsystem_splatqueue_t *queue;
11127
11128         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11129                 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);
11130         r_decalsystem_numqueued = 0;
11131 }
11132
11133 extern cvar_t cl_decals_max;
11134 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11135 {
11136         int i;
11137         decalsystem_t *decalsystem = &ent->decalsystem;
11138         int numdecals;
11139         int killsequence;
11140         tridecal_t *decal;
11141         float frametime;
11142         float lifetime;
11143
11144         if (!decalsystem->numdecals)
11145                 return;
11146
11147         if (r_showsurfaces.integer)
11148                 return;
11149
11150         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11151         {
11152                 R_DecalSystem_Reset(decalsystem);
11153                 return;
11154         }
11155
11156         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11157         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11158
11159         if (decalsystem->lastupdatetime)
11160                 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
11161         else
11162                 frametime = 0;
11163         decalsystem->lastupdatetime = r_refdef.scene.time;
11164         decal = decalsystem->decals;
11165         numdecals = decalsystem->numdecals;
11166
11167         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11168         {
11169                 if (decal->color4f[0][3])
11170                 {
11171                         decal->lived += frametime;
11172                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11173                         {
11174                                 memset(decal, 0, sizeof(*decal));
11175                                 if (decalsystem->freedecal > i)
11176                                         decalsystem->freedecal = i;
11177                         }
11178                 }
11179         }
11180         decal = decalsystem->decals;
11181         while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
11182                 numdecals--;
11183
11184         // collapse the array by shuffling the tail decals into the gaps
11185         for (;;)
11186         {
11187                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
11188                         decalsystem->freedecal++;
11189                 if (decalsystem->freedecal == numdecals)
11190                         break;
11191                 decal[decalsystem->freedecal] = decal[--numdecals];
11192         }
11193
11194         decalsystem->numdecals = numdecals;
11195
11196         if (numdecals <= 0)
11197         {
11198                 // if there are no decals left, reset decalsystem
11199                 R_DecalSystem_Reset(decalsystem);
11200         }
11201 }
11202
11203 extern skinframe_t *decalskinframe;
11204 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11205 {
11206         int i;
11207         decalsystem_t *decalsystem = &ent->decalsystem;
11208         int numdecals;
11209         tridecal_t *decal;
11210         float faderate;
11211         float alpha;
11212         float *v3f;
11213         float *c4f;
11214         float *t2f;
11215         const int *e;
11216         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11217         int numtris = 0;
11218
11219         numdecals = decalsystem->numdecals;
11220         if (!numdecals)
11221                 return;
11222
11223         if (r_showsurfaces.integer)
11224                 return;
11225
11226         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11227         {
11228                 R_DecalSystem_Reset(decalsystem);
11229                 return;
11230         }
11231
11232         // if the model is static it doesn't matter what value we give for
11233         // wantnormals and wanttangents, so this logic uses only rules applicable
11234         // to a model, knowing that they are meaningless otherwise
11235         if (ent == r_refdef.scene.worldentity)
11236                 RSurf_ActiveWorldEntity();
11237         else
11238                 RSurf_ActiveModelEntity(ent, false, false, false);
11239
11240         decalsystem->lastupdatetime = r_refdef.scene.time;
11241         decal = decalsystem->decals;
11242
11243         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11244
11245         // update vertex positions for animated models
11246         v3f = decalsystem->vertex3f;
11247         c4f = decalsystem->color4f;
11248         t2f = decalsystem->texcoord2f;
11249         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11250         {
11251                 if (!decal->color4f[0][3])
11252                         continue;
11253
11254                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11255                         continue;
11256
11257                 // skip backfaces
11258                 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
11259                         continue;
11260
11261                 // update color values for fading decals
11262                 if (decal->lived >= cl_decals_time.value)
11263                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11264                 else
11265                         alpha = 1.0f;
11266
11267                 c4f[ 0] = decal->color4f[0][0] * alpha;
11268                 c4f[ 1] = decal->color4f[0][1] * alpha;
11269                 c4f[ 2] = decal->color4f[0][2] * alpha;
11270                 c4f[ 3] = 1;
11271                 c4f[ 4] = decal->color4f[1][0] * alpha;
11272                 c4f[ 5] = decal->color4f[1][1] * alpha;
11273                 c4f[ 6] = decal->color4f[1][2] * alpha;
11274                 c4f[ 7] = 1;
11275                 c4f[ 8] = decal->color4f[2][0] * alpha;
11276                 c4f[ 9] = decal->color4f[2][1] * alpha;
11277                 c4f[10] = decal->color4f[2][2] * alpha;
11278                 c4f[11] = 1;
11279
11280                 t2f[0] = decal->texcoord2f[0][0];
11281                 t2f[1] = decal->texcoord2f[0][1];
11282                 t2f[2] = decal->texcoord2f[1][0];
11283                 t2f[3] = decal->texcoord2f[1][1];
11284                 t2f[4] = decal->texcoord2f[2][0];
11285                 t2f[5] = decal->texcoord2f[2][1];
11286
11287                 // update vertex positions for animated models
11288                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
11289                 {
11290                         e = rsurface.modelelement3i + 3*decal->triangleindex;
11291                         VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
11292                         VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
11293                         VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
11294                 }
11295                 else
