]> git.xonotic.org Git - xonotic/darkplaces.git/blob - gl_rmain.c
flip dpsoftrast's texture memory layout so it matches the framebuffer orientation...
[xonotic/darkplaces.git] / gl_rmain.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27 #include "ft2.h"
28 #include "csprogs.h"
29 #include "cl_video.h"
30 #include "dpsoftrast.h"
31
32 #ifdef SUPPORTD3D
33 #include <d3d9.h>
34 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
35 #endif
36
37 mempool_t *r_main_mempool;
38 rtexturepool_t *r_main_texturepool;
39
40 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
41
42 static qboolean r_loadnormalmap;
43 static qboolean r_loadgloss;
44 qboolean r_loadfog;
45 static qboolean r_loaddds;
46 static qboolean r_savedds;
47
48 //
49 // screen size info
50 //
51 r_refdef_t r_refdef;
52
53 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended"};
54 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended"};
55 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
56 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
57 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
59 cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
60 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
61 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
62 cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
63 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
64 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
65
66 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
67 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
68 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
69 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
70 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
71
72 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
73 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_transparent_sortsurfacesbynearest = {0, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
81 cvar_t r_transparent_useplanardistance = {0, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
82 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
83 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
84 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
85 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
86 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
87 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
88 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
89 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
90 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
91 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
92 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
93 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
94 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
95 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
96 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
97 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
98 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
99 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
100 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
101 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
102 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
103 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
104 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
105 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
106 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
107
108 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
109 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
110 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
111
112 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
113 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
114 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
115 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
116 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
117 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
118 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
119 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
120 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
121 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
122 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
123 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
124 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
125 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
126 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
127 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
128 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
129 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
130 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
131 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
132 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
133 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
134 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
135
136 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
137 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
138 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
139 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
140 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
141 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
142 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
143 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
144
145 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
146 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
147
148 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
149 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
150 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
151
152 cvar_t r_usedepthtextures = {CVAR_SAVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
153 cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
154 cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
155 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
156 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
157 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
158 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
159 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
160 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
161
162 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
163 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
164 cvar_t r_glsl_offsetmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
165 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
166 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
167 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
168 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
169 cvar_t r_glsl_offsetmapping_lod = {CVAR_SAVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
170 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
171 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
172 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
173 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
174 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
175 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
176 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
177 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
178 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
179 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
180
181 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
182 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
183 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
184 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
185 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
186 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
187 cvar_t r_water_lowquality = {0, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"};
188 cvar_t r_water_hideplayer = {CVAR_SAVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
189 cvar_t r_water_fbo = {CVAR_SAVE, "r_water_fbo", "1", "enables use of render to texture for water effects, otherwise copy to texture is used (slower)"};
190
191 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
192 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
193 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
194 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
195
196 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
197 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
198
199 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
200 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
201 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
202 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
203 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
204
205 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
206 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
207 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
208 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
209 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
210 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
211 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
212 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
213 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
214 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
215
216 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
217
218 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
219
220 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
221
222 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
223
224 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
225 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
226
227 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer."};
228
229 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
230
231 extern cvar_t v_glslgamma;
232 extern cvar_t v_glslgamma_2d;
233
234 extern qboolean v_flipped_state;
235
236 r_framebufferstate_t r_fb;
237
238 /// shadow volume bsp struct with automatically growing nodes buffer
239 svbsp_t r_svbsp;
240
241 rtexture_t *r_texture_blanknormalmap;
242 rtexture_t *r_texture_white;
243 rtexture_t *r_texture_grey128;
244 rtexture_t *r_texture_black;
245 rtexture_t *r_texture_notexture;
246 rtexture_t *r_texture_whitecube;
247 rtexture_t *r_texture_normalizationcube;
248 rtexture_t *r_texture_fogattenuation;
249 rtexture_t *r_texture_fogheighttexture;
250 rtexture_t *r_texture_gammaramps;
251 unsigned int r_texture_gammaramps_serial;
252 //rtexture_t *r_texture_fogintensity;
253 rtexture_t *r_texture_reflectcube;
254
255 // TODO: hash lookups?
256 typedef struct cubemapinfo_s
257 {
258         char basename[64];
259         rtexture_t *texture;
260 }
261 cubemapinfo_t;
262
263 int r_texture_numcubemaps;
264 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
265
266 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
267 unsigned int r_numqueries;
268 unsigned int r_maxqueries;
269
270 typedef struct r_qwskincache_s
271 {
272         char name[MAX_QPATH];
273         skinframe_t *skinframe;
274 }
275 r_qwskincache_t;
276
277 static r_qwskincache_t *r_qwskincache;
278 static int r_qwskincache_size;
279
280 /// vertex coordinates for a quad that covers the screen exactly
281 extern const float r_screenvertex3f[12];
282 extern const float r_d3dscreenvertex3f[12];
283 const float r_screenvertex3f[12] =
284 {
285         0, 0, 0,
286         1, 0, 0,
287         1, 1, 0,
288         0, 1, 0
289 };
290 const float r_d3dscreenvertex3f[12] =
291 {
292         0, 1, 0,
293         1, 1, 0,
294         1, 0, 0,
295         0, 0, 0
296 };
297
298 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
299 {
300         int i;
301         for (i = 0;i < verts;i++)
302         {
303                 out[0] = in[0] * r;
304                 out[1] = in[1] * g;
305                 out[2] = in[2] * b;
306                 out[3] = in[3];
307                 in += 4;
308                 out += 4;
309         }
310 }
311
312 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
313 {
314         int i;
315         for (i = 0;i < verts;i++)
316         {
317                 out[0] = r;
318                 out[1] = g;
319                 out[2] = b;
320                 out[3] = a;
321                 out += 4;
322         }
323 }
324
325 // FIXME: move this to client?
326 void FOG_clear(void)
327 {
328         if (gamemode == GAME_NEHAHRA)
329         {
330                 Cvar_Set("gl_fogenable", "0");
331                 Cvar_Set("gl_fogdensity", "0.2");
332                 Cvar_Set("gl_fogred", "0.3");
333                 Cvar_Set("gl_foggreen", "0.3");
334                 Cvar_Set("gl_fogblue", "0.3");
335         }
336         r_refdef.fog_density = 0;
337         r_refdef.fog_red = 0;
338         r_refdef.fog_green = 0;
339         r_refdef.fog_blue = 0;
340         r_refdef.fog_alpha = 1;
341         r_refdef.fog_start = 0;
342         r_refdef.fog_end = 16384;
343         r_refdef.fog_height = 1<<30;
344         r_refdef.fog_fadedepth = 128;
345         memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
346 }
347
348 static void R_BuildBlankTextures(void)
349 {
350         unsigned char data[4];
351         data[2] = 128; // normal X
352         data[1] = 128; // normal Y
353         data[0] = 255; // normal Z
354         data[3] = 255; // height
355         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
356         data[0] = 255;
357         data[1] = 255;
358         data[2] = 255;
359         data[3] = 255;
360         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
361         data[0] = 128;
362         data[1] = 128;
363         data[2] = 128;
364         data[3] = 255;
365         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
366         data[0] = 0;
367         data[1] = 0;
368         data[2] = 0;
369         data[3] = 255;
370         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
371 }
372
373 static void R_BuildNoTexture(void)
374 {
375         int x, y;
376         unsigned char pix[16][16][4];
377         // this makes a light grey/dark grey checkerboard texture
378         for (y = 0;y < 16;y++)
379         {
380                 for (x = 0;x < 16;x++)
381                 {
382                         if ((y < 8) ^ (x < 8))
383                         {
384                                 pix[y][x][0] = 128;
385                                 pix[y][x][1] = 128;
386                                 pix[y][x][2] = 128;
387                                 pix[y][x][3] = 255;
388                         }
389                         else
390                         {
391                                 pix[y][x][0] = 64;
392                                 pix[y][x][1] = 64;
393                                 pix[y][x][2] = 64;
394                                 pix[y][x][3] = 255;
395                         }
396                 }
397         }
398         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
399 }
400
401 static void R_BuildWhiteCube(void)
402 {
403         unsigned char data[6*1*1*4];
404         memset(data, 255, sizeof(data));
405         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
406 }
407
408 static void R_BuildNormalizationCube(void)
409 {
410         int x, y, side;
411         vec3_t v;
412         vec_t s, t, intensity;
413 #define NORMSIZE 64
414         unsigned char *data;
415         data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
416         for (side = 0;side < 6;side++)
417         {
418                 for (y = 0;y < NORMSIZE;y++)
419                 {
420                         for (x = 0;x < NORMSIZE;x++)
421                         {
422                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
423                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
424                                 switch(side)
425                                 {
426                                 default:
427                                 case 0:
428                                         v[0] = 1;
429                                         v[1] = -t;
430                                         v[2] = -s;
431                                         break;
432                                 case 1:
433                                         v[0] = -1;
434                                         v[1] = -t;
435                                         v[2] = s;
436                                         break;
437                                 case 2:
438                                         v[0] = s;
439                                         v[1] = 1;
440                                         v[2] = t;
441                                         break;
442                                 case 3:
443                                         v[0] = s;
444                                         v[1] = -1;
445                                         v[2] = -t;
446                                         break;
447                                 case 4:
448                                         v[0] = s;
449                                         v[1] = -t;
450                                         v[2] = 1;
451                                         break;
452                                 case 5:
453                                         v[0] = -s;
454                                         v[1] = -t;
455                                         v[2] = -1;
456                                         break;
457                                 }
458                                 intensity = 127.0f / sqrt(DotProduct(v, v));
459                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
460                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
461                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
462                                 data[((side*64+y)*64+x)*4+3] = 255;
463                         }
464                 }
465         }
466         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
467         Mem_Free(data);
468 }
469
470 static void R_BuildFogTexture(void)
471 {
472         int x, b;
473 #define FOGWIDTH 256
474         unsigned char data1[FOGWIDTH][4];
475         //unsigned char data2[FOGWIDTH][4];
476         double d, r, alpha;
477
478         r_refdef.fogmasktable_start = r_refdef.fog_start;
479         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
480         r_refdef.fogmasktable_range = r_refdef.fogrange;
481         r_refdef.fogmasktable_density = r_refdef.fog_density;
482
483         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
484         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
485         {
486                 d = (x * r - r_refdef.fogmasktable_start);
487                 if(developer_extra.integer)
488                         Con_DPrintf("%f ", d);
489                 d = max(0, d);
490                 if (r_fog_exp2.integer)
491                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
492                 else
493                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
494                 if(developer_extra.integer)
495                         Con_DPrintf(" : %f ", alpha);
496                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
497                 if(developer_extra.integer)
498                         Con_DPrintf(" = %f\n", alpha);
499                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
500         }
501
502         for (x = 0;x < FOGWIDTH;x++)
503         {
504                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
505                 data1[x][0] = b;
506                 data1[x][1] = b;
507                 data1[x][2] = b;
508                 data1[x][3] = 255;
509                 //data2[x][0] = 255 - b;
510                 //data2[x][1] = 255 - b;
511                 //data2[x][2] = 255 - b;
512                 //data2[x][3] = 255;
513         }
514         if (r_texture_fogattenuation)
515         {
516                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
517                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
518         }
519         else
520         {
521                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
522                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
523         }
524 }
525
526 static void R_BuildFogHeightTexture(void)
527 {
528         unsigned char *inpixels;
529         int size;
530         int x;
531         int y;
532         int j;
533         float c[4];
534         float f;
535         inpixels = NULL;
536         strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
537         if (r_refdef.fogheighttexturename[0])
538                 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
539         if (!inpixels)
540         {
541                 r_refdef.fog_height_tablesize = 0;
542                 if (r_texture_fogheighttexture)
543                         R_FreeTexture(r_texture_fogheighttexture);
544                 r_texture_fogheighttexture = NULL;
545                 if (r_refdef.fog_height_table2d)
546                         Mem_Free(r_refdef.fog_height_table2d);
547                 r_refdef.fog_height_table2d = NULL;
548                 if (r_refdef.fog_height_table1d)
549                         Mem_Free(r_refdef.fog_height_table1d);
550                 r_refdef.fog_height_table1d = NULL;
551                 return;
552         }
553         size = image_width;
554         r_refdef.fog_height_tablesize = size;
555         r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
556         r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
557         memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
558         Mem_Free(inpixels);
559         // LordHavoc: now the magic - what is that table2d for?  it is a cooked
560         // average fog color table accounting for every fog layer between a point
561         // and the camera.  (Note: attenuation is handled separately!)