11296                 {
11297                         VectorCopy(decal->vertex3f[0], v3f);
11298                         VectorCopy(decal->vertex3f[1], v3f + 3);
11299                         VectorCopy(decal->vertex3f[2], v3f + 6);
11300                 }
11301
11302                 if (r_refdef.fogenabled)
11303                 {
11304                         alpha = RSurf_FogVertex(v3f);
11305                         VectorScale(c4f, alpha, c4f);
11306                         alpha = RSurf_FogVertex(v3f + 3);
11307                         VectorScale(c4f + 4, alpha, c4f + 4);
11308                         alpha = RSurf_FogVertex(v3f + 6);
11309                         VectorScale(c4f + 8, alpha, c4f + 8);
11310                 }
11311
11312                 v3f += 9;
11313                 c4f += 12;
11314                 t2f += 6;
11315                 numtris++;
11316         }
11317
11318         if (numtris > 0)
11319         {
11320                 r_refdef.stats.drawndecals += numtris;
11321
11322                 // now render the decals all at once
11323                 // (this assumes they all use one particle font texture!)
11324                 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);
11325 //              R_Mesh_ResetTextureState();
11326                 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
11327                 GL_DepthMask(false);
11328                 GL_DepthRange(0, 1);
11329                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11330                 GL_DepthTest(true);
11331                 GL_CullFace(GL_NONE);
11332                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11333                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false);
11334                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
11335         }
11336 }
11337
11338 static void R_DrawModelDecals(void)
11339 {
11340         int i, numdecals;
11341
11342         // fade faster when there are too many decals
11343         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11344         for (i = 0;i < r_refdef.scene.numentities;i++)
11345                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11346
11347         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11348         for (i = 0;i < r_refdef.scene.numentities;i++)
11349                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11350                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11351
11352         R_DecalSystem_ApplySplatEntitiesQueue();
11353
11354         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11355         for (i = 0;i < r_refdef.scene.numentities;i++)
11356                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11357
11358         r_refdef.stats.totaldecals += numdecals;
11359
11360         if (r_showsurfaces.integer)
11361                 return;
11362
11363         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11364
11365         for (i = 0;i < r_refdef.scene.numentities;i++)
11366         {
11367                 if (!r_refdef.viewcache.entityvisible[i])
11368                         continue;
11369                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11370                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11371         }
11372 }
11373
11374 extern cvar_t mod_collision_bih;
11375 void R_DrawDebugModel(void)
11376 {
11377         entity_render_t *ent = rsurface.entity;
11378         int i, j, k, l, flagsmask;
11379         const msurface_t *surface;
11380         dp_model_t *model = ent->model;
11381         vec3_t v;
11382
11383         if (!sv.active  && !cls.demoplayback && ent != r_refdef.scene.worldentity)
11384                 return;
11385
11386         if (r_showoverdraw.value > 0)
11387         {
11388                 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
11389                 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11390                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
11391                 GL_DepthTest(false);
11392                 GL_DepthMask(false);
11393                 GL_DepthRange(0, 1);
11394                 GL_BlendFunc(GL_ONE, GL_ONE);
11395                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11396                 {
11397                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11398                                 continue;
11399                         rsurface.texture = R_GetCurrentTexture(surface->texture);
11400                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11401                         {
11402                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
11403                                 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11404                                 if (!rsurface.texture->currentlayers->depthmask)
11405                                         GL_Color(c, 0, 0, 1.0f);
11406                                 else if (ent == r_refdef.scene.worldentity)
11407                                         GL_Color(c, c, c, 1.0f);
11408                                 else
11409                                         GL_Color(0, c, 0, 1.0f);
11410                                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11411                                 RSurf_DrawBatch();
11412                         }
11413                 }
11414                 rsurface.texture = NULL;
11415         }
11416
11417         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11418
11419 //      R_Mesh_ResetTextureState();
11420         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
11421         GL_DepthRange(0, 1);
11422         GL_DepthTest(!r_showdisabledepthtest.integer);
11423         GL_DepthMask(false);
11424         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11425
11426         if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
11427         {
11428                 int triangleindex;
11429                 int bihleafindex;
11430                 qboolean cullbox = ent == r_refdef.scene.worldentity;
11431                 const q3mbrush_t *brush;
11432                 const bih_t *bih = &model->collision_bih;
11433                 const bih_leaf_t *bihleaf;
11434                 float vertex3f[3][3];
11435                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
11436                 cullbox = false;
11437                 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
11438                 {
11439                         if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
11440                                 continue;
11441                         switch (bihleaf->type)
11442                         {
11443                         case BIH_BRUSH:
11444                                 brush = model->brush.data_brushes + bihleaf->itemindex;
11445                                 if (brush->colbrushf && brush->colbrushf->numtriangles)
11446                                 {
11447                                         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);
11448                                         R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
11449                                         R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
11450                                 }
11451                                 break;
11452                         case BIH_COLLISIONTRIANGLE:
11453                                 triangleindex = bihleaf->itemindex;
11454                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
11455                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
11456                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
11457                                 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);
11458                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11459                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11460                                 break;
11461                         case BIH_RENDERTRIANGLE:
11462                                 triangleindex = bihleaf->itemindex;
11463                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
11464                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
11465                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
11466                                 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);
11467                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11468                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11469                                 break;
11470                         }
11471                 }
11472         }
11473
11474         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11475
11476 #ifndef USE_GLES2
11477         if (r_showtris.integer && qglPolygonMode)
11478         {
11479                 if (r_showdisabledepthtest.integer)
11480                 {
11481                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11482                         GL_DepthMask(false);
11483                 }
11484                 else
11485                 {
11486                         GL_BlendFunc(GL_ONE, GL_ZERO);
11487                         GL_DepthMask(true);
11488                 }
11489                 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
11490                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11491                 {
11492                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11493                                 continue;
11494                         rsurface.texture = R_GetCurrentTexture(surface->texture);
11495                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11496                         {
11497                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11498                                 if (!rsurface.texture->currentlayers->depthmask)
11499                                         GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
11500                                 else if (ent == r_refdef.scene.worldentity)
11501                                         GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
11502                                 else
11503                                         GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
11504                                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11505                                 RSurf_DrawBatch();
11506                         }
11507                 }
11508                 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
11509                 rsurface.texture = NULL;
11510         }
11511
11512         if (r_shownormals.value != 0 && qglBegin)
11513         {
11514                 if (r_showdisabledepthtest.integer)
11515                 {
11516                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11517                         GL_DepthMask(false);
11518                 }
11519                 else
11520                 {
11521                         GL_BlendFunc(GL_ONE, GL_ZERO);
11522                         GL_DepthMask(true);
11523                 }
11524                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11525                 {
11526                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11527                                 continue;
11528                         rsurface.texture = R_GetCurrentTexture(surface->texture);
11529                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11530                         {
11531                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11532                                 qglBegin(GL_LINES);
11533                                 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
11534                                 {
11535                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11536                                         {
11537                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11538                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11539                                                 qglVertex3f(v[0], v[1], v[2]);
11540                                                 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11541                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11542                                                 qglVertex3f(v[0], v[1], v[2]);
11543                                         }
11544                                 }
11545                                 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
11546                                 {
11547                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11548                                         {
11549                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11550                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11551                                                 qglVertex3f(v[0], v[1], v[2]);
11552                                                 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
11553                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11554                                                 qglVertex3f(v[0], v[1], v[2]);
11555                                         }
11556                                 }
11557                                 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
11558                                 {
11559                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11560                                         {