562         for (y = 0;y < size;y++)
563         {
564                 for (x = 0;x < size;x++)
565                 {
566                         Vector4Clear(c);
567                         f = 0;
568                         if (x < y)
569                         {
570                                 for (j = x;j <= y;j++)
571                                 {
572                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
573                                         f++;
574                                 }
575                         }
576                         else
577                         {
578                                 for (j = x;j >= y;j--)
579                                 {
580                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
581                                         f++;
582                                 }
583                         }
584                         f = 1.0f / f;
585                         r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
586                         r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
587                         r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
588                         r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
589                 }
590         }
591         r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
592 }
593
594 //=======================================================================================================================================================
595
596 static const char *builtinshaderstring =
597 #include "shader_glsl.h"
598 ;
599
600 const char *builtinhlslshaderstring =
601 #include "shader_hlsl.h"
602 ;
603
604 char *glslshaderstring = NULL;
605 char *hlslshaderstring = NULL;
606
607 //=======================================================================================================================================================
608
609 typedef struct shaderpermutationinfo_s
610 {
611         const char *pretext;
612         const char *name;
613 }
614 shaderpermutationinfo_t;
615
616 typedef struct shadermodeinfo_s
617 {
618         const char *vertexfilename;
619         const char *geometryfilename;
620         const char *fragmentfilename;
621         const char *pretext;
622         const char *name;
623 }
624 shadermodeinfo_t;
625
626 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
627 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
628 {
629         {"#define USEDIFFUSE\n", " diffuse"},
630         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
631         {"#define USEVIEWTINT\n", " viewtint"},
632         {"#define USECOLORMAPPING\n", " colormapping"},
633         {"#define USESATURATION\n", " saturation"},
634         {"#define USEFOGINSIDE\n", " foginside"},
635         {"#define USEFOGOUTSIDE\n", " fogoutside"},
636         {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
637         {"#define USEFOGALPHAHACK\n", " fogalphahack"},
638         {"#define USEGAMMARAMPS\n", " gammaramps"},
639         {"#define USECUBEFILTER\n", " cubefilter"},
640         {"#define USEGLOW\n", " glow"},
641         {"#define USEBLOOM\n", " bloom"},
642         {"#define USESPECULAR\n", " specular"},
643         {"#define USEPOSTPROCESSING\n", " postprocessing"},
644         {"#define USEREFLECTION\n", " reflection"},
645         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
646         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
647         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
648         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
649         {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
650         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
651         {"#define USEALPHAKILL\n", " alphakill"},
652         {"#define USEREFLECTCUBE\n", " reflectcube"},
653         {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
654         {"#define USEBOUNCEGRID\n", " bouncegrid"},
655         {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
656         {"#define USETRIPPY\n", " trippy"},
657         {"#define USEDEPTHRGB\n", " depthrgb"},
658         {"#define USEALPHAGENVERTEX\n", "alphagenvertex"}
659 };
660
661 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
662 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
663 {
664         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
665         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
666         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
667         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
668         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
669         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
670         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
671         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
672         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
673         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
674         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
675         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
676         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
677         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
678         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
679         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
680         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
681         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
682 };
683
684 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
685 {
686         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
687         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
688         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
689         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
690         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
691         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
692         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
693         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
694         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
695         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
696         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
697         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
698         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
699         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
700         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
701         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
702         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
703         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
704 };
705
706 struct r_glsl_permutation_s;
707 typedef struct r_glsl_permutation_s
708 {
709         /// hash lookup data
710         struct r_glsl_permutation_s *hashnext;
711         unsigned int mode;
712         unsigned int permutation;
713
714         /// indicates if we have tried compiling this permutation already
715         qboolean compiled;
716         /// 0 if compilation failed
717         int program;
718         // texture units assigned to each detected uniform
719         int tex_Texture_First;
720         int tex_Texture_Second;
721         int tex_Texture_GammaRamps;
722         int tex_Texture_Normal;
723         int tex_Texture_Color;
724         int tex_Texture_Gloss;
725         int tex_Texture_Glow;
726         int tex_Texture_SecondaryNormal;
727         int tex_Texture_SecondaryColor;
728         int tex_Texture_SecondaryGloss;
729         int tex_Texture_SecondaryGlow;
730         int tex_Texture_Pants;
731         int tex_Texture_Shirt;
732         int tex_Texture_FogHeightTexture;
733         int tex_Texture_FogMask;
734         int tex_Texture_Lightmap;
735         int tex_Texture_Deluxemap;
736         int tex_Texture_Attenuation;
737         int tex_Texture_Cube;
738         int tex_Texture_Refraction;
739         int tex_Texture_Reflection;
740         int tex_Texture_ShadowMap2D;
741         int tex_Texture_CubeProjection;
742         int tex_Texture_ScreenNormalMap;
743         int tex_Texture_ScreenDiffuse;
744         int tex_Texture_ScreenSpecular;
745         int tex_Texture_ReflectMask;
746         int tex_Texture_ReflectCube;
747         int tex_Texture_BounceGrid;
748         /// locations of detected uniforms in program object, or -1 if not found
749         int loc_Texture_First;
750         int loc_Texture_Second;
751         int loc_Texture_GammaRamps;
752         int loc_Texture_Normal;
753         int loc_Texture_Color;
754         int loc_Texture_Gloss;
755         int loc_Texture_Glow;
756         int loc_Texture_SecondaryNormal;
757         int loc_Texture_SecondaryColor;
758         int loc_Texture_SecondaryGloss;
759         int loc_Texture_SecondaryGlow;
760         int loc_Texture_Pants;
761         int loc_Texture_Shirt;
762         int loc_Texture_FogHeightTexture;
763         int loc_Texture_FogMask;
764         int loc_Texture_Lightmap;
765         int loc_Texture_Deluxemap;
766         int loc_Texture_Attenuation;
767         int loc_Texture_Cube;
768         int loc_Texture_Refraction;
769         int loc_Texture_Reflection;
770         int loc_Texture_ShadowMap2D;
771         int loc_Texture_CubeProjection;
772         int loc_Texture_ScreenNormalMap;
773         int loc_Texture_ScreenDiffuse;
774         int loc_Texture_ScreenSpecular;
775         int loc_Texture_ReflectMask;
776         int loc_Texture_ReflectCube;
777         int loc_Texture_BounceGrid;
778         int loc_Alpha;
779         int loc_BloomBlur_Parameters;
780         int loc_ClientTime;
781         int loc_Color_Ambient;
782         int loc_Color_Diffuse;
783         int loc_Color_Specular;
784         int loc_Color_Glow;
785         int loc_Color_Pants;
786         int loc_Color_Shirt;
787         int loc_DeferredColor_Ambient;
788         int loc_DeferredColor_Diffuse;
789         int loc_DeferredColor_Specular;
790         int loc_DeferredMod_Diffuse;
791         int loc_DeferredMod_Specular;
792         int loc_DistortScaleRefractReflect;
793         int loc_EyePosition;
794         int loc_FogColor;
795         int loc_FogHeightFade;
796         int loc_FogPlane;
797         int loc_FogPlaneViewDist;
798         int loc_FogRangeRecip;
799         int loc_LightColor;
800         int loc_LightDir;
801         int loc_LightPosition;
802         int loc_OffsetMapping_ScaleSteps;
803         int loc_OffsetMapping_LodDistance;
804         int loc_OffsetMapping_Bias;
805         int loc_PixelSize;
806         int loc_ReflectColor;
807         int loc_ReflectFactor;
808         int loc_ReflectOffset;
809         int loc_RefractColor;
810         int loc_Saturation;
811         int loc_ScreenCenterRefractReflect;
812         int loc_ScreenScaleRefractReflect;
813         int loc_ScreenToDepth;
814         int loc_ShadowMap_Parameters;
815         int loc_ShadowMap_TextureScale;
816         int loc_SpecularPower;
817         int loc_UserVec1;
818         int loc_UserVec2;
819         int loc_UserVec3;
820         int loc_UserVec4;
821         int loc_ViewTintColor;
822         int loc_ViewToLight;
823         int loc_ModelToLight;
824         int loc_TexMatrix;
825         int loc_BackgroundTexMatrix;
826         int loc_ModelViewProjectionMatrix;
827         int loc_ModelViewMatrix;
828         int loc_PixelToScreenTexCoord;
829         int loc_ModelToReflectCube;
830         int loc_ShadowMapMatrix;
831         int loc_BloomColorSubtract;
832         int loc_NormalmapScrollBlend;
833         int loc_BounceGridMatrix;
834         int loc_BounceGridIntensity;
835 }
836 r_glsl_permutation_t;
837
838 #define SHADERPERMUTATION_HASHSIZE 256
839
840
841 // non-degradable "lightweight" shader parameters to keep the permutations simpler
842 // these can NOT degrade! only use for simple stuff
843 enum
844 {
845         SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
846         SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
847         SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
848         SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
849         SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
850         SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5,  ///< postprocess uservec4 is enabled
851         SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
852         SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7,  ///< LOD for offsetmapping
853         SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
854         SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
855         SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
856 };
857 #define SHADERSTATICPARMS_COUNT 11
858
859 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
860 static int shaderstaticparms_count = 0;
861
862 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
863 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
864
865 extern qboolean r_shadow_shadowmapsampler;
866 extern int r_shadow_shadowmappcf;
867 qboolean R_CompileShader_CheckStaticParms(void)
868 {
869         static int r_compileshader_staticparms_save[1];
870         memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
871         memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
872
873         // detect all
874         if (r_glsl_saturation_redcompensate.integer)
875                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
876         if (r_glsl_vertextextureblend_usebothalphas.integer)
877                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
878         if (r_shadow_glossexact.integer)
879                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
880         if (r_glsl_postprocess.integer)
881         {
882                 if (r_glsl_postprocess_uservec1_enable.integer)
883                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
884                 if (r_glsl_postprocess_uservec2_enable.integer)
885                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
886                 if (r_glsl_postprocess_uservec3_enable.integer)
887                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
888                 if (r_glsl_postprocess_uservec4_enable.integer)
889                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
890         }
891         if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
892                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
893
894         if (r_shadow_shadowmapsampler)
895                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
896         if (r_shadow_shadowmappcf > 1)
897                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
898         else if (r_shadow_shadowmappcf)
899                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
900
901         return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
902 }
903
904 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
905         if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
906                 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
907         else \
908                 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
909 static void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
910 {
911         shaderstaticparms_count = 0;
912
913         // emit all
914         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
915         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
916         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
917         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
918         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
919         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
920         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
921         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
922         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
923         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
924         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
925 }
926
927 /// information about each possible shader permutation
928 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
929 /// currently selected permutation
930 r_glsl_permutation_t *r_glsl_permutation;
931 /// storage for permutations linked in the hash table
932 memexpandablearray_t r_glsl_permutationarray;
933
934 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
935 {
936         //unsigned int hashdepth = 0;
937         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
938         r_glsl_permutation_t *p;
939         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
940         {
941                 if (p->mode == mode && p->permutation == permutation)
942                 {
943                         //if (hashdepth > 10)
944                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
945                         return p;
946                 }
947                 //hashdepth++;
948         }
949         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
950         p->mode = mode;
951         p->permutation = permutation;
952         p->hashnext = r_glsl_permutationhash[mode][hashindex];
953         r_glsl_permutationhash[mode][hashindex] = p;
954         //if (hashdepth > 10)
955         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
956         return p;
957 }
958
959 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
960 {
961         char *shaderstring;
962         if (!filename || !filename[0])
963                 return NULL;
964         if (!strcmp(filename, "glsl/default.glsl"))
965         {
966                 if (!glslshaderstring)
967                 {
968                         glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
969                         if (glslshaderstring)
970                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
971                         else
972                                 glslshaderstring = (char *)builtinshaderstring;
973                 }
974                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
975                 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
976                 return shaderstring;
977         }
978         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
979         if (shaderstring)
980         {
981                 if (printfromdisknotice)
982                         Con_DPrintf("from disk %s... ", filename);
983                 return shaderstring;
984         }
985         return shaderstring;
986 }
987
988 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
989 {
990         int i;
991         int sampler;
992         shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
993         char *vertexstring, *geometrystring, *fragmentstring;
994         char permutationname[256];
995         int vertstrings_count = 0;
996         int geomstrings_count = 0;
997         int fragstrings_count = 0;
998         const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
999         const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1000         const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1001
1002         if (p->compiled)
1003                 return;
1004         p->compiled = true;
1005         p->program = 0;
1006
1007         permutationname[0] = 0;
1008         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
1009         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1010         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1011
1012         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1013
1014         // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1015         if(vid.support.gl20shaders130)
1016         {
1017                 vertstrings_list[vertstrings_count++] = "#version 130\n";
1018                 geomstrings_list[geomstrings_count++] = "#version 130\n";
1019                 fragstrings_list[fragstrings_count++] = "#version 130\n";
1020                 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1021                 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1022                 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1023         }
1024
1025         // the first pretext is which type of shader to compile as
1026         // (later these will all be bound together as a program object)
1027         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1028         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1029         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1030
1031         // the second pretext is the mode (for example a light source)
1032         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1033         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1034         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1035         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1036
1037         // now add all the permutation pretexts
1038         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1039         {
1040                 if (permutation & (1<<i))
1041                 {
1042                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1043                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1044                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1045                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1046                 }
1047                 else
1048                 {
1049                         // keep line numbers correct
1050                         vertstrings_list[vertstrings_count++] = "\n";
1051                         geomstrings_list[geomstrings_count++] = "\n";
1052                         fragstrings_list[fragstrings_count++] = "\n";
1053                 }
1054         }
1055
1056         // add static parms
1057         R_CompileShader_AddStaticParms(mode, permutation);
1058         memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1059         vertstrings_count += shaderstaticparms_count;
1060         memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1061         geomstrings_count += shaderstaticparms_count;
1062         memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1063         fragstrings_count += shaderstaticparms_count;
1064
1065         // now append the shader text itself
1066         vertstrings_list[vertstrings_count++] = vertexstring;
1067         geomstrings_list[geomstrings_count++] = geometrystring;
1068         fragstrings_list[fragstrings_count++] = fragmentstring;
1069
1070         // if any sources were NULL, clear the respective list
1071         if (!vertexstring)
1072                 vertstrings_count = 0;
1073         if (!geometrystring)
1074                 geomstrings_count = 0;
1075         if (!fragmentstring)
1076                 fragstrings_count = 0;
1077
1078         // compile the shader program
1079         if (vertstrings_count + geomstrings_count + fragstrings_count)
1080                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1081         if (p->program)
1082         {
1083                 CHECKGLERROR
1084                 qglUseProgram(p->program);CHECKGLERROR
1085                 // look up all the uniform variable names we care about, so we don't
1086                 // have to look them up every time we set them
1087
1088                 p->loc_Texture_First              = qglGetUniformLocation(p->program, "Texture_First");
1089                 p->loc_Texture_Second             = qglGetUniformLocation(p->program, "Texture_Second");
1090                 p->loc_Texture_GammaRamps         = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1091                 p->loc_Texture_Normal             = qglGetUniformLocation(p->program, "Texture_Normal");
1092                 p->loc_Texture_Color              = qglGetUniformLocation(p->program, "Texture_Color");
1093                 p->loc_Texture_Gloss              = qglGetUniformLocation(p->program, "Texture_Gloss");
1094                 p->loc_Texture_Glow               = qglGetUniformLocation(p->program, "Texture_Glow");
1095                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1096                 p->loc_Texture_SecondaryColor     = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1097                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1098                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1099                 p->loc_Texture_Pants              = qglGetUniformLocation(p->program, "Texture_Pants");
1100                 p->loc_Texture_Shirt              = qglGetUniformLocation(p->program, "Texture_Shirt");
1101                 p->loc_Texture_FogHeightTexture   = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1102                 p->loc_Texture_FogMask            = qglGetUniformLocation(p->program, "Texture_FogMask");
1103                 p->loc_Texture_Lightmap           = qglGetUniformLocation(p->program, "Texture_Lightmap");
1104                 p->loc_Texture_Deluxemap          = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1105                 p->loc_Texture_Attenuation        = qglGetUniformLocation(p->program, "Texture_Attenuation");
1106                 p->loc_Texture_Cube               = qglGetUniformLocation(p->program, "Texture_Cube");
1107                 p->loc_Texture_Refraction         = qglGetUniformLocation(p->program, "Texture_Refraction");
1108                 p->loc_Texture_Reflection         = qglGetUniformLocation(p->program, "Texture_Reflection");
1109                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1110                 p->loc_Texture_CubeProjection     = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1111                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1112                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1113                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1114                 p->loc_Texture_ReflectMask        = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1115                 p->loc_Texture_ReflectCube        = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1116                 p->loc_Texture_BounceGrid         = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1117                 p->loc_Alpha                      = qglGetUniformLocation(p->program, "Alpha");
1118                 p->loc_BloomBlur_Parameters       = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1119                 p->loc_ClientTime                 = qglGetUniformLocation(p->program, "ClientTime");
1120                 p->loc_Color_Ambient              = qglGetUniformLocation(p->program, "Color_Ambient");
1121                 p->loc_Color_Diffuse              = qglGetUniformLocation(p->program, "Color_Diffuse");
1122                 p->loc_Color_Specular             = qglGetUniformLocation(p->program, "Color_Specular");
1123                 p->loc_Color_Glow                 = qglGetUniformLocation(p->program, "Color_Glow");
1124                 p->loc_Color_Pants                = qglGetUniformLocation(p->program, "Color_Pants");
1125                 p->loc_Color_Shirt                = qglGetUniformLocation(p->program, "Color_Shirt");
1126                 p->loc_DeferredColor_Ambient      = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1127                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1128                 p->loc_DeferredColor_Specular     = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1129                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1130                 p->loc_DeferredMod_Specular       = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1131                 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1132                 p->loc_EyePosition                = qglGetUniformLocation(p->program, "EyePosition");
1133                 p->loc_FogColor                   = qglGetUniformLocation(p->program, "FogColor");
1134                 p->loc_FogHeightFade              = qglGetUniformLocation(p->program, "FogHeightFade");
1135                 p->loc_FogPlane                   = qglGetUniformLocation(p->program, "FogPlane");
1136                 p->loc_FogPlaneViewDist           = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1137                 p->loc_FogRangeRecip              = qglGetUniformLocation(p->program, "FogRangeRecip");
1138                 p->loc_LightColor                 = qglGetUniformLocation(p->program, "LightColor");
1139                 p->loc_LightDir                   = qglGetUniformLocation(p->program, "LightDir");
1140                 p->loc_LightPosition              = qglGetUniformLocation(p->program, "LightPosition");