11561                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11562                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
11563                                                 qglVertex3f(v[0], v[1], v[2]);
11564                                                 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
11565                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11566                                                 qglVertex3f(v[0], v[1], v[2]);
11567                                         }
11568                                 }
11569                                 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
11570                                 {
11571                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11572                                         {
11573                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11574                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11575                                                 qglVertex3f(v[0], v[1], v[2]);
11576                                                 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11577                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11578                                                 qglVertex3f(v[0], v[1], v[2]);
11579                                         }
11580                                 }
11581                                 qglEnd();
11582                                 CHECKGLERROR
11583                         }
11584                 }
11585                 rsurface.texture = NULL;
11586         }
11587 #endif
11588 }
11589
11590 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
11591 int r_maxsurfacelist = 0;
11592 const msurface_t **r_surfacelist = NULL;
11593 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11594 {
11595         int i, j, endj, flagsmask;
11596         dp_model_t *model = r_refdef.scene.worldmodel;
11597         msurface_t *surfaces;
11598         unsigned char *update;
11599         int numsurfacelist = 0;
11600         if (model == NULL)
11601                 return;
11602
11603         if (r_maxsurfacelist < model->num_surfaces)
11604         {
11605                 r_maxsurfacelist = model->num_surfaces;
11606                 if (r_surfacelist)
11607                         Mem_Free((msurface_t**)r_surfacelist);
11608                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11609         }
11610
11611         RSurf_ActiveWorldEntity();
11612
11613         surfaces = model->data_surfaces;
11614         update = model->brushq1.lightmapupdateflags;
11615
11616         // update light styles on this submodel
11617         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11618         {
11619                 model_brush_lightstyleinfo_t *style;
11620                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11621                 {
11622                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
11623                         {
11624                                 int *list = style->surfacelist;
11625                                 style->value = r_refdef.scene.lightstylevalue[style->style];
11626                                 for (j = 0;j < style->numsurfaces;j++)
11627                                         update[list[j]] = true;
11628                         }
11629                 }
11630         }
11631
11632         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11633
11634         if (debug)
11635         {
11636                 R_DrawDebugModel();
11637                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11638                 return;
11639         }
11640
11641         rsurface.lightmaptexture = NULL;
11642         rsurface.deluxemaptexture = NULL;
11643         rsurface.uselightmaptexture = false;
11644         rsurface.texture = NULL;
11645         rsurface.rtlight = NULL;
11646         numsurfacelist = 0;
11647         // add visible surfaces to draw list
11648         for (i = 0;i < model->nummodelsurfaces;i++)
11649         {
11650                 j = model->sortedmodelsurfaces[i];
11651                 if (r_refdef.viewcache.world_surfacevisible[j])
11652                         r_surfacelist[numsurfacelist++] = surfaces + j;
11653         }
11654         // update lightmaps if needed
11655         if (model->brushq1.firstrender)
11656         {
11657                 model->brushq1.firstrender = false;
11658                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11659                         if (update[j])
11660                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11661         }
11662         else if (update)
11663         {
11664                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11665                         if (r_refdef.viewcache.world_surfacevisible[j])
11666                                 if (update[j])
11667                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11668         }
11669         // don't do anything if there were no surfaces
11670         if (!numsurfacelist)
11671         {
11672                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11673                 return;
11674         }
11675         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11676
11677         // add to stats if desired
11678         if (r_speeds.integer && !skysurfaces && !depthonly)
11679         {
11680                 r_refdef.stats.world_surfaces += numsurfacelist;
11681                 for (j = 0;j < numsurfacelist;j++)
11682                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
11683         }
11684
11685         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11686 }
11687
11688 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11689 {
11690         int i, j, endj, flagsmask;
11691         dp_model_t *model = ent->model;
11692         msurface_t *surfaces;
11693         unsigned char *update;
11694         int numsurfacelist = 0;
11695         if (model == NULL)
11696                 return;
11697
11698         if (r_maxsurfacelist < model->num_surfaces)
11699         {
11700                 r_maxsurfacelist = model->num_surfaces;
11701                 if (r_surfacelist)
11702                         Mem_Free((msurface_t **)r_surfacelist);
11703                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11704         }
11705
11706         // if the model is static it doesn't matter what value we give for
11707         // wantnormals and wanttangents, so this logic uses only rules applicable
11708         // to a model, knowing that they are meaningless otherwise
11709         if (ent == r_refdef.scene.worldentity)
11710                 RSurf_ActiveWorldEntity();
11711         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11712                 RSurf_ActiveModelEntity(ent, false, false, false);