1141                 p->loc_OffsetMapping_ScaleSteps   = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1142                 p->loc_OffsetMapping_LodDistance  = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1143                 p->loc_OffsetMapping_Bias         = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1144                 p->loc_PixelSize                  = qglGetUniformLocation(p->program, "PixelSize");
1145                 p->loc_ReflectColor               = qglGetUniformLocation(p->program, "ReflectColor");
1146                 p->loc_ReflectFactor              = qglGetUniformLocation(p->program, "ReflectFactor");
1147                 p->loc_ReflectOffset              = qglGetUniformLocation(p->program, "ReflectOffset");
1148                 p->loc_RefractColor               = qglGetUniformLocation(p->program, "RefractColor");
1149                 p->loc_Saturation                 = qglGetUniformLocation(p->program, "Saturation");
1150                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1151                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1152                 p->loc_ScreenToDepth              = qglGetUniformLocation(p->program, "ScreenToDepth");
1153                 p->loc_ShadowMap_Parameters       = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1154                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1155                 p->loc_SpecularPower              = qglGetUniformLocation(p->program, "SpecularPower");
1156                 p->loc_UserVec1                   = qglGetUniformLocation(p->program, "UserVec1");
1157                 p->loc_UserVec2                   = qglGetUniformLocation(p->program, "UserVec2");
1158                 p->loc_UserVec3                   = qglGetUniformLocation(p->program, "UserVec3");
1159                 p->loc_UserVec4                   = qglGetUniformLocation(p->program, "UserVec4");
1160                 p->loc_ViewTintColor              = qglGetUniformLocation(p->program, "ViewTintColor");
1161                 p->loc_ViewToLight                = qglGetUniformLocation(p->program, "ViewToLight");
1162                 p->loc_ModelToLight               = qglGetUniformLocation(p->program, "ModelToLight");
1163                 p->loc_TexMatrix                  = qglGetUniformLocation(p->program, "TexMatrix");
1164                 p->loc_BackgroundTexMatrix        = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1165                 p->loc_ModelViewMatrix            = qglGetUniformLocation(p->program, "ModelViewMatrix");
1166                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1167                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1168                 p->loc_ModelToReflectCube         = qglGetUniformLocation(p->program, "ModelToReflectCube");
1169                 p->loc_ShadowMapMatrix            = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1170                 p->loc_BloomColorSubtract         = qglGetUniformLocation(p->program, "BloomColorSubtract");
1171                 p->loc_NormalmapScrollBlend       = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1172                 p->loc_BounceGridMatrix           = qglGetUniformLocation(p->program, "BounceGridMatrix");
1173                 p->loc_BounceGridIntensity        = qglGetUniformLocation(p->program, "BounceGridIntensity");
1174                 // initialize the samplers to refer to the texture units we use
1175                 p->tex_Texture_First = -1;
1176                 p->tex_Texture_Second = -1;
1177                 p->tex_Texture_GammaRamps = -1;
1178                 p->tex_Texture_Normal = -1;
1179                 p->tex_Texture_Color = -1;
1180                 p->tex_Texture_Gloss = -1;
1181                 p->tex_Texture_Glow = -1;
1182                 p->tex_Texture_SecondaryNormal = -1;
1183                 p->tex_Texture_SecondaryColor = -1;
1184                 p->tex_Texture_SecondaryGloss = -1;
1185                 p->tex_Texture_SecondaryGlow = -1;
1186                 p->tex_Texture_Pants = -1;
1187                 p->tex_Texture_Shirt = -1;
1188                 p->tex_Texture_FogHeightTexture = -1;
1189                 p->tex_Texture_FogMask = -1;
1190                 p->tex_Texture_Lightmap = -1;
1191                 p->tex_Texture_Deluxemap = -1;
1192                 p->tex_Texture_Attenuation = -1;
1193                 p->tex_Texture_Cube = -1;
1194                 p->tex_Texture_Refraction = -1;
1195                 p->tex_Texture_Reflection = -1;
1196                 p->tex_Texture_ShadowMap2D = -1;
1197                 p->tex_Texture_CubeProjection = -1;
1198                 p->tex_Texture_ScreenNormalMap = -1;
1199                 p->tex_Texture_ScreenDiffuse = -1;
1200                 p->tex_Texture_ScreenSpecular = -1;
1201                 p->tex_Texture_ReflectMask = -1;
1202                 p->tex_Texture_ReflectCube = -1;
1203                 p->tex_Texture_BounceGrid = -1;
1204                 sampler = 0;
1205                 if (p->loc_Texture_First           >= 0) {p->tex_Texture_First            = sampler;qglUniform1i(p->loc_Texture_First           , sampler);sampler++;}
1206                 if (p->loc_Texture_Second          >= 0) {p->tex_Texture_Second           = sampler;qglUniform1i(p->loc_Texture_Second          , sampler);sampler++;}
1207                 if (p->loc_Texture_GammaRamps      >= 0) {p->tex_Texture_GammaRamps       = sampler;qglUniform1i(p->loc_Texture_GammaRamps      , sampler);sampler++;}
1208                 if (p->loc_Texture_Normal          >= 0) {p->tex_Texture_Normal           = sampler;qglUniform1i(p->loc_Texture_Normal          , sampler);sampler++;}
1209                 if (p->loc_Texture_Color           >= 0) {p->tex_Texture_Color            = sampler;qglUniform1i(p->loc_Texture_Color           , sampler);sampler++;}
1210                 if (p->loc_Texture_Gloss           >= 0) {p->tex_Texture_Gloss            = sampler;qglUniform1i(p->loc_Texture_Gloss           , sampler);sampler++;}
1211                 if (p->loc_Texture_Glow            >= 0) {p->tex_Texture_Glow             = sampler;qglUniform1i(p->loc_Texture_Glow            , sampler);sampler++;}
1212                 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal  = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1213                 if (p->loc_Texture_SecondaryColor  >= 0) {p->tex_Texture_SecondaryColor   = sampler;qglUniform1i(p->loc_Texture_SecondaryColor  , sampler);sampler++;}
1214                 if (p->loc_Texture_SecondaryGloss  >= 0) {p->tex_Texture_SecondaryGloss   = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss  , sampler);sampler++;}
1215                 if (p->loc_Texture_SecondaryGlow   >= 0) {p->tex_Texture_SecondaryGlow    = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow   , sampler);sampler++;}
1216                 if (p->loc_Texture_Pants           >= 0) {p->tex_Texture_Pants            = sampler;qglUniform1i(p->loc_Texture_Pants           , sampler);sampler++;}
1217                 if (p->loc_Texture_Shirt           >= 0) {p->tex_Texture_Shirt            = sampler;qglUniform1i(p->loc_Texture_Shirt           , sampler);sampler++;}
1218                 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1219                 if (p->loc_Texture_FogMask         >= 0) {p->tex_Texture_FogMask          = sampler;qglUniform1i(p->loc_Texture_FogMask         , sampler);sampler++;}
1220                 if (p->loc_Texture_Lightmap        >= 0) {p->tex_Texture_Lightmap         = sampler;qglUniform1i(p->loc_Texture_Lightmap        , sampler);sampler++;}
1221                 if (p->loc_Texture_Deluxemap       >= 0) {p->tex_Texture_Deluxemap        = sampler;qglUniform1i(p->loc_Texture_Deluxemap       , sampler);sampler++;}
1222                 if (p->loc_Texture_Attenuation     >= 0) {p->tex_Texture_Attenuation      = sampler;qglUniform1i(p->loc_Texture_Attenuation     , sampler);sampler++;}
1223                 if (p->loc_Texture_Cube            >= 0) {p->tex_Texture_Cube             = sampler;qglUniform1i(p->loc_Texture_Cube            , sampler);sampler++;}
1224                 if (p->loc_Texture_Refraction      >= 0) {p->tex_Texture_Refraction       = sampler;qglUniform1i(p->loc_Texture_Refraction      , sampler);sampler++;}
1225                 if (p->loc_Texture_Reflection      >= 0) {p->tex_Texture_Reflection       = sampler;qglUniform1i(p->loc_Texture_Reflection      , sampler);sampler++;}
1226                 if (p->loc_Texture_ShadowMap2D     >= 0) {p->tex_Texture_ShadowMap2D      = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D     , sampler);sampler++;}
1227                 if (p->loc_Texture_CubeProjection  >= 0) {p->tex_Texture_CubeProjection   = sampler;qglUniform1i(p->loc_Texture_CubeProjection  , sampler);sampler++;}
1228                 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap  = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1229                 if (p->loc_Texture_ScreenDiffuse   >= 0) {p->tex_Texture_ScreenDiffuse    = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse   , sampler);sampler++;}
1230                 if (p->loc_Texture_ScreenSpecular  >= 0) {p->tex_Texture_ScreenSpecular   = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular  , sampler);sampler++;}
1231                 if (p->loc_Texture_ReflectMask     >= 0) {p->tex_Texture_ReflectMask      = sampler;qglUniform1i(p->loc_Texture_ReflectMask     , sampler);sampler++;}
1232                 if (p->loc_Texture_ReflectCube     >= 0) {p->tex_Texture_ReflectCube      = sampler;qglUniform1i(p->loc_Texture_ReflectCube     , sampler);sampler++;}
1233                 if (p->loc_Texture_BounceGrid      >= 0) {p->tex_Texture_BounceGrid       = sampler;qglUniform1i(p->loc_Texture_BounceGrid      , sampler);sampler++;}
1234                 CHECKGLERROR
1235                 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1236         }
1237         else
1238                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1239
1240         // free the strings
1241         if (vertexstring)
1242                 Mem_Free(vertexstring);
1243         if (geometrystring)
1244                 Mem_Free(geometrystring);
1245         if (fragmentstring)
1246                 Mem_Free(fragmentstring);
1247 }
1248
1249 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1250 {
1251         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1252         if (r_glsl_permutation != perm)
1253         {
1254                 r_glsl_permutation = perm;
1255                 if (!r_glsl_permutation->program)
1256                 {
1257                         if (!r_glsl_permutation->compiled)
1258                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1259                         if (!r_glsl_permutation->program)
1260                         {
1261                                 // remove features until we find a valid permutation
1262                                 int i;
1263                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1264                                 {
1265                                         // reduce i more quickly whenever it would not remove any bits
1266                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1267                                         if (!(permutation & j))
1268                                                 continue;
1269                                         permutation -= j;
1270                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1271                                         if (!r_glsl_permutation->compiled)
1272                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1273                                         if (r_glsl_permutation->program)
1274                                                 break;
1275                                 }
1276                                 if (i >= SHADERPERMUTATION_COUNT)
1277                                 {
1278                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1279                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1280                                         qglUseProgram(0);CHECKGLERROR
1281                                         return; // no bit left to clear, entire mode is broken
1282                                 }
1283                         }
1284                 }
1285                 CHECKGLERROR
1286                 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1287         }
1288         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1289         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1290         if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1291 }
1292
1293 #ifdef SUPPORTD3D
1294
1295 #ifdef SUPPORTD3D
1296 #include <d3d9.h>
1297 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1298 extern D3DCAPS9 vid_d3d9caps;
1299 #endif
1300
1301 struct r_hlsl_permutation_s;
1302 typedef struct r_hlsl_permutation_s
1303 {
1304         /// hash lookup data
1305         struct r_hlsl_permutation_s *hashnext;
1306         unsigned int mode;
1307         unsigned int permutation;
1308
1309         /// indicates if we have tried compiling this permutation already
1310         qboolean compiled;
1311         /// NULL if compilation failed
1312         IDirect3DVertexShader9 *vertexshader;
1313         IDirect3DPixelShader9 *pixelshader;
1314 }
1315 r_hlsl_permutation_t;
1316
1317 typedef enum D3DVSREGISTER_e
1318 {
1319         D3DVSREGISTER_TexMatrix = 0, // float4x4
1320         D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1321         D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1322         D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1323         D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1324         D3DVSREGISTER_ModelToLight = 20, // float4x4
1325         D3DVSREGISTER_EyePosition = 24,
1326         D3DVSREGISTER_FogPlane = 25,
1327         D3DVSREGISTER_LightDir = 26,
1328         D3DVSREGISTER_LightPosition = 27,
1329 }
1330 D3DVSREGISTER_t;
1331
1332 typedef enum D3DPSREGISTER_e
1333 {
1334         D3DPSREGISTER_Alpha = 0,
1335         D3DPSREGISTER_BloomBlur_Parameters = 1,
1336         D3DPSREGISTER_ClientTime = 2,
1337         D3DPSREGISTER_Color_Ambient = 3,
1338         D3DPSREGISTER_Color_Diffuse = 4,
1339         D3DPSREGISTER_Color_Specular = 5,
1340         D3DPSREGISTER_Color_Glow = 6,
1341         D3DPSREGISTER_Color_Pants = 7,
1342         D3DPSREGISTER_Color_Shirt = 8,
1343         D3DPSREGISTER_DeferredColor_Ambient = 9,
1344         D3DPSREGISTER_DeferredColor_Diffuse = 10,
1345         D3DPSREGISTER_DeferredColor_Specular = 11,
1346         D3DPSREGISTER_DeferredMod_Diffuse = 12,
1347         D3DPSREGISTER_DeferredMod_Specular = 13,
1348         D3DPSREGISTER_DistortScaleRefractReflect = 14,
1349         D3DPSREGISTER_EyePosition = 15, // unused
1350         D3DPSREGISTER_FogColor = 16,
1351         D3DPSREGISTER_FogHeightFade = 17,
1352         D3DPSREGISTER_FogPlane = 18,
1353         D3DPSREGISTER_FogPlaneViewDist = 19,
1354         D3DPSREGISTER_FogRangeRecip = 20,
1355         D3DPSREGISTER_LightColor = 21,
1356         D3DPSREGISTER_LightDir = 22, // unused
1357         D3DPSREGISTER_LightPosition = 23,
1358         D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1359         D3DPSREGISTER_PixelSize = 25,
1360         D3DPSREGISTER_ReflectColor = 26,
1361         D3DPSREGISTER_ReflectFactor = 27,
1362         D3DPSREGISTER_ReflectOffset = 28,
1363         D3DPSREGISTER_RefractColor = 29,
1364         D3DPSREGISTER_Saturation = 30,
1365         D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1366         D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1367         D3DPSREGISTER_ScreenToDepth = 33,
1368         D3DPSREGISTER_ShadowMap_Parameters = 34,
1369         D3DPSREGISTER_ShadowMap_TextureScale = 35,
1370         D3DPSREGISTER_SpecularPower = 36,
1371         D3DPSREGISTER_UserVec1 = 37,
1372         D3DPSREGISTER_UserVec2 = 38,
1373         D3DPSREGISTER_UserVec3 = 39,
1374         D3DPSREGISTER_UserVec4 = 40,
1375         D3DPSREGISTER_ViewTintColor = 41,
1376         D3DPSREGISTER_PixelToScreenTexCoord = 42,
1377         D3DPSREGISTER_BloomColorSubtract = 43,
1378         D3DPSREGISTER_ViewToLight = 44, // float4x4
1379         D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1380         D3DPSREGISTER_NormalmapScrollBlend = 52,
1381         D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1382         D3DPSREGISTER_OffsetMapping_Bias = 54,
1383         // next at 54
1384 }
1385 D3DPSREGISTER_t;
1386
1387 /// information about each possible shader permutation
1388 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1389 /// currently selected permutation
1390 r_hlsl_permutation_t *r_hlsl_permutation;
1391 /// storage for permutations linked in the hash table
1392 memexpandablearray_t r_hlsl_permutationarray;
1393
1394 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1395 {
1396         //unsigned int hashdepth = 0;
1397         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1398         r_hlsl_permutation_t *p;
1399         for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1400         {
1401                 if (p->mode == mode && p->permutation == permutation)
1402                 {
1403                         //if (hashdepth > 10)
1404                         //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1405                         return p;
1406                 }
1407                 //hashdepth++;
1408         }
1409         p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1410         p->mode = mode;
1411         p->permutation = permutation;
1412         p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1413         r_hlsl_permutationhash[mode][hashindex] = p;
1414         //if (hashdepth > 10)
1415         //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1416         return p;
1417 }
1418
1419 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
1420 {
1421         char *shaderstring;
1422         if (!filename || !filename[0])
1423                 return NULL;
1424         if (!strcmp(filename, "hlsl/default.hlsl"))
1425         {
1426                 if (!hlslshaderstring)
1427                 {
1428                         hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1429                         if (hlslshaderstring)
1430                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
1431                         else
1432                                 hlslshaderstring = (char *)builtinhlslshaderstring;
1433                 }
1434                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1435                 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1436                 return shaderstring;
1437         }
1438         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1439         if (shaderstring)
1440         {
1441                 if (printfromdisknotice)
1442                         Con_DPrintf("from disk %s... ", filename);
1443                 return shaderstring;
1444         }
1445         return shaderstring;
1446 }
1447
1448 #include <d3dx9.h>
1449 //#include <d3dx9shader.h>
1450 //#include <d3dx9mesh.h>
1451
1452 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1453 {
1454         DWORD *vsbin = NULL;
1455         DWORD *psbin = NULL;
1456         fs_offset_t vsbinsize;
1457         fs_offset_t psbinsize;
1458 //      IDirect3DVertexShader9 *vs = NULL;
1459 //      IDirect3DPixelShader9 *ps = NULL;
1460         ID3DXBuffer *vslog = NULL;
1461         ID3DXBuffer *vsbuffer = NULL;
1462         ID3DXConstantTable *vsconstanttable = NULL;
1463         ID3DXBuffer *pslog = NULL;
1464         ID3DXBuffer *psbuffer = NULL;
1465         ID3DXConstantTable *psconstanttable = NULL;
1466         int vsresult = 0;
1467         int psresult = 0;
1468         char temp[MAX_INPUTLINE];
1469         const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1470         char vabuf[1024];
1471         qboolean debugshader = gl_paranoid.integer != 0;
1472         if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1473         if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1474         if (!debugshader)
1475         {
1476                 vsbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1477                 psbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1478         }
1479         if ((!vsbin && vertstring) || (!psbin && fragstring))
1480         {
1481                 const char* dllnames_d3dx9 [] =
1482                 {
1483                         "d3dx9_43.dll",
1484                         "d3dx9_42.dll",
1485                         "d3dx9_41.dll",
1486                         "d3dx9_40.dll",
1487                         "d3dx9_39.dll",
1488                         "d3dx9_38.dll",
1489                         "d3dx9_37.dll",
1490                         "d3dx9_36.dll",
1491                         "d3dx9_35.dll",
1492                         "d3dx9_34.dll",
1493                         "d3dx9_33.dll",
1494                         "d3dx9_32.dll",
1495                         "d3dx9_31.dll",
1496                         "d3dx9_30.dll",
1497                         "d3dx9_29.dll",
1498                         "d3dx9_28.dll",
1499                         "d3dx9_27.dll",
1500                         "d3dx9_26.dll",
1501                         "d3dx9_25.dll",
1502                         "d3dx9_24.dll",
1503                         NULL
1504                 };
1505                 dllhandle_t d3dx9_dll = NULL;
1506                 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1507                 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1508                 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1509                 dllfunction_t d3dx9_dllfuncs[] =
1510                 {
1511                         {"D3DXCompileShaderFromFileA",  (void **) &qD3DXCompileShaderFromFileA},
1512                         {"D3DXPreprocessShader",                (void **) &qD3DXPreprocessShader},
1513                         {"D3DXCompileShader",                   (void **) &qD3DXCompileShader},
1514                         {NULL, NULL}
1515                 };
1516                 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1517                 {
1518                         DWORD shaderflags = 0;
1519                         if (debugshader)
1520                                 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1521                         vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1522                         psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1523                         if (vertstring && vertstring[0])
1524                         {
1525                                 if (debugshader)
1526                                 {
1527 //                                      vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
1528 //                                      FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
1529                                         FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vertstring, strlen(vertstring));
1530                                         vsresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1531                                 }
1532                                 else
1533                                         vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1534                                 if (vsbuffer)
1535                                 {
1536                                         vsbinsize = vsbuffer->GetBufferSize();
1537                                         vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1538                                         memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
1539                                         vsbuffer->Release();
1540                                 }
1541                                 if (vslog)
1542                                 {
1543                                         strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
1544                                         Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1545                                         vslog->Release();
1546                                 }
1547                         }
1548                         if (fragstring && fragstring[0])
1549                         {
1550                                 if (debugshader)
1551                                 {
1552 //                                      psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
1553 //                                      FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
1554                                         FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), fragstring, strlen(fragstring));
1555                                         psresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1556                                 }
1557                                 else
1558                                         psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1559                                 if (psbuffer)
1560                                 {
1561                                         psbinsize = psbuffer->GetBufferSize();
1562                                         psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1563                                         memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
1564                                         psbuffer->Release();
1565                                 }
1566                                 if (pslog)
1567                                 {
1568                                         strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
1569                                         Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1570                                         pslog->Release();
1571                                 }
1572                         }
1573                         Sys_UnloadLibrary(&d3dx9_dll);
1574                 }
1575                 else
1576                         Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1577         }
1578         if (vsbin && psbin)
1579         {
1580                 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1581                 if (FAILED(vsresult))
1582                         Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1583                 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1584                 if (FAILED(psresult))
1585                         Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1586         }
1587         // free the shader data
1588         vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1589         psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1590 }
1591
1592 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1593 {
1594         int i;
1595         shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1596         int vertstring_length = 0;
1597         int geomstring_length = 0;
1598         int fragstring_length = 0;
1599         char *t;
1600         char *vertexstring, *geometrystring, *fragmentstring;
1601         char *vertstring, *geomstring, *fragstring;
1602         char permutationname[256];
1603         char cachename[256];
1604         int vertstrings_count = 0;
1605         int geomstrings_count = 0;
1606         int fragstrings_count = 0;
1607         const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1608         const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1609         const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1610
1611         if (p->compiled)
1612                 return;
1613         p->compiled = true;
1614         p->vertexshader = NULL;
1615         p->pixelshader = NULL;
1616
1617         permutationname[0] = 0;
1618         cachename[0] = 0;
1619         vertexstring   = R_HLSL_GetText(modeinfo->vertexfilename, true);
1620         geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
1621         fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
1622
1623         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1624         strlcat(cachename, "hlsl/", sizeof(cachename));
1625
1626         // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1627         vertstrings_count = 0;
1628         geomstrings_count = 0;
1629         fragstrings_count = 0;
1630         vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1631         geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1632         fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1633
1634         // the first pretext is which type of shader to compile as
1635         // (later these will all be bound together as a program object)
1636         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1637         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1638         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1639
1640         // the second pretext is the mode (for example a light source)
1641         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1642         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1643         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1644         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1645         strlcat(cachename, modeinfo->name, sizeof(cachename));
1646
1647         // now add all the permutation pretexts
1648         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1649         {
1650                 if (permutation & (1<<i))
1651                 {
1652                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1653                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1654                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1655                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1656                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1657                 }
1658                 else
1659                 {
1660                         // keep line numbers correct
1661                         vertstrings_list[vertstrings_count++] = "\n";
1662                         geomstrings_list[geomstrings_count++] = "\n";
1663                         fragstrings_list[fragstrings_count++] = "\n";
1664                 }
1665         }
1666
1667         // add static parms
1668         R_CompileShader_AddStaticParms(mode, permutation);
1669         memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1670         vertstrings_count += shaderstaticparms_count;
1671         memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1672         geomstrings_count += shaderstaticparms_count;
1673         memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1674         fragstrings_count += shaderstaticparms_count;
1675
1676         // replace spaces in the cachename with _ characters
1677         for (i = 0;cachename[i];i++)
1678                 if (cachename[i] == ' ')
1679                         cachename[i] = '_';
1680
1681         // now append the shader text itself
1682         vertstrings_list[vertstrings_count++] = vertexstring;
1683         geomstrings_list[geomstrings_count++] = geometrystring;
1684         fragstrings_list[fragstrings_count++] = fragmentstring;
1685
1686         // if any sources were NULL, clear the respective list
1687         if (!vertexstring)
1688                 vertstrings_count = 0;
1689         if (!geometrystring)
1690                 geomstrings_count = 0;
1691         if (!fragmentstring)
1692                 fragstrings_count = 0;
1693
1694         vertstring_length = 0;
1695         for (i = 0;i < vertstrings_count;i++)
1696                 vertstring_length += strlen(vertstrings_list[i]);
1697         vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1698         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1699                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1700
1701         geomstring_length = 0;
1702         for (i = 0;i < geomstrings_count;i++)
1703                 geomstring_length += strlen(geomstrings_list[i]);
1704         geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1705         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1706                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1707
1708         fragstring_length = 0;
1709         for (i = 0;i < fragstrings_count;i++)
1710                 fragstring_length += strlen(fragstrings_list[i]);
1711         fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1712         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1713                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1714
1715         // try to load the cached shader, or generate one
1716         R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1717
1718         if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1719                 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1720         else
1721                 Con_Printf("^1HLSL shader %s failed!  some features may not work properly.\n", permutationname);
1722
1723         // free the strings
1724         if (vertstring)
1725                 Mem_Free(vertstring);
1726         if (geomstring)
1727                 Mem_Free(geomstring);
1728         if (fragstring)
1729                 Mem_Free(fragstring);
1730         if (vertexstring)
1731                 Mem_Free(vertexstring);
1732         if (geometrystring)
1733                 Mem_Free(geometrystring);
1734         if (fragmentstring)
1735                 Mem_Free(fragmentstring);
1736 }
1737
1738 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1739 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1740 static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1741 static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1742 static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1743 static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1744
1745 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1746 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1747 static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1748 static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1749 static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1750 static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1751
1752 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1753 {
1754         r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1755         if (r_hlsl_permutation != perm)
1756         {
1757                 r_hlsl_permutation = perm;
1758                 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1759                 {
1760                         if (!r_hlsl_permutation->compiled)
1761                                 R_HLSL_CompilePermutation(perm, mode, permutation);
1762                         if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1763                         {
1764                                 // remove features until we find a valid permutation
1765                                 int i;
1766                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1767                                 {
1768                                         // reduce i more quickly whenever it would not remove any bits
1769                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1770                                         if (!(permutation & j))
1771                                                 continue;
1772                                         permutation -= j;
1773                                         r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1774                                         if (!r_hlsl_permutation->compiled)
1775                                                 R_HLSL_CompilePermutation(perm, mode, permutation);
1776                                         if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1777                                                 break;
1778                                 }
1779                                 if (i >= SHADERPERMUTATION_COUNT)
1780                                 {
1781                                         //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1782                                         r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1783                                         return; // no bit left to clear, entire mode is broken
1784                                 }
1785                         }
1786                 }
1787                 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1788                 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1789         }
1790         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1791         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1792         hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1793 }
1794 #endif
1795
1796 static void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1797 {
1798         DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1799         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1800         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1801         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1802 }
1803
1804 void R_GLSL_Restart_f(void)
1805 {
1806         unsigned int i, limit;
1807         if (glslshaderstring && glslshaderstring != builtinshaderstring)
1808                 Mem_Free(glslshaderstring);
1809         glslshaderstring = NULL;
1810         if (hlslshaderstring && hlslshaderstring != builtinhlslshaderstring)
1811                 Mem_Free(hlslshaderstring);
1812         hlslshaderstring = NULL;
1813         switch(vid.renderpath)
1814         {
1815         case RENDERPATH_D3D9:
1816 #ifdef SUPPORTD3D
1817                 {
1818                         r_hlsl_permutation_t *p;
1819                         r_hlsl_permutation = NULL;
1820                         limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1821                         for (i = 0;i < limit;i++)
1822                         {
1823                                 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1824                                 {
1825                                         if (p->vertexshader)
1826                                                 IDirect3DVertexShader9_Release(p->vertexshader);
1827                                         if (p->pixelshader)
1828                                                 IDirect3DPixelShader9_Release(p->pixelshader);
1829                                         Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1830                                 }
1831                         }
1832                         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1833                 }
1834 #endif
1835                 break;
1836         case RENDERPATH_D3D10:
1837                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1838                 break;
1839         case RENDERPATH_D3D11:
1840                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1841                 break;
1842         case RENDERPATH_GL20:
1843         case RENDERPATH_GLES2:
1844                 {
1845                         r_glsl_permutation_t *p;
1846                         r_glsl_permutation = NULL;
1847                         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1848                         for (i = 0;i < limit;i++)
1849                         {
1850                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1851                                 {
1852                                         GL_Backend_FreeProgram(p->program);
1853                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1854                                 }
1855                         }
1856                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1857                 }
1858                 break;
1859         case RENDERPATH_GL11:
1860         case RENDERPATH_GL13:
1861         case RENDERPATH_GLES1:
1862                 break;
1863         case RENDERPATH_SOFT:
1864                 break;
1865         }
1866 }
1867
1868 static void R_GLSL_DumpShader_f(void)
1869 {
1870         int i;
1871         qfile_t *file;
1872
1873         file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1874         if (file)
1875         {
1876                 FS_Print(file, "/* The engine may define the following macros:\n");
1877                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1878                 for (i = 0;i < SHADERMODE_COUNT;i++)
1879                         FS_Print(file, glslshadermodeinfo[i].pretext);
1880                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1881                         FS_Print(file, shaderpermutationinfo[i].pretext);
1882                 FS_Print(file, "*/\n");
1883                 FS_Print(file, builtinshaderstring);
1884                 FS_Close(file);
1885                 Con_Printf("glsl/default.glsl written\n");
1886         }
1887         else
1888                 Con_Printf("failed to write to glsl/default.glsl\n");
1889
1890         file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
1891         if (file)
1892         {
1893                 FS_Print(file, "/* The engine may define the following macros:\n");
1894                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1895                 for (i = 0;i < SHADERMODE_COUNT;i++)
1896                         FS_Print(file, hlslshadermodeinfo[i].pretext);
1897                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1898                         FS_Print(file, shaderpermutationinfo[i].pretext);
1899                 FS_Print(file, "*/\n");
1900                 FS_Print(file, builtinhlslshaderstring);
1901                 FS_Close(file);
1902                 Con_Printf("hlsl/default.hlsl written\n");
1903         }
1904         else
1905                 Con_Printf("failed to write to hlsl/default.hlsl\n");
1906 }
1907
1908 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1909 {
1910         unsigned int permutation = 0;
1911         if (r_trippy.integer && !notrippy)
1912                 permutation |= SHADERPERMUTATION_TRIPPY;
1913         permutation |= SHADERPERMUTATION_VIEWTINT;
1914         if (first)
1915                 permutation |= SHADERPERMUTATION_DIFFUSE;
1916         if (second)
1917                 permutation |= SHADERPERMUTATION_SPECULAR;
1918         if (texturemode == GL_MODULATE)
1919                 permutation |= SHADERPERMUTATION_COLORMAPPING;
1920         else if (texturemode == GL_ADD)
1921                 permutation |= SHADERPERMUTATION_GLOW;
1922         else if (texturemode == GL_DECAL)
1923                 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1924         if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1925                 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1926         if (suppresstexalpha)
1927                 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1928         if (!second)
1929                 texturemode = GL_MODULATE;
1930         if (vid.allowalphatocoverage)
1931                 GL_AlphaToCoverage(false);
1932         switch (vid.renderpath)
1933         {
1934         case RENDERPATH_D3D9:
1935 #ifdef SUPPORTD3D
1936                 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
1937                 R_Mesh_TexBind(GL20TU_FIRST , first );
1938                 R_Mesh_TexBind(GL20TU_SECOND, second);
1939                 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
1940                         R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1941 #endif
1942                 break;
1943         case RENDERPATH_D3D10:
1944                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1945                 break;
1946         case RENDERPATH_D3D11:
1947                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1948                 break;
1949         case RENDERPATH_GL20:
1950         case RENDERPATH_GLES2:
1951                 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1952                 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
1953                 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
1954                 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1955                         R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1956                 break;
1957         case RENDERPATH_GL13:
1958         case RENDERPATH_GLES1:
1959                 R_Mesh_TexBind(0, first );
1960                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
1961                 R_Mesh_TexBind(1, second);
1962                 if (second)
1963                         R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
1964                 break;
1965         case RENDERPATH_GL11:
1966                 R_Mesh_TexBind(0, first );
1967                 break;
1968         case RENDERPATH_SOFT:
1969                 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
1970                 R_Mesh_TexBind(GL20TU_FIRST , first );
1971                 R_Mesh_TexBind(GL20TU_SECOND, second);
1972                 break;
1973         }
1974 }
1975
1976 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
1977 {
1978         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
1979 }
1980
1981 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb)
1982 {
1983         unsigned int permutation = 0;
1984         if (r_trippy.integer && !notrippy)
1985                 permutation |= SHADERPERMUTATION_TRIPPY;
1986         if (depthrgb)
1987                 permutation |= SHADERPERMUTATION_DEPTHRGB;
1988         if (vid.allowalphatocoverage)
1989                 GL_AlphaToCoverage(false);
1990         switch (vid.renderpath)
1991         {
1992         case RENDERPATH_D3D9:
1993 #ifdef SUPPORTD3D
1994                 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1995 #endif
1996                 break;
1997         case RENDERPATH_D3D10:
1998                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1999                 break;
2000         case RENDERPATH_D3D11:
2001                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2002                 break;
2003         case RENDERPATH_GL20:
2004         case RENDERPATH_GLES2:
2005                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2006                 break;
2007         case RENDERPATH_GL13:
2008         case RENDERPATH_GLES1:
2009                 R_Mesh_TexBind(0, 0);
2010                 R_Mesh_TexBind(1, 0);
2011                 break;
2012         case RENDERPATH_GL11:
2013                 R_Mesh_TexBind(0, 0);
2014                 break;
2015         case RENDERPATH_SOFT:
2016                 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2017                 break;
2018         }
2019 }
2020
2021 void R_SetupShader_ShowDepth(qboolean notrippy)
2022 {
2023         int permutation = 0;
2024         if (r_trippy.integer && !notrippy)
2025                 permutation |= SHADERPERMUTATION_TRIPPY;
2026         if (vid.allowalphatocoverage)
2027                 GL_AlphaToCoverage(false);
2028         switch (vid.renderpath)
2029         {
2030         case RENDERPATH_D3D9:
2031 #ifdef SUPPORTHLSL
2032                 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, permutation);
2033 #endif
2034                 break;
2035         case RENDERPATH_D3D10:
2036                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2037                 break;
2038         case RENDERPATH_D3D11:
2039                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2040                 break;
2041         case RENDERPATH_GL20:
2042         case RENDERPATH_GLES2:
2043                 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, permutation);
2044                 break;
2045         case RENDERPATH_GL13:
2046         case RENDERPATH_GLES1:
2047                 break;
2048         case RENDERPATH_GL11:
2049                 break;
2050         case RENDERPATH_SOFT:
2051                 R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, permutation);
2052                 break;
2053         }
2054 }
2055
2056 extern qboolean r_shadow_usingdeferredprepass;
2057 extern rtexture_t *r_shadow_attenuationgradienttexture;
2058 extern rtexture_t *r_shadow_attenuation2dtexture;
2059 extern rtexture_t *r_shadow_attenuation3dtexture;
2060 extern qboolean r_shadow_usingshadowmap2d;
2061 extern qboolean r_shadow_usingshadowmaportho;
2062 extern float r_shadow_shadowmap_texturescale[2];
2063 extern float r_shadow_shadowmap_parameters[4];
2064 extern qboolean r_shadow_shadowmapvsdct;
2065 extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
2066 extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
2067 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2068 extern matrix4x4_t r_shadow_shadowmapmatrix;
2069 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2070 extern int r_shadow_prepass_width;
2071 extern int r_shadow_prepass_height;
2072 extern rtexture_t *r_shadow_prepassgeometrydepthbuffer;
2073 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2074 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2075 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2076
2077 #define BLENDFUNC_ALLOWS_COLORMOD      1
2078 #define BLENDFUNC_ALLOWS_FOG           2
2079 #define BLENDFUNC_ALLOWS_FOG_HACK0     4
2080 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2081 #define BLENDFUNC_ALLOWS_ANYFOG        (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2082 static int R_BlendFuncFlags(int src, int dst)
2083 {
2084         int r = 0;
2085
2086         // a blendfunc allows colormod if:
2087         // a) it can never keep the destination pixel invariant, or
2088         // b) it can keep the destination pixel invariant, and still can do so if colormodded
2089         // this is to prevent unintended side effects from colormod
2090
2091         // a blendfunc allows fog if:
2092         // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2093         // this is to prevent unintended side effects from fog
2094
2095         // these checks are the output of fogeval.pl
2096
2097         r |= BLENDFUNC_ALLOWS_COLORMOD;
2098         if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2099         if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2100         if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2101         if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2102         if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2103         if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2104         if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2105         if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2106         if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2107         if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2108         if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2109         if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2110         if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2111         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2112         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2113         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2114         if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2115         if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2116         if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2117         if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2118         if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2119
2120         return r;
2121 }
2122
2123 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
2124 {
2125         // select a permutation of the lighting shader appropriate to this
2126         // combination of texture, entity, light source, and fogging, only use the
2127         // minimum features necessary to avoid wasting rendering time in the
2128         // fragment shader on features that are not being used
2129         unsigned int permutation = 0;
2130         unsigned int mode = 0;
2131         int blendfuncflags;
2132         static float dummy_colormod[3] = {1, 1, 1};
2133         float *colormod = rsurface.colormod;
2134         float m16f[16];
2135         matrix4x4_t tempmatrix;
2136         r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2137         if (r_trippy.integer && !notrippy)
2138                 permutation |= SHADERPERMUTATION_TRIPPY;
2139         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2140                 permutation |= SHADERPERMUTATION_ALPHAKILL;
2141         if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2142                 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2143         if (rsurfacepass == RSURFPASS_BACKGROUND)
2144         {
2145                 // distorted background
2146                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2147                 {
2148                         mode = SHADERMODE_WATER;
2149                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2150                                 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2151                         if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2152                         {
2153                                 // this is the right thing to do for wateralpha
2154                                 GL_BlendFunc(GL_ONE, GL_ZERO);
2155                                 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2156                         }
2157                         else
2158                         {
2159                                 // this is the right thing to do for entity alpha
2160                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2161                                 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2162                         }
2163                 }
2164                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2165                 {
2166                         mode = SHADERMODE_REFRACTION;
2167                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2168                                 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2169                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2170                         blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2171                 }
2172                 else
2173                 {
2174                         mode = SHADERMODE_GENERIC;
2175                         permutation |= SHADERPERMUTATION_DIFFUSE;
2176                         GL_BlendFunc(GL_ONE, GL_ZERO);
2177                         blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2178                 }
2179                 if (vid.allowalphatocoverage)
2180                         GL_AlphaToCoverage(false);
2181         }
2182         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2183         {
2184                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2185                 {
2186                         switch(rsurface.texture->offsetmapping)
2187                         {
2188                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2189                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2190                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2191                         case OFFSETMAPPING_OFF: break;
2192                         }
2193                 }
2194                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2195                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2196                 // normalmap (deferred prepass), may use alpha test on diffuse
2197                 mode = SHADERMODE_DEFERREDGEOMETRY;
2198                 GL_BlendFunc(GL_ONE, GL_ZERO);
2199                 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2200                 if (vid.allowalphatocoverage)
2201                         GL_AlphaToCoverage(false);
2202         }
2203         else if (rsurfacepass == RSURFPASS_RTLIGHT)
2204         {
2205                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2206                 {
2207                         switch(rsurface.texture->offsetmapping)
2208                         {
2209                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2210                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2211                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2212                         case OFFSETMAPPING_OFF: break;
2213                         }
2214                 }
2215                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2216                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2217                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2218                         permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2219                 // light source
2220                 mode = SHADERMODE_LIGHTSOURCE;
2221                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2222                         permutation |= SHADERPERMUTATION_CUBEFILTER;
2223                 if (diffusescale > 0)
2224                         permutation |= SHADERPERMUTATION_DIFFUSE;
2225                 if (specularscale > 0)
2226                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2227                 if (r_refdef.fogenabled)
2228                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2229                 if (rsurface.texture->colormapping)
2230                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2231                 if (r_shadow_usingshadowmap2d)