11713         else if (prepass)
11714                 RSurf_ActiveModelEntity(ent, true, true, true);
11715         else if (depthonly)
11716         {
11717                 switch (vid.renderpath)
11718                 {
11719                 case RENDERPATH_GL20:
11720                 case RENDERPATH_D3D9:
11721                 case RENDERPATH_D3D10:
11722                 case RENDERPATH_D3D11:
11723                 case RENDERPATH_SOFT:
11724                 case RENDERPATH_GLES2:
11725                         RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
11726                         break;
11727                 case RENDERPATH_GL11:
11728                 case RENDERPATH_GL13:
11729                 case RENDERPATH_GLES1:
11730                         RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
11731                         break;
11732                 }
11733         }
11734         else
11735         {
11736                 switch (vid.renderpath)
11737                 {
11738                 case RENDERPATH_GL20:
11739                 case RENDERPATH_D3D9:
11740                 case RENDERPATH_D3D10:
11741                 case RENDERPATH_D3D11:
11742                 case RENDERPATH_SOFT:
11743                 case RENDERPATH_GLES2:
11744                         RSurf_ActiveModelEntity(ent, true, true, false);
11745                         break;
11746                 case RENDERPATH_GL11:
11747                 case RENDERPATH_GL13:
11748                 case RENDERPATH_GLES1:
11749                         RSurf_ActiveModelEntity(ent, true, false, false);
11750                         break;
11751                 }
11752         }
11753
11754         surfaces = model->data_surfaces;
11755         update = model->brushq1.lightmapupdateflags;
11756
11757         // update light styles
11758         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11759         {
11760                 model_brush_lightstyleinfo_t *style;
11761                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11762                 {
11763                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
11764                         {
11765                                 int *list = style->surfacelist;
11766                                 style->value = r_refdef.scene.lightstylevalue[style->style];
11767                                 for (j = 0;j < style->numsurfaces;j++)
11768                                         update[list[j]] = true;
11769                         }
11770                 }
11771         }
11772
11773         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11774
11775         if (debug)
11776         {
11777                 R_DrawDebugModel();
11778                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11779                 return;
11780         }
11781
11782         rsurface.lightmaptexture = NULL;
11783         rsurface.deluxemaptexture = NULL;
11784         rsurface.uselightmaptexture = false;
11785         rsurface.texture = NULL;
11786         rsurface.rtlight = NULL;
11787         numsurfacelist = 0;
11788         // add visible surfaces to draw list
11789         for (i = 0;i < model->nummodelsurfaces;i++)
11790                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
11791         // don't do anything if there were no surfaces
11792         if (!numsurfacelist)
11793         {
11794                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11795                 return;
11796         }
11797         // update lightmaps if needed
11798         if (update)
11799         {
11800                 int updated = 0;
11801                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11802                 {
11803                         if (update[j])
11804                         {
11805                                 updated++;
11806                                 R_BuildLightMap(ent, surfaces + j);
11807                         }
11808                 }
11809         }
11810         if (update)
11811                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11812                         if (update[j])
11813                                 R_BuildLightMap(ent, surfaces + j);
11814         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11815
11816         // add to stats if desired
11817         if (r_speeds.integer && !skysurfaces && !depthonly)
11818         {
11819                 r_refdef.stats.entities_surfaces += numsurfacelist;
11820                 for (j = 0;j < numsurfacelist;j++)
11821                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
11822         }
11823
11824         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11825 }
11826
11827 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11828 {
11829         static texture_t texture;
11830         static msurface_t surface;
11831         const msurface_t *surfacelist = &surface;
11832
11833         // fake enough texture and surface state to render this geometry
11834
11835         texture.update_lastrenderframe = -1; // regenerate this texture
11836         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
11837         texture.currentskinframe = skinframe;
11838         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
11839         texture.offsetmapping = OFFSETMAPPING_OFF;
11840         texture.offsetscale = 1;
11841         texture.specularscalemod = 1;
11842         texture.specularpowermod = 1;
11843
11844         surface.texture = &texture;
11845         surface.num_triangles = numtriangles;
11846         surface.num_firsttriangle = firsttriangle;
11847         surface.num_vertices = numvertices;
11848         surface.num_firstvertex = firstvertex;
11849
11850         // now render it
11851         rsurface.texture = R_GetCurrentTexture(surface.texture);
11852         rsurface.lightmaptexture = NULL;
11853         rsurface.deluxemaptexture = NULL;
11854         rsurface.uselightmaptexture = false;
11855         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11856 }
11857
11858 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)
11859 {
11860         static msurface_t surface;
11861         const msurface_t *surfacelist = &surface;
11862
11863         // fake enough texture and surface state to render this geometry
11864         surface.texture = texture;
11865         surface.num_triangles = numtriangles;
11866         surface.num_firsttriangle = firsttriangle;
11867         surface.num_vertices = numvertices;
11868         surface.num_firstvertex = firstvertex;
11869
11870         // now render it
11871         rsurface.texture = R_GetCurrentTexture(surface.texture);
11872         rsurface.lightmaptexture = NULL;
11873         rsurface.deluxemaptexture = NULL;
11874         rsurface.uselightmaptexture = false;
11875         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11876 }