2232                 {
2233                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2234                         if(r_shadow_shadowmapvsdct)
2235                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2236
2237                         if (r_shadow_shadowmap2ddepthbuffer)
2238                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
2239                 }
2240                 if (rsurface.texture->reflectmasktexture)
2241                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2242                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2243                 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2244                 if (vid.allowalphatocoverage)
2245                         GL_AlphaToCoverage(false);
2246         }
2247         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2248         {
2249                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2250                 {
2251                         switch(rsurface.texture->offsetmapping)
2252                         {
2253                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2254                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2255                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2256                         case OFFSETMAPPING_OFF: break;
2257                         }
2258                 }
2259                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2260                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2261                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2262                         permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2263                 // unshaded geometry (fullbright or ambient model lighting)
2264                 mode = SHADERMODE_FLATCOLOR;
2265                 ambientscale = diffusescale = specularscale = 0;
2266                 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2267                         permutation |= SHADERPERMUTATION_GLOW;
2268                 if (r_refdef.fogenabled)
2269                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2270                 if (rsurface.texture->colormapping)
2271                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2272                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2273                 {
2274                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2275                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2276
2277                         if (r_shadow_shadowmap2ddepthbuffer)
2278                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
2279                 }
2280                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2281                         permutation |= SHADERPERMUTATION_REFLECTION;
2282                 if (rsurface.texture->reflectmasktexture)
2283                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2284                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2285                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2286                 // when using alphatocoverage, we don't need alphakill
2287                 if (vid.allowalphatocoverage)
2288                 {
2289                         if (r_transparent_alphatocoverage.integer)
2290                         {
2291                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2292                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2293                         }
2294                         else
2295                                 GL_AlphaToCoverage(false);
2296                 }
2297         }
2298         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2299         {
2300                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2301                 {
2302                         switch(rsurface.texture->offsetmapping)
2303                         {
2304                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2305                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2306                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2307                         case OFFSETMAPPING_OFF: break;
2308                         }
2309                 }
2310                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2311                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2312                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2313                         permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2314                 // directional model lighting
2315                 mode = SHADERMODE_LIGHTDIRECTION;
2316                 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2317                         permutation |= SHADERPERMUTATION_GLOW;
2318                 permutation |= SHADERPERMUTATION_DIFFUSE;
2319                 if (specularscale > 0)
2320                         permutation |= SHADERPERMUTATION_SPECULAR;
2321                 if (r_refdef.fogenabled)
2322                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2323                 if (rsurface.texture->colormapping)
2324                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2325                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2326                 {
2327                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2328                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2329
2330                         if (r_shadow_shadowmap2ddepthbuffer)
2331                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
2332                 }
2333                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2334                         permutation |= SHADERPERMUTATION_REFLECTION;
2335                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2336                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2337                 if (rsurface.texture->reflectmasktexture)
2338                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2339                 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2340                 {
2341                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
2342                         if (r_shadow_bouncegriddirectional)
2343                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2344                 }
2345                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2346                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2347                 // when using alphatocoverage, we don't need alphakill
2348                 if (vid.allowalphatocoverage)
2349                 {
2350                         if (r_transparent_alphatocoverage.integer)
2351                         {
2352                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2353                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2354                         }
2355                         else
2356                                 GL_AlphaToCoverage(false);
2357                 }
2358         }
2359         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2360         {
2361                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2362                 {
2363                         switch(rsurface.texture->offsetmapping)
2364                         {
2365                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2366                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2367                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2368                         case OFFSETMAPPING_OFF: break;
2369                         }
2370                 }
2371                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2372                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2373                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2374                         permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2375                 // ambient model lighting
2376                 mode = SHADERMODE_LIGHTDIRECTION;
2377                 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2378                         permutation |= SHADERPERMUTATION_GLOW;
2379                 if (r_refdef.fogenabled)
2380                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2381                 if (rsurface.texture->colormapping)
2382                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2383                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2384                 {
2385                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2386                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2387
2388                         if (r_shadow_shadowmap2ddepthbuffer)
2389                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
2390                 }
2391                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2392                         permutation |= SHADERPERMUTATION_REFLECTION;
2393                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2394                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2395                 if (rsurface.texture->reflectmasktexture)
2396                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2397                 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2398                 {
2399                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
2400                         if (r_shadow_bouncegriddirectional)
2401                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2402                 }
2403                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2404                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2405                 // when using alphatocoverage, we don't need alphakill
2406                 if (vid.allowalphatocoverage)
2407                 {
2408                         if (r_transparent_alphatocoverage.integer)
2409                         {
2410                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2411                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2412                         }
2413                         else
2414                                 GL_AlphaToCoverage(false);
2415                 }
2416         }
2417         else
2418         {
2419                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2420                 {
2421                         switch(rsurface.texture->offsetmapping)
2422                         {
2423                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2424                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2425                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2426                         case OFFSETMAPPING_OFF: break;
2427                         }
2428                 }
2429                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2430                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2431                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2432                         permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2433                 // lightmapped wall
2434                 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2435                         permutation |= SHADERPERMUTATION_GLOW;
2436                 if (r_refdef.fogenabled)
2437                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2438                 if (rsurface.texture->colormapping)
2439                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2440                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2441                 {
2442                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2443                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2444
2445                         if (r_shadow_shadowmap2ddepthbuffer)
2446                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
2447                 }
2448                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2449                         permutation |= SHADERPERMUTATION_REFLECTION;
2450                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2451                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2452                 if (rsurface.texture->reflectmasktexture)
2453                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2454                 if (FAKELIGHT_ENABLED)
2455                 {
2456                         // fake lightmapping (q1bsp, q3bsp, fullbright map)
2457                         mode = SHADERMODE_FAKELIGHT;
2458                         permutation |= SHADERPERMUTATION_DIFFUSE;
2459                         if (specularscale > 0)
2460                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2461                 }
2462                 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2463                 {
2464                         // deluxemapping (light direction texture)
2465                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2466                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2467                         else
2468                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2469                         permutation |= SHADERPERMUTATION_DIFFUSE;
2470                         if (specularscale > 0)
2471                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2472                 }
2473                 else if (r_glsl_deluxemapping.integer >= 2)
2474                 {
2475                         // fake deluxemapping (uniform light direction in tangentspace)
2476                         if (rsurface.uselightmaptexture)
2477                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2478                         else
2479                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2480                         permutation |= SHADERPERMUTATION_DIFFUSE;
2481                         if (specularscale > 0)
2482                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2483                 }
2484                 else if (rsurface.uselightmaptexture)
2485                 {
2486                         // ordinary lightmapping (q1bsp, q3bsp)
2487                         mode = SHADERMODE_LIGHTMAP;
2488                 }
2489                 else
2490                 {
2491                         // ordinary vertex coloring (q3bsp)
2492                         mode = SHADERMODE_VERTEXCOLOR;
2493                 }
2494                 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2495                 {
2496                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
2497                         if (r_shadow_bouncegriddirectional)
2498                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2499                 }
2500                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2501                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2502                 // when using alphatocoverage, we don't need alphakill
2503                 if (vid.allowalphatocoverage)
2504                 {
2505                         if (r_transparent_alphatocoverage.integer)
2506                         {
2507                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2508                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2509                         }
2510                         else
2511                                 GL_AlphaToCoverage(false);
2512                 }
2513         }
2514         if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2515                 colormod = dummy_colormod;
2516         if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2517                 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2518         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2519                 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2520         switch(vid.renderpath)
2521         {
2522         case RENDERPATH_D3D9:
2523 #ifdef SUPPORTD3D
2524                 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2525                 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2526                 R_SetupShader_SetPermutationHLSL(mode, permutation);
2527                 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2528                 if (mode == SHADERMODE_LIGHTSOURCE)
2529                 {
2530                         Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2531                         hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2532                 }
2533                 else
2534                 {
2535                         if (mode == SHADERMODE_LIGHTDIRECTION)
2536                         {
2537                                 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2538                         }
2539                 }
2540                 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2541                 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2542                 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2543                 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2544                 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2545
2546                 if (mode == SHADERMODE_LIGHTSOURCE)
2547                 {
2548                         hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2549                         hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2550                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2551                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2552                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2553
2554                         // additive passes are only darkened by fog, not tinted
2555                         hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2556                         hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2557                 }
2558                 else
2559                 {
2560                         if (mode == SHADERMODE_FLATCOLOR)
2561                         {
2562                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2563                         }
2564                         else if (mode == SHADERMODE_LIGHTDIRECTION)
2565                         {
2566                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
2567                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2568                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2569                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2570                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2571                                 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2572                                 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2573                         }
2574                         else
2575                         {
2576                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2577                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2578                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2579                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2580                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2581                         }
2582                         // additive passes are only darkened by fog, not tinted
2583                         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2584                                 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2585                         else
2586                                 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2587                         hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2588                         hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2589                         hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2590                         hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2591                         hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2592                         hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2593                         hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2594                         hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2595                         if (mode == SHADERMODE_WATER)
2596                                 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2597                 }
2598                 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2599                 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2600                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2601                 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2602                 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2603                 if (rsurface.texture->pantstexture)
2604                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2605                 else
2606                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2607                 if (rsurface.texture->shirttexture)
2608                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2609                 else
2610                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2611                 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2612                 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2613                 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2614                 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2615                 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2616                                 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2617                                 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2618                                 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2619                                 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2620                         );
2621                 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2622                 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2623                 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2624                 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2625
2626                 R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
2627                 R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
2628                 R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
2629                 R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
2630                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
2631                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
2632                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
2633                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
2634                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
2635                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
2636                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
2637                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2638                 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
2639                 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
2640                 R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2641                 R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2642                 if (rsurface.rtlight                                  ) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
2643                 if (rsurfacepass == RSURFPASS_BACKGROUND)
2644                 {
2645                         R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2646                         if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2647                         R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2648                 }
2649                 else
2650                 {
2651                         if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2652                 }
2653 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
2654                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
2655                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
2656                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2657                 {
2658                         R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2659                         if (rsurface.rtlight)
2660                         {
2661                                 if (permutation & SHADERPERMUTATION_CUBEFILTER        ) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
2662                                 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT    ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
2663                         }
2664                 }
2665 #endif
2666                 break;
2667         case RENDERPATH_D3D10:
2668                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2669                 break;
2670         case RENDERPATH_D3D11:
2671                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2672                 break;
2673         case RENDERPATH_GL20:
2674         case RENDERPATH_GLES2:
2675                 if (!vid.useinterleavedarrays)
2676                 {
2677                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2678                         R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2679                         R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2680                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2681                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2682                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2683                         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2684                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2685                 }
2686                 else
2687                 {
2688                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2689                         R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2690                 }
2691                 R_SetupShader_SetPermutationGLSL(mode, permutation);
2692                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2693                 if (mode == SHADERMODE_LIGHTSOURCE)
2694                 {
2695                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2696                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2697                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2698                         if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2699                         if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2700                         if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2701         
2702                         // additive passes are only darkened by fog, not tinted
2703                         if (r_glsl_permutation->loc_FogColor >= 0)
2704                                 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2705                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2706                 }
2707                 else
2708                 {
2709                         if (mode == SHADERMODE_FLATCOLOR)
2710                         {
2711                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2712                         }
2713                         else if (mode == SHADERMODE_LIGHTDIRECTION)
2714                         {
2715                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2716                                 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2717                                 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2718                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2719                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2720                                 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2721                                 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2722                         }
2723                         else
2724                         {
2725                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2726                                 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2727                                 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2728                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2729                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2730                         }
2731                         // additive passes are only darkened by fog, not tinted
2732                         if (r_glsl_permutation->loc_FogColor >= 0)
2733                         {
2734                                 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2735                                         qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2736                                 else
2737                                         qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2738                         }
2739                         if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2740                         if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2741                         if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2742                         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2743                         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2744                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2745                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2746                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2747                         if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2748                 }
2749                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2750                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2751                 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2752                 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2753                 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2754
2755                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2756                 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2757                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2758                 if (r_glsl_permutation->loc_Color_Pants >= 0)
2759                 {
2760                         if (rsurface.texture->pantstexture)
2761                                 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2762                         else
2763                                 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2764                 }
2765                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2766                 {
2767                         if (rsurface.texture->shirttexture)
2768                                 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2769                         else
2770                                 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2771                 }
2772                 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4f(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2773                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2774                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2775                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2776                 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2777                                 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2778                                 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2779                                 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2780                                 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2781                         );
2782                 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2783                 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2784                 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2785                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2786                 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegridmatrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2787                 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2788
2789                 if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First            , r_texture_white                                     );
2790                 if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second           , r_texture_white                                     );
2791                 if (r_glsl_permutation->tex_Texture_GammaRamps      >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps       , r_texture_gammaramps                                );
2792                 if (r_glsl_permutation->tex_Texture_Normal          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal           , rsurface.texture->nmaptexture                       );
2793                 if (r_glsl_permutation->tex_Texture_Color           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color            , rsurface.texture->basetexture                       );
2794                 if (r_glsl_permutation->tex_Texture_Gloss           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss            , rsurface.texture->glosstexture                      );
2795                 if (r_glsl_permutation->tex_Texture_Glow            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow             , rsurface.texture->glowtexture                       );
2796                 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal  , rsurface.texture->backgroundnmaptexture             );
2797                 if (r_glsl_permutation->tex_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor   , rsurface.texture->backgroundbasetexture             );
2798                 if (r_glsl_permutation->tex_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss   , rsurface.texture->backgroundglosstexture            );
2799                 if (r_glsl_permutation->tex_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow    , rsurface.texture->backgroundglowtexture             );
2800                 if (r_glsl_permutation->tex_Texture_Pants           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants            , rsurface.texture->pantstexture                      );
2801                 if (r_glsl_permutation->tex_Texture_Shirt           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt            , rsurface.texture->shirttexture                      );
2802                 if (r_glsl_permutation->tex_Texture_ReflectMask     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask      , rsurface.texture->reflectmasktexture                );
2803                 if (r_glsl_permutation->tex_Texture_ReflectCube     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube      , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2804                 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture                          );
2805                 if (r_glsl_permutation->tex_Texture_FogMask         >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask          , r_texture_fogattenuation                            );
2806                 if (r_glsl_permutation->tex_Texture_Lightmap        >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap         , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2807                 if (r_glsl_permutation->tex_Texture_Deluxemap       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap        , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2808                 if (r_glsl_permutation->tex_Texture_Attenuation     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation      , r_shadow_attenuationgradienttexture                 );
2809                 if (rsurfacepass == RSURFPASS_BACKGROUND)
2810                 {
2811                         if (r_glsl_permutation->tex_Texture_Refraction  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2812                         if (r_glsl_permutation->tex_Texture_First       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2813                         if (r_glsl_permutation->tex_Texture_Reflection  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2814                 }
2815                 else
2816                 {
2817                         if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2818                 }
2819                 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap   , r_shadow_prepassgeometrynormalmaptexture            );
2820                 if (r_glsl_permutation->tex_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse     , r_shadow_prepasslightingdiffusetexture              );
2821                 if (r_glsl_permutation->tex_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular    , r_shadow_prepasslightingspeculartexture             );
2822                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2823                 {
2824                         if (r_glsl_permutation->tex_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture                           );
2825                         if (rsurface.rtlight)
2826                         {
2827                                 if (r_glsl_permutation->tex_Texture_Cube            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube              , rsurface.rtlight->currentcubemap                    );
2828                                 if (r_glsl_permutation->tex_Texture_CubeProjection  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection    , r_shadow_shadowmapvsdcttexture                      );
2829                         }
2830                 }
2831                 if (r_glsl_permutation->tex_Texture_BounceGrid  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2832                 CHECKGLERROR
2833                 break;
2834         case RENDERPATH_GL11:
2835         case RENDERPATH_GL13:
2836         case RENDERPATH_GLES1:
2837                 break;
2838         case RENDERPATH_SOFT:
2839                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2840                 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2841                 R_SetupShader_SetPermutationSoft(mode, permutation);
2842                 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2843                 if (mode == SHADERMODE_LIGHTSOURCE)
2844                 {
2845                         {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2846                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2847                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2848                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2849                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2850                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2851         
2852                         // additive passes are only darkened by fog, not tinted
2853                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2854                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2855                 }
2856                 else
2857                 {
2858                         if (mode == SHADERMODE_FLATCOLOR)
2859                         {
2860                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2861                         }
2862                         else if (mode == SHADERMODE_LIGHTDIRECTION)
2863                         {
2864                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2865                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2866                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2867                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2868                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2869                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2870                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2871                         }
2872                         else
2873                         {
2874                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2875                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2876                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2877                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2878                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2879                         }
2880                         // additive passes are only darkened by fog, not tinted
2881                         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2882                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2883                         else
2884                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2885                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2886                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2887                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2888                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2889                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2890                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2891                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2892                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2893                         DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2894                 }
2895                 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2896                 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2897                 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2898                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2899                 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2900
2901                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2902                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2903                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2904                 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2905                 {
2906                         if (rsurface.texture->pantstexture)
2907                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2908                         else
2909                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2910                 }
2911                 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2912                 {
2913                         if (rsurface.texture->shirttexture)
2914                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2915                         else
2916                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2917                 }
2918                 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2919                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2920                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2921                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2922                 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2923                                 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2924                                 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2925                                 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2926                                 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2927                         );
2928                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2929                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
2930                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2931                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2932
2933                 R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
2934                 R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
2935                 R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
2936                 R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
2937                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
2938                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
2939                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
2940                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
2941                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
2942                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
2943                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
2944                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2945                 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
2946                 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
2947                 R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2948                 R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2949                 if (rsurface.rtlight                                  ) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
2950                 if (rsurfacepass == RSURFPASS_BACKGROUND)
2951                 {
2952                         R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2953                         if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2954                         R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2955                 }
2956                 else
2957                 {
2958                         if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2959                 }
2960 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
2961                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
2962                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
2963                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2964                 {
2965                         R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2966                         if (rsurface.rtlight)
2967                         {
2968                                 if (permutation & SHADERPERMUTATION_CUBEFILTER        ) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
2969                                 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT    ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
2970                         }
2971                 }
2972                 break;
2973         }
2974 }
2975
2976 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2977 {
2978         // select a permutation of the lighting shader appropriate to this
2979         // combination of texture, entity, light source, and fogging, only use the
2980         // minimum features necessary to avoid wasting rendering time in the
2981         // fragment shader on features that are not being used
2982         unsigned int permutation = 0;
2983         unsigned int mode = 0;
2984         const float *lightcolorbase = rtlight->currentcolor;
2985         float ambientscale = rtlight->ambientscale;
2986         float diffusescale = rtlight->diffusescale;
2987         float specularscale = rtlight->specularscale;
2988         // this is the location of the light in view space
2989         vec3_t viewlightorigin;
2990         // this transforms from view space (camera) to light space (cubemap)
2991         matrix4x4_t viewtolight;
2992         matrix4x4_t lighttoview;
2993         float viewtolight16f[16];
2994         // light source
2995         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2996         if (rtlight->currentcubemap != r_texture_whitecube)
2997                 permutation |= SHADERPERMUTATION_CUBEFILTER;
2998         if (diffusescale > 0)
2999                 permutation |= SHADERPERMUTATION_DIFFUSE;
3000         if (specularscale > 0 && r_shadow_gloss.integer > 0)
3001                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
3002         if (r_shadow_usingshadowmap2d)
3003         {
3004                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3005                 if (r_shadow_shadowmapvsdct)
3006                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3007
3008                 if (r_shadow_shadowmap2ddepthbuffer)
3009                         permutation |= SHADERPERMUTATION_DEPTHRGB;
3010         }
3011         if (vid.allowalphatocoverage)
3012                 GL_AlphaToCoverage(false);
3013         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3014         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3015         Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3016         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3017         switch(vid.renderpath)
3018         {
3019         case RENDERPATH_D3D9:
3020 #ifdef SUPPORTD3D
3021                 R_SetupShader_SetPermutationHLSL(mode, permutation);
3022                 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3023                 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3024                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3025                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3026                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3027                 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3028                 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3029                 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3030                 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3031                 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3032
3033                 R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
3034                 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
3035                 R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
3036                 R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2ddepthtexture                    );
3037                 R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
3038 #endif
3039                 break;
3040         case RENDERPATH_D3D10:
3041                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3042                 break;
3043         case RENDERPATH_D3D11:
3044                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3045                 break;
3046         case RENDERPATH_GL20:
3047         case RENDERPATH_GLES2:
3048                 R_SetupShader_SetPermutationGLSL(mode, permutation);
3049                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3f(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3050                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
3051                 if (r_glsl_permutation->loc_DeferredColor_Ambient     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3052                 if (r_glsl_permutation->loc_DeferredColor_Diffuse     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3053                 if (r_glsl_permutation->loc_DeferredColor_Specular    >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Specular   , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3054                 if (r_glsl_permutation->loc_ShadowMap_TextureScale    >= 0) qglUniform2f(       r_glsl_permutation->loc_ShadowMap_TextureScale   , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3055                 if (r_glsl_permutation->loc_ShadowMap_Parameters      >= 0) qglUniform4f(       r_glsl_permutation->loc_ShadowMap_Parameters     , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3056                 if (r_glsl_permutation->loc_SpecularPower             >= 0) qglUniform1f(       r_glsl_permutation->loc_SpecularPower            , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3057                 if (r_glsl_permutation->loc_ScreenToDepth             >= 0) qglUniform2f(       r_glsl_permutation->loc_ScreenToDepth            , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3058                 if (r_glsl_permutation->loc_PixelToScreenTexCoord     >= 0) qglUniform2f(       r_glsl_permutation->loc_PixelToScreenTexCoord    , 1.0f/vid.width, 1.0f/vid.height);
3059
3060                 if (r_glsl_permutation->tex_Texture_Attenuation       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation        , r_shadow_attenuationgradienttexture                 );
3061                 if (r_glsl_permutation->tex_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap    , r_shadow_prepassgeometrynormalmaptexture            );
3062                 if (r_glsl_permutation->tex_Texture_Cube              >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube               , rsurface.rtlight->currentcubemap                    );
3063                 if (r_glsl_permutation->tex_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D        , r_shadow_shadowmap2ddepthtexture                    );
3064                 if (r_glsl_permutation->tex_Texture_CubeProjection    >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection     , r_shadow_shadowmapvsdcttexture                      );
3065                 break;
3066         case RENDERPATH_GL11:
3067         case RENDERPATH_GL13:
3068         case RENDERPATH_GLES1:
3069                 break;
3070         case RENDERPATH_SOFT:
3071                 R_SetupShader_SetPermutationGLSL(mode, permutation);
3072                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3073                 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1            , 1, false, viewtolight16f);
3074                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3075                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3076                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Specular   , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3077                 DPSOFTRAST_Uniform2f(       DPSOFTRAST_UNIFORM_ShadowMap_TextureScale   , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3078                 DPSOFTRAST_Uniform4f(       DPSOFTRAST_UNIFORM_ShadowMap_Parameters     , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3079                 DPSOFTRAST_Uniform1f(       DPSOFTRAST_UNIFORM_SpecularPower            , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3080                 DPSOFTRAST_Uniform2f(       DPSOFTRAST_UNIFORM_ScreenToDepth            , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3081                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3082
3083                 R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
3084                 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
3085                 R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
3086                 R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2ddepthtexture                    );
3087                 R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
3088                 break;
3089         }
3090 }
3091
3092 #define SKINFRAME_HASH 1024
3093
3094 typedef struct
3095 {
3096         int loadsequence; // incremented each level change
3097         memexpandablearray_t array;
3098         skinframe_t *hash[SKINFRAME_HASH];
3099 }
3100 r_skinframe_t;
3101 r_skinframe_t r_skinframe;
3102
3103 void R_SkinFrame_PrepareForPurge(void)
3104 {
3105         r_skinframe.loadsequence++;
3106         // wrap it without hitting zero
3107         if (r_skinframe.loadsequence >= 200)
3108                 r_skinframe.loadsequence = 1;
3109 }
3110
3111 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3112 {
3113         if (!skinframe)
3114                 return;
3115         // mark the skinframe as used for the purging code
3116         skinframe->loadsequence = r_skinframe.loadsequence;
3117 }
3118
3119 void R_SkinFrame_Purge(void)
3120 {
3121         int i;
3122         skinframe_t *s;
3123         for (i = 0;i < SKINFRAME_HASH;i++)
3124         {
3125                 for (s = r_skinframe.hash[i];s;s = s->next)
3126                 {
3127                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3128                         {
3129                                 if (s->merged == s->base)
3130                                         s->merged = NULL;
3131                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3132                                 R_PurgeTexture(s->stain );s->stain  = NULL;
3133                                 R_PurgeTexture(s->merged);s->merged = NULL;
3134                                 R_PurgeTexture(s->base  );s->base   = NULL;
3135                                 R_PurgeTexture(s->pants );s->pants  = NULL;
3136                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
3137                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
3138                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
3139                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
3140                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
3141                                 R_PurgeTexture(s->reflect);s->reflect = NULL;
3142                                 s->loadsequence = 0;
3143                         }
3144                 }
3145         }
3146 }
3147
3148 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3149         skinframe_t *item;
3150         char basename[MAX_QPATH];
3151
3152         Image_StripImageExtension(name, basename, sizeof(basename));
3153
3154         if( last == NULL ) {
3155                 int hashindex;
3156                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3157                 item = r_skinframe.hash[hashindex];
3158         } else {
3159                 item = last->next;
3160         }
3161
3162         // linearly search through the hash bucket
3163         for( ; item ; item = item->next ) {
3164                 if( !strcmp( item->basename, basename ) ) {
3165                         return item;
3166                 }
3167         }
3168         return NULL;
3169 }
3170
3171 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3172 {
3173         skinframe_t *item;
3174         int hashindex;
3175         char basename[MAX_QPATH];
3176
3177         Image_StripImageExtension(name, basename, sizeof(basename));
3178
3179         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3180         for (item = r_skinframe.hash[hashindex];item;item = item->next)
3181                 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3182                         break;
3183
3184         if (!item) {
3185                 rtexture_t *dyntexture;
3186                 // check whether its a dynamic texture
3187                 dyntexture = CL_GetDynTexture( basename );
3188                 if (!add && !dyntexture)
3189                         return NULL;
3190                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3191                 memset(item, 0, sizeof(*item));
3192                 strlcpy(item->basename, basename, sizeof(item->basename));
3193                 item->base = dyntexture; // either NULL or dyntexture handle
3194                 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3195                 item->comparewidth = comparewidth;
3196                 item->compareheight = compareheight;
3197                 item->comparecrc = comparecrc;
3198                 item->next = r_skinframe.hash[hashindex];
3199                 r_skinframe.hash[hashindex] = item;
3200         }
3201         else if (textureflags & TEXF_FORCE_RELOAD)
3202         {
3203                 rtexture_t *dyntexture;
3204                 // check whether its a dynamic texture
3205                 dyntexture = CL_GetDynTexture( basename );
3206                 if (!add && !dyntexture)
3207                         return NULL;
3208                 if (item->merged == item->base)
3209                         item->merged = NULL;
3210                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3211                 R_PurgeTexture(item->stain );item->stain  = NULL;
3212                 R_PurgeTexture(item->merged);item->merged = NULL;
3213                 R_PurgeTexture(item->base  );item->base   = NULL;
3214                 R_PurgeTexture(item->pants );item->pants  = NULL;
3215                 R_PurgeTexture(item->shirt );item->shirt  = NULL;
3216                 R_PurgeTexture(item->nmap  );item->nmap   = NULL;
3217                 R_PurgeTexture(item->gloss );item->gloss  = NULL;
3218                 R_PurgeTexture(item->glow  );item->glow   = NULL;
3219                 R_PurgeTexture(item->fog   );item->fog    = NULL;
3220         R_PurgeTexture(item->reflect);item->reflect = NULL;
3221                 item->loadsequence = 0;
3222         }
3223         else if( item->base == NULL )
3224         {
3225                 rtexture_t *dyntexture;
3226                 // check whether its a dynamic texture
3227                 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
3228                 dyntexture = CL_GetDynTexture( basename );
3229                 item->base = dyntexture; // either NULL or dyntexture handle
3230         }
3231
3232         R_SkinFrame_MarkUsed(item);
3233         return item;
3234 }
3235
3236 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3237         { \
3238                 unsigned long long avgcolor[5], wsum; \
3239                 int pix, comp, w; \
3240                 avgcolor[0] = 0; \
3241                 avgcolor[1] = 0; \
3242                 avgcolor[2] = 0; \
3243                 avgcolor[3] = 0; \
3244                 avgcolor[4] = 0; \
3245                 wsum = 0; \
3246                 for(pix = 0; pix < cnt; ++pix) \
3247                 { \
3248                         w = 0; \
3249                         for(comp = 0; comp < 3; ++comp) \
3250                                 w += getpixel; \
3251                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3252                         { \
3253                                 ++wsum; \
3254                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3255                                 w = getpixel; \
3256                                 for(comp = 0; comp < 3; ++comp) \
3257                                         avgcolor[comp] += getpixel * w; \
3258                                 avgcolor[3] += w; \
3259                         } \
3260                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3261                         avgcolor[4] += getpixel; \
3262                 } \
3263                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3264                         avgcolor[3] = 1; \
3265                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3266                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3267                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3268                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3269         }
3270
3271 extern cvar_t gl_picmip;
3272 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3273 {
3274         int j;
3275         unsigned char *pixels;
3276         unsigned char *bumppixels;
3277         unsigned char *basepixels = NULL;
3278         int basepixels_width = 0;
3279         int basepixels_height = 0;
3280         skinframe_t *skinframe;
3281         rtexture_t *ddsbase = NULL;
3282         qboolean ddshasalpha = false;
3283         float ddsavgcolor[4];
3284         char basename[MAX_QPATH];
3285         int miplevel = R_PicmipForFlags(textureflags);
3286         int savemiplevel = miplevel;
3287         int mymiplevel;
3288         char vabuf[1024];
3289
3290         if (cls.state == ca_dedicated)
3291                 return NULL;
3292
3293         // return an existing skinframe if already loaded
3294         // if loading of the first image fails, don't make a new skinframe as it
3295         // would cause all future lookups of this to be missing
3296         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3297         if (skinframe && skinframe->base)
3298                 return skinframe;
3299
3300         Image_StripImageExtension(name, basename, sizeof(basename));
3301
3302         // check for DDS texture file first
3303         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
3304         {
3305                 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3306                 if (basepixels == NULL)
3307                         return NULL;
3308         }
3309
3310         // FIXME handle miplevel
3311
3312         if (developer_loading.integer)
3313                 Con_Printf("loading skin \"%s\"\n", name);
3314
3315         // we've got some pixels to store, so really allocate this new texture now
3316         if (!skinframe)
3317                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3318         textureflags &= ~TEXF_FORCE_RELOAD;
3319         skinframe->stain = NULL;
3320         skinframe->merged = NULL;
3321         skinframe->base = NULL;
3322         skinframe->pants = NULL;
3323         skinframe->shirt = NULL;
3324         skinframe->nmap = NULL;
3325         skinframe->gloss = NULL;
3326         skinframe->glow = NULL;
3327         skinframe->fog = NULL;
3328         skinframe->reflect = NULL;
3329         skinframe->hasalpha = false;
3330
3331         if (ddsbase)
3332         {
3333                 skinframe->base = ddsbase;
3334                 skinframe->hasalpha = ddshasalpha;
3335                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3336                 if (r_loadfog && skinframe->hasalpha)
3337                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
3338                 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3339         }
3340         else
3341         {
3342                 basepixels_width = image_width;
3343                 basepixels_height = image_height;
3344                 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3345                 if (textureflags & TEXF_ALPHA)
3346                 {
3347                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3348                         {
3349                                 if (basepixels[j] < 255)
3350                                 {
3351                                         skinframe->hasalpha = true;
3352                                         break;
3353                                 }
3354                         }
3355                         if (r_loadfog && skinframe->hasalpha)
3356                         {
3357                                 // has transparent pixels
3358                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3359                                 for (j = 0;j < image_width * image_height * 4;j += 4)
3360                                 {
3361                                         pixels[j+0] = 255;
3362                                         pixels[j+1] = 255;
3363                                         pixels[j+2] = 255;
3364                                         pixels[j+3] = basepixels[j+3];
3365                                 }
3366                                 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3367                                 Mem_Free(pixels);
3368                         }
3369                 }
3370                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3371 #ifndef USE_GLES2
3372                 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3373                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3374                         R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3375                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3376                         R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3377 #endif
3378         }
3379
3380         if (r_loaddds)
3381         {
3382                 mymiplevel = savemiplevel;
3383                 if (r_loadnormalmap)
3384                         skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
3385                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3386                 if (r_loadgloss)
3387                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3388                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3389                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3390                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3391         }
3392
3393         // _norm is the name used by tenebrae and has been adopted as standard
3394         if (r_loadnormalmap && skinframe->nmap == NULL)
3395         {
3396                 mymiplevel = savemiplevel;
3397                 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3398                 {
3399                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3400                         Mem_Free(pixels);
3401                         pixels = NULL;
3402                 }
3403                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3404                 {
3405                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3406                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3407                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3408                         Mem_Free(pixels);
3409                         Mem_Free(bumppixels);
3410                 }
3411                 else if (r_shadow_bumpscale_basetexture.value > 0)
3412                 {
3413                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3414                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3415                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3416                         Mem_Free(pixels);
3417                 }
3418 #ifndef USE_GLES2
3419                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3420                         R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3421 #endif
3422         }
3423
3424         // _luma is supported only for tenebrae compatibility
3425         // _glow is the preferred name
3426         mymiplevel = savemiplevel;
3427         if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow",  skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
3428         {
3429                 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3430 #ifndef USE_GLES2
3431                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3432                         R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3433 #endif
3434                 Mem_Free(pixels);pixels = NULL;
3435         }
3436
3437         mymiplevel = savemiplevel;
3438         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3439         {
3440                 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3441 #ifndef USE_GLES2
3442                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3443                         R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3444 #endif
3445                 Mem_Free(pixels);
3446                 pixels = NULL;
3447         }
3448
3449         mymiplevel = savemiplevel;
3450         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3451         {
3452                 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3453 #ifndef USE_GLES2
3454                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3455                         R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3456 #endif
3457                 Mem_Free(pixels);
3458                 pixels = NULL;
3459         }
3460
3461         mymiplevel = savemiplevel;
3462         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3463         {
3464                 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3465 #ifndef USE_GLES2
3466                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3467                         R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3468 #endif
3469                 Mem_Free(pixels);
3470                 pixels = NULL;
3471         }
3472
3473         mymiplevel = savemiplevel;
3474         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3475         {
3476                 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3477 #ifndef USE_GLES2
3478                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3479                         R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3480 #endif
3481                 Mem_Free(pixels);
3482                 pixels = NULL;
3483         }
3484
3485         if (basepixels)
3486                 Mem_Free(basepixels);
3487
3488         return skinframe;
3489 }
3490
3491 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3492 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3493 {
3494         int i;
3495         unsigned char *temp1, *temp2;
3496         skinframe_t *skinframe;
3497         char vabuf[1024];
3498
3499         if (cls.state == ca_dedicated)
3500                 return NULL;
3501
3502         // if already loaded just return it, otherwise make a new skinframe
3503         skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3504         if (skinframe && skinframe->base)
3505                 return skinframe;
3506         textureflags &= ~TEXF_FORCE_RELOAD;
3507
3508         skinframe->stain = NULL;
3509         skinframe->merged = NULL;
3510         skinframe->base = NULL;
3511         skinframe->pants = NULL;
3512         skinframe->shirt = NULL;
3513         skinframe->nmap = NULL;
3514         skinframe->gloss = NULL;
3515         skinframe->glow = NULL;
3516         skinframe->fog = NULL;
3517         skinframe->reflect = NULL;
3518         skinframe->hasalpha = false;
3519
3520         // if no data was provided, then clearly the caller wanted to get a blank skinframe
3521         if (!skindata)
3522                 return NULL;
3523
3524         if (developer_loading.integer)
3525                 Con_Printf("loading 32bit skin \"%s\"\n", name);
3526
3527         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3528         {
3529                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3530                 temp2 = temp1 + width * height * 4;
3531                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3532                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3533                 Mem_Free(temp1);
3534         }
3535         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3536         if (textureflags & TEXF_ALPHA)
3537         {
3538                 for (i = 3;i < width * height * 4;i += 4)
3539                 {
3540                         if (skindata[i] < 255)
3541                         {
3542                                 skinframe->hasalpha = true;
3543                                 break;
3544                         }
3545                 }
3546                 if (r_loadfog && skinframe->hasalpha)
3547                 {
3548                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3549                         memcpy(fogpixels, skindata, width * height * 4);
3550                         for (i = 0;i < width * height * 4;i += 4)
3551                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3552                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3553                         Mem_Free(fogpixels);
3554                 }
3555         }
3556
3557         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3558         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3559
3560         return skinframe;
3561 }
3562
3563 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3564 {
3565         int i;
3566         int featuresmask;
3567         skinframe_t *skinframe;
3568
3569         if (cls.state == ca_dedicated)
3570                 return NULL;
3571
3572         // if already loaded just return it, otherwise make a new skinframe
3573         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3574         if (skinframe && skinframe->base)
3575                 return skinframe;
3576         textureflags &= ~TEXF_FORCE_RELOAD;
3577
3578         skinframe->stain = NULL;
3579         skinframe->merged = NULL;
3580         skinframe->base = NULL;
3581         skinframe->pants = NULL;
3582         skinframe->shirt = NULL;
3583         skinframe->nmap = NULL;
3584         skinframe->gloss = NULL;
3585         skinframe->glow = NULL;
3586         skinframe->fog = NULL;
3587         skinframe->reflect = NULL;
3588         skinframe->hasalpha = false;
3589
3590         // if no data was provided, then clearly the caller wanted to get a blank skinframe
3591         if (!skindata)
3592                 return NULL;
3593
3594         if (developer_loading.integer)
3595                 Con_Printf("loading quake skin \"%s\"\n", name);
3596
3597         // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
3598         skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3599         memcpy(skinframe->qpixels, skindata, width*height);
3600         skinframe->qwidth = width;
3601         skinframe->qheight = height;
3602
3603         featuresmask = 0;
3604         for (i = 0;i < width * height;i++)
3605                 featuresmask |= palette_featureflags[skindata[i]];
3606
3607         skinframe->hasalpha = false;
3608         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3609         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3610         skinframe->qgeneratemerged = true;
3611         skinframe->qgeneratebase = skinframe->qhascolormapping;
3612         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3613
3614         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3615         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3616
3617         return skinframe;
3618 }
3619
3620 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3621 {
3622         int width;
3623         int height;
3624         unsigned char *skindata;
3625         char vabuf[1024];
3626
3627         if (!skinframe->qpixels)
3628                 return;
3629
3630         if (!skinframe->qhascolormapping)
3631                 colormapped = false;
3632
3633         if (colormapped)
3634         {
3635                 if (!skinframe->qgeneratebase)
3636                         return;
3637         }
3638         else
3639         {
3640                 if (!skinframe->qgeneratemerged)
3641                         return;
3642         }
3643
3644         width = skinframe->qwidth;
3645         height = skinframe->qheight;
3646         skindata = skinframe->qpixels;
3647
3648         if (skinframe->qgeneratenmap)
3649         {
3650                 unsigned char *temp1, *temp2;
3651                 skinframe->qgeneratenmap = false;
3652                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3653                 temp2 = temp1 + width * height * 4;
3654                 // use either a custom palette or the quake palette
3655                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3656                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3657                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3658                 Mem_Free(temp1);
3659         }
3660
3661         if (skinframe->qgenerateglow)
3662         {
3663                 skinframe->qgenerateglow = false;
3664                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
3665         }
3666
3667         if (colormapped)
3668         {
3669                 skinframe->qgeneratebase = false;
3670                 skinframe->base  = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
3671                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
3672                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
3673         }
3674         else
3675         {
3676                 skinframe->qgeneratemerged = false;
3677                 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
3678         }
3679
3680         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3681         {
3682                 Mem_Free(skinframe->qpixels);
3683                 skinframe->qpixels = NULL;
3684         }
3685 }
3686
3687 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
3688 {
3689         int i;
3690         skinframe_t *skinframe;
3691         char vabuf[1024];
3692
3693         if (cls.state == ca_dedicated)
3694                 return NULL;
3695
3696         // if already loaded just return it, otherwise make a new skinframe
3697         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3698         if (skinframe && skinframe->base)
3699                 return skinframe;
3700         textureflags &= ~TEXF_FORCE_RELOAD;
3701
3702         skinframe->stain = NULL;
3703         skinframe->merged = NULL;
3704         skinframe->base = NULL;
3705         skinframe->pants = NULL;
3706         skinframe->shirt = NULL;
3707         skinframe->nmap = NULL;
3708         skinframe->gloss = NULL;
3709         skinframe->glow = NULL;
3710         skinframe->fog = NULL;
3711         skinframe->reflect = NULL;
3712         skinframe->hasalpha = false;
3713
3714         // if no data was provided, then clearly the caller wanted to get a blank skinframe
3715         if (!skindata)
3716                 return NULL;
3717
3718         if (developer_loading.integer)
3719                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3720
3721         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3722         if (textureflags & TEXF_ALPHA)
3723         {
3724                 for (i = 0;i < width * height;i++)
3725                 {
3726                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3727                         {
3728                                 skinframe->hasalpha = true;
3729                                 break;
3730                         }
3731                 }
3732                 if (r_loadfog && skinframe->hasalpha)
3733                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3734         }
3735
3736         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3737         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3738
3739         return skinframe;
3740 }
3741
3742 skinframe_t *R_SkinFrame_LoadMissing(void)
3743 {
3744         skinframe_t *skinframe;
3745
3746         if (cls.state == ca_dedicated)
3747                 return NULL;
3748
3749         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3750         skinframe->stain = NULL;
3751         skinframe->merged = NULL;
3752         skinframe->base = NULL;
3753         skinframe->pants = NULL;
3754         skinframe->shirt = NULL;
3755         skinframe->nmap = NULL;
3756         skinframe->gloss = NULL;
3757         skinframe->glow = NULL;
3758         skinframe->fog = NULL;
3759         skinframe->reflect = NULL;
3760         skinframe->hasalpha = false;
3761
3762         skinframe->avgcolor[0] = rand() / RAND_MAX;
3763         skinframe->avgcolor[1] = rand() / RAND_MAX;
3764         skinframe->avgcolor[2] = rand() / RAND_MAX;
3765         skinframe->avgcolor[3] = 1;
3766
3767         return skinframe;
3768 }
3769
3770 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3771 typedef struct suffixinfo_s
3772 {
3773         const char *suffix;
3774         qboolean flipx, flipy, flipdiagonal;
3775 }
3776 suffixinfo_t;
3777 static suffixinfo_t suffix[3][6] =
3778 {
3779         {
3780                 {"px",   false, false, false},
3781                 {"nx",   false, false, false},
3782                 {"py",   false, false, false},
3783                 {"ny",   false, false, false},
3784                 {"pz",   false, false, false},
3785                 {"nz",   false, false, false}
3786         },
3787         {
3788                 {"posx", false, false, false},
3789                 {"negx", false, false, false},
3790                 {"posy", false, false, false},
3791                 {"negy", false, false, false},
3792                 {"posz", false, false, false},
3793                 {"negz", false, false, false}
3794         },
3795         {
3796                 {"rt",    true, false,  true},
3797                 {"lf",   false,  true,  true},
3798                 {"ft",    true,  true, false},
3799                 {"bk",   false, false, false},
3800                 {"up",    true, false,  true},
3801                 {"dn",    true, false,  true}
3802         }
3803 };
3804
3805 static int componentorder[4] = {0, 1, 2, 3};
3806
3807 static rtexture_t *R_LoadCubemap(const char *basename)
3808 {
3809         int i, j, cubemapsize;
3810         unsigned char *cubemappixels, *image_buffer;
3811         rtexture_t *cubemaptexture;
3812         char name[256];
3813         // must start 0 so the first loadimagepixels has no requested width/height
3814         cubemapsize = 0;
3815         cubemappixels = NULL;
3816         cubemaptexture = NULL;
3817         // keep trying different suffix groups (posx, px, rt) until one loads
3818         for (j = 0;j < 3 && !cubemappixels;j++)
3819         {
3820                 // load the 6 images in the suffix group
3821                 for (i = 0;i < 6;i++)
3822                 {
3823                         // generate an image name based on the base and and suffix
3824                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3825                         // load it
3826                         if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3827                         {
3828                                 // an image loaded, make sure width and height are equal
3829                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3830                                 {
3831                                         // if this is the first image to load successfully, allocate the cubemap memory
3832                                         if (!cubemappixels && image_width >= 1)
3833                                         {
3834                                                 cubemapsize = image_width;
3835                                                 // note this clears to black, so unavailable sides are black
3836                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3837                                         }
3838                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3839                                         if (cubemappixels)
3840                                                 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
3841                                 }
3842                                 else
3843                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3844                                 // free the image
3845                                 Mem_Free(image_buffer);
3846                         }
3847                 }
3848         }
3849         // if a cubemap loaded, upload it
3850         if (cubemappixels)
3851         {
3852                 if (developer_loading.integer)
3853                         Con_Printf("loading cubemap \"%s\"\n", basename);
3854
3855                 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
3856                 Mem_Free(cubemappixels);
3857         }
3858         else
3859         {
3860                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3861                 if (developer_loading.integer)
3862                 {
3863                         Con_Printf("(tried tried images ");
3864                         for (j = 0;j < 3;j++)
3865                                 for (i = 0;i < 6;i++)
3866                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3867                         Con_Print(" and was unable to find any of them).\n");
3868                 }
3869         }
3870         return cubemaptexture;
3871 }
3872
3873 rtexture_t *R_GetCubemap(const char *basename)
3874 {
3875         int i;
3876         for (i = 0;i < r_texture_numcubemaps;i++)
3877                 if (r_texture_cubemaps[i] != NULL)
3878                         if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3879                                 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3880         if (i >= MAX_CUBEMAPS || !r_main_mempool)
3881                 return r_texture_whitecube;
3882         r_texture_numcubemaps++;
3883         r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3884         strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3885         r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3886         return r_texture_cubemaps[i]->texture;
3887 }
3888
3889 static void R_Main_FreeViewCache(void)
3890 {
3891         if (r_refdef.viewcache.entityvisible)
3892                 Mem_Free(r_refdef.viewcache.entityvisible);
3893         if (r_refdef.viewcache.world_pvsbits)
3894                 Mem_Free(r_refdef.viewcache.world_pvsbits);
3895         if (r_refdef.viewcache.world_leafvisible)
3896                 Mem_Free(r_refdef.viewcache.world_leafvisible);
3897         if (r_refdef.viewcache.world_surfacevisible)
3898                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3899         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3900 }
3901
3902 static void R_Main_ResizeViewCache(void)
3903 {
3904         int numentities = r_refdef.scene.numentities;
3905         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3906         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3907         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3908         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3909         if (r_refdef.viewcache.maxentities < numentities)
3910         {
3911                 r_refdef.viewcache.maxentities = numentities;
3912                 if (r_refdef.viewcache.entityvisible)
3913                         Mem_Free(r_refdef.viewcache.entityvisible);
3914                 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3915         }
3916         if (r_refdef.viewcache.world_numclusters != numclusters)
3917         {
3918                 r_refdef.viewcache.world_numclusters = numclusters;
3919                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3920                 if (r_refdef.viewcache.world_pvsbits)
3921                         Mem_Free(r_refdef.viewcache.world_pvsbits);
3922                 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3923         }
3924         if (r_refdef.viewcache.world_numleafs != numleafs)
3925         {
3926                 r_refdef.viewcache.world_numleafs = numleafs;
3927                 if (r_refdef.viewcache.world_leafvisible)
3928                         Mem_Free(r_refdef.viewcache.world_leafvisible);
3929                 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3930         }
3931         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3932         {
3933                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3934                 if (r_refdef.viewcache.world_surfacevisible)
3935                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
3936                 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3937         }
3938 }
3939
3940 extern rtexture_t *loadingscreentexture;
3941 static void gl_main_start(void)
3942 {
3943         loadingscreentexture = NULL;
3944         r_texture_blanknormalmap = NULL;
3945         r_texture_white = NULL;
3946         r_texture_grey128 = NULL;
3947         r_texture_black = NULL;
3948         r_texture_whitecube = NULL;
3949         r_texture_normalizationcube = NULL;
3950         r_texture_fogattenuation = NULL;
3951         r_texture_fogheighttexture = NULL;
3952         r_texture_gammaramps = NULL;
3953         r_texture_numcubemaps = 0;
3954
3955         r_loaddds = r_texture_dds_load.integer != 0;
3956         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3957
3958         switch(vid.renderpath)
3959         {
3960         case RENDERPATH_GL20:
3961         case RENDERPATH_D3D9:
3962         case RENDERPATH_D3D10:
3963         case RENDERPATH_D3D11:
3964         case RENDERPATH_SOFT:
3965         case RENDERPATH_GLES2:
3966                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3967                 Cvar_SetValueQuick(&gl_combine, 1);
3968                 Cvar_SetValueQuick(&r_glsl, 1);
3969                 r_loadnormalmap = true;
3970                 r_loadgloss = true;
3971                 r_loadfog = false;
3972                 break;
3973         case RENDERPATH_GL13:
3974         case RENDERPATH_GLES1:
3975                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3976                 Cvar_SetValueQuick(&gl_combine, 1);
3977                 Cvar_SetValueQuick(&r_glsl, 0);
3978                 r_loadnormalmap = false;
3979                 r_loadgloss = false;
3980                 r_loadfog = true;
3981                 break;
3982         case RENDERPATH_GL11:
3983                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3984                 Cvar_SetValueQuick(&gl_combine, 0);
3985                 Cvar_SetValueQuick(&r_glsl, 0);
3986                 r_loadnormalmap = false;
3987                 r_loadgloss = false;
3988                 r_loadfog = true;
3989                 break;
3990         }
3991
3992         R_AnimCache_Free();
3993         R_FrameData_Reset();
3994
3995         r_numqueries = 0;
3996         r_maxqueries = 0;
3997         memset(r_queries, 0, sizeof(r_queries));
3998
3999         r_qwskincache = NULL;
4000         r_qwskincache_size = 0;
4001
4002         // due to caching of texture_t references, the collision cache must be reset
4003         Collision_Cache_Reset(true);
4004
4005         // set up r_skinframe loading system for textures
4006         memset(&r_skinframe, 0, sizeof(r_skinframe));
4007         r_skinframe.loadsequence = 1;
4008         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4009
4010         r_main_texturepool = R_AllocTexturePool();
4011         R_BuildBlankTextures();
4012         R_BuildNoTexture();
4013         if (vid.support.arb_texture_cube_map)
4014         {
4015                 R_BuildWhiteCube();
4016                 R_BuildNormalizationCube();
4017         }
4018         r_texture_fogattenuation = NULL;
4019         r_texture_fogheighttexture = NULL;
4020         r_texture_gammaramps = NULL;
4021         //r_texture_fogintensity = NULL;
4022         memset(&r_fb, 0, sizeof(r_fb));
4023         r_glsl_permutation = NULL;
4024         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4025         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4026         glslshaderstring = NULL;
4027 #ifdef SUPPORTD3D
4028         r_hlsl_permutation = NULL;
4029         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4030         Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4031 #endif
4032         hlslshaderstring = NULL;
4033         memset(&r_svbsp, 0, sizeof (r_svbsp));
4034
4035         memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4036         r_texture_numcubemaps = 0;
4037
4038         r_refdef.fogmasktable_density = 0;
4039 }
4040
4041 static void gl_main_shutdown(void)
4042 {
4043         R_AnimCache_Free();
4044         R_FrameData_Reset();
4045
4046         R_Main_FreeViewCache();
4047
4048         switch(vid.renderpath)
4049         {
4050         case RENDERPATH_GL11:
4051         case RENDERPATH_GL13:
4052         case RENDERPATH_GL20:
4053         case RENDERPATH_GLES1:
4054         case RENDERPATH_GLES2:
4055 #ifdef GL_SAMPLES_PASSED_ARB
4056                 if (r_maxqueries)
4057                         qglDeleteQueriesARB(r_maxqueries, r_queries);
4058 #endif
4059                 break;
4060         case RENDERPATH_D3D9:
4061                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4062                 break;
4063         case RENDERPATH_D3D10:
4064                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4065                 break;
4066         case RENDERPATH_D3D11:
4067                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4068                 break;
4069         case RENDERPATH_SOFT:
4070                 break;
4071         }
4072
4073         r_numqueries = 0;
4074         r_maxqueries = 0;
4075         memset(r_queries, 0, sizeof(r_queries));
4076
4077         r_qwskincache = NULL;
4078         r_qwskincache_size = 0;
4079
4080         // clear out the r_skinframe state
4081         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4082         memset(&r_skinframe, 0, sizeof(r_skinframe));
4083
4084         if (r_svbsp.nodes)
4085                 Mem_Free(r_svbsp.nodes);
4086         memset(&r_svbsp, 0, sizeof (r_svbsp));
4087         R_FreeTexturePool(&r_main_texturepool);
4088         loadingscreentexture = NULL;
4089         r_texture_blanknormalmap = NULL;
4090         r_texture_white = NULL;
4091         r_texture_grey128 = NULL;
4092         r_texture_black = NULL;
4093         r_texture_whitecube = NULL;
4094         r_texture_normalizationcube = NULL;
4095         r_texture_fogattenuation = NULL;
4096         r_texture_fogheighttexture = NULL;
4097         r_texture_gammaramps = NULL;
4098         r_texture_numcubemaps = 0;
4099         //r_texture_fogintensity = NULL;
4100         memset(&r_fb, 0, sizeof(r_fb));
4101         R_GLSL_Restart_f();
4102
4103         r_glsl_permutation = NULL;
4104         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4105         Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4106         glslshaderstring = NULL;
4107 #ifdef SUPPORTD3D
4108         r_hlsl_permutation = NULL;
4109         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4110         Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4111 #endif
4112         hlslshaderstring = NULL;
4113 }
4114
4115 static void gl_main_newmap(void)
4116 {
4117         // FIXME: move this code to client
4118         char *entities, entname[MAX_QPATH];
4119         if (r_qwskincache)
4120                 Mem_Free(r_qwskincache);
4121         r_qwskincache = NULL;
4122         r_qwskincache_size = 0;
4123         if (cl.worldmodel)
4124         {
4125                 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4126                 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4127                 {
4128                         CL_ParseEntityLump(entities);
4129                         Mem_Free(entities);
4130                         return;
4131                 }
4132                 if (cl.worldmodel->brush.entities)
4133                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
4134         }
4135         R_Main_FreeViewCache();
4136
4137         R_FrameData_Reset();
4138 }
4139
4140 void GL_Main_Init(void)
4141 {
4142         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4143
4144         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4145         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4146         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4147         if (gamemode == GAME_NEHAHRA)
4148         {
4149                 Cvar_RegisterVariable (&gl_fogenable);
4150                 Cvar_RegisterVariable (&gl_fogdensity);
4151                 Cvar_RegisterVariable (&gl_fogred);
4152                 Cvar_RegisterVariable (&gl_foggreen);
4153                 Cvar_RegisterVariable (&gl_fogblue);
4154                 Cvar_RegisterVariable (&gl_fogstart);
4155                 Cvar_RegisterVariable (&gl_fogend);
4156                 Cvar_RegisterVariable (&gl_skyclip);
4157         }
4158         Cvar_RegisterVariable(&r_motionblur);
4159         Cvar_RegisterVariable(&r_damageblur);
4160         Cvar_RegisterVariable(&r_motionblur_averaging);
4161         Cvar_RegisterVariable(&r_motionblur_randomize);
4162         Cvar_RegisterVariable(&r_motionblur_minblur);
4163         Cvar_RegisterVariable(&r_motionblur_maxblur);
4164         Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4165         Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4166         Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4167         Cvar_RegisterVariable(&r_motionblur_mousefactor);
4168         Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4169         Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4170         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4171         Cvar_RegisterVariable(&r_equalize_entities_minambient);
4172         Cvar_RegisterVariable(&r_equalize_entities_by);
4173         Cvar_RegisterVariable(&r_equalize_entities_to);
4174         Cvar_RegisterVariable(&r_depthfirst);
4175         Cvar_RegisterVariable(&r_useinfinitefarclip);
4176         Cvar_RegisterVariable(&r_farclip_base);
4177         Cvar_RegisterVariable(&r_farclip_world);
4178         Cvar_RegisterVariable(&r_nearclip);
4179         Cvar_RegisterVariable(&r_deformvertexes);
4180         Cvar_RegisterVariable(&r_transparent);
4181         Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4182         Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
4183         Cvar_RegisterVariable(&r_transparent_useplanardistance);
4184         Cvar_RegisterVariable(&r_showoverdraw);
4185         Cvar_RegisterVariable(&r_showbboxes);
4186         Cvar_RegisterVariable(&r_showsurfaces);
4187         Cvar_RegisterVariable(&r_showtris);
4188         Cvar_RegisterVariable(&r_shownormals);
4189         Cvar_RegisterVariable(&r_showlighting);
4190         Cvar_RegisterVariable(&r_showshadowvolumes);
4191         Cvar_RegisterVariable(&r_showcollisionbrushes);
4192         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4193         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4194         Cvar_RegisterVariable(&r_showdisabledepthtest);
4195         Cvar_RegisterVariable(&r_drawportals);
4196         Cvar_RegisterVariable(&r_drawentities);
4197         Cvar_RegisterVariable(&r_draw2d);
4198         Cvar_RegisterVariable(&r_drawworld);
4199         Cvar_RegisterVariable(&r_cullentities_trace);
4200         Cvar_RegisterVariable(&r_cullentities_trace_samples);
4201         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4202         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4203         Cvar_RegisterVariable(&r_cullentities_trace_delay);
4204         Cvar_RegisterVariable(&r_sortentities);
4205         Cvar_RegisterVariable(&r_drawviewmodel);
4206         Cvar_RegisterVariable(&r_drawexteriormodel);
4207         Cvar_RegisterVariable(&r_speeds);
4208         Cvar_RegisterVariable(&r_fullbrights);
4209         Cvar_RegisterVariable(&r_wateralpha);
4210         Cvar_RegisterVariable(&r_dynamic);
4211         Cvar_RegisterVariable(&r_fakelight);
4212         Cvar_RegisterVariable(&r_fakelight_intensity);
4213         Cvar_RegisterVariable(&r_fullbright);
4214         Cvar_RegisterVariable(&r_shadows);
4215         Cvar_RegisterVariable(&r_shadows_darken);
4216         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4217         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4218         Cvar_RegisterVariable(&r_shadows_throwdistance);
4219         Cvar_RegisterVariable(&r_shadows_throwdirection);
4220         Cvar_RegisterVariable(&r_shadows_focus);
4221         Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4222         Cvar_RegisterVariable(&r_q1bsp_skymasking);
4223         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4224         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4225         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4226         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4227         Cvar_RegisterVariable(&r_fog_exp2);
4228         Cvar_RegisterVariable(&r_fog_clear);
4229         Cvar_RegisterVariable(&r_drawfog);
4230         Cvar_RegisterVariable(&r_transparentdepthmasking);
4231         Cvar_RegisterVariable(&r_transparent_sortmindist);
4232         Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4233         Cvar_RegisterVariable(&r_transparent_sortarraysize);
4234         Cvar_RegisterVariable(&r_texture_dds_load);
4235         Cvar_RegisterVariable(&r_texture_dds_save);
4236         Cvar_RegisterVariable(&r_textureunits);
4237         Cvar_RegisterVariable(&gl_combine);
4238         Cvar_RegisterVariable(&r_usedepthtextures);
4239         Cvar_RegisterVariable(&r_viewfbo);
4240         Cvar_RegisterVariable(&r_viewscale);
4241         Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4242         Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4243         Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4244         Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4245         Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4246         Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4247         Cvar_RegisterVariable(&r_glsl);
4248         Cvar_RegisterVariable(&r_glsl_deluxemapping);
4249         Cvar_RegisterVariable(&r_glsl_offsetmapping);
4250         Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4251         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4252         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4253         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4254         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4255         Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4256         Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4257         Cvar_RegisterVariable(&r_glsl_postprocess);
4258         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4259         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4260         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4261         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4262         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4263         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4264         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4265         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4266
4267         Cvar_RegisterVariable(&r_water);
4268         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4269         Cvar_RegisterVariable(&r_water_clippingplanebias);
4270         Cvar_RegisterVariable(&r_water_refractdistort);
4271         Cvar_RegisterVariable(&r_water_reflectdistort);
4272         Cvar_RegisterVariable(&r_water_scissormode);
4273         Cvar_RegisterVariable(&r_water_lowquality);
4274         Cvar_RegisterVariable(&r_water_hideplayer);
4275         Cvar_RegisterVariable(&r_water_fbo);
4276
4277         Cvar_RegisterVariable(&r_lerpsprites);
4278         Cvar_RegisterVariable(&r_lerpmodels);
4279         Cvar_RegisterVariable(&r_lerplightstyles);
4280         Cvar_RegisterVariable(&r_waterscroll);
4281         Cvar_RegisterVariable(&r_bloom);
4282         Cvar_RegisterVariable(&r_bloom_colorscale);
4283         Cvar_RegisterVariable(&r_bloom_brighten);
4284         Cvar_RegisterVariable(&r_bloom_blur);
4285         Cvar_RegisterVariable(&r_bloom_resolution);
4286         Cvar_RegisterVariable(&r_bloom_colorexponent);
4287         Cvar_RegisterVariable(&r_bloom_colorsubtract);
4288         Cvar_RegisterVariable(&r_hdr_scenebrightness);
4289         Cvar_RegisterVariable(&r_hdr_glowintensity);
4290         Cvar_RegisterVariable(&r_hdr_irisadaptation);
4291         Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4292         Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4293         Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4294         Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4295         Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4296         Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4297         Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
4298         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4299         Cvar_RegisterVariable(&developer_texturelogging);
4300         Cvar_RegisterVariable(&gl_lightmaps);
4301         Cvar_RegisterVariable(&r_test);
4302         Cvar_RegisterVariable(&r_glsl_saturation);
4303         Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4304         Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4305         Cvar_RegisterVariable(&r_framedatasize);
4306         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4307                 Cvar_SetValue("r_fullbrights", 0);
4308         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4309 }
4310
4311 void Render_Init(void)
4312 {
4313         gl_backend_init();
4314         R_Textures_Init();
4315         GL_Main_Init();
4316         Font_Init();
4317         GL_Draw_Init();
4318         R_Shadow_Init();
4319         R_Sky_Init();
4320         GL_Surf_Init();
4321         Sbar_Init();
4322         R_Particles_Init();
4323         R_Explosion_Init();
4324         R_LightningBeams_Init();
4325         Mod_RenderInit();
4326 }
4327
4328 /*
4329 ===============
4330 GL_Init
4331 ===============
4332 */
4333 #ifndef USE_GLES2
4334 extern char *ENGINE_EXTENSIONS;
4335 void GL_Init (void)
4336 {
4337         gl_renderer = (const char *)qglGetString(GL_RENDERER);
4338         gl_vendor = (const char *)qglGetString(GL_VENDOR);
4339         gl_version = (const char *)qglGetString(GL_VERSION);
4340         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4341
4342         if (!gl_extensions)
4343                 gl_extensions = "";
4344         if (!gl_platformextensions)
4345                 gl_platformextensions = "";
4346
4347         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4348         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4349         Con_Printf("GL_VERSION: %s\n", gl_version);
4350         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4351         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4352
4353         VID_CheckExtensions();
4354
4355         // LordHavoc: report supported extensions
4356         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4357
4358         // clear to black (loading plaque will be seen over this)
4359         GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4360 }
4361 #endif
4362
4363 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4364 {
4365         int i;
4366         mplane_t *p;
4367         if (r_trippy.integer)
4368                 return false;
4369         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4370         {
4371                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4372                 if (i == 4)
4373                         continue;
4374                 p = r_refdef.view.frustum + i;
4375                 switch(p->signbits)
4376                 {
4377                 default:
4378                 case 0:
4379                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4380                                 return true;
4381                         break;
4382                 case 1:
4383                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4384                                 return true;
4385                         break;
4386                 case 2:
4387                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4388                                 return true;
4389                         break;
4390                 case 3:
4391                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4392                                 return true;
4393                         break;
4394                 case 4:
4395                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4396                                 return true;
4397                         break;
4398                 case 5:
4399                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4400                                 return true;
4401                         break;
4402                 case 6:
4403                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4404                                 return true;
4405                         break;
4406                 case 7:
4407                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4408                                 return true;
4409                         break;
4410                 }
4411         }
4412         return false;
4413 }
4414
4415 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4416 {
4417         int i;
4418         const mplane_t *p;
4419         if (r_trippy.integer)
4420                 return false;
4421         for (i = 0;i < numplanes;i++)
4422         {
4423                 p = planes + i;
4424                 switch(p->signbits)
4425                 {
4426                 default:
4427                 case 0:
4428                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4429                                 return true;
4430                         break;
4431                 case 1:
4432                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4433                                 return true;
4434                         break;
4435                 case 2:
4436                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4437                                 return true;
4438                         break;
4439                 case 3:
4440                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4441                                 return true;
4442                         break;
4443                 case 4:
4444                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4445                                 return true;
4446                         break;
4447                 case 5:
4448                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4449                                 return true;
4450                         break;
4451                 case 6:
4452                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4453                                 return true;
4454                         break;
4455                 case 7:
4456                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4457                                 return true;
4458                         break;
4459                 }
4460         }
4461         return false;
4462 }
4463
4464 //==================================================================================
4465
4466 // LordHavoc: this stores temporary data used within the same frame
4467
4468 typedef struct r_framedata_mem_s
4469 {
4470         struct r_framedata_mem_s *purge; // older mem block to free on next frame
4471         size_t size; // how much usable space
4472         size_t current; // how much space in use
4473         size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4474         size_t wantedsize; // how much space was allocated
4475         unsigned char *data; // start of real data (16byte aligned)
4476 }
4477 r_framedata_mem_t;
4478
4479 static r_framedata_mem_t *r_framedata_mem;
4480
4481 void R_FrameData_Reset(void)
4482 {
4483         while (r_framedata_mem)
4484         {
4485                 r_framedata_mem_t *next = r_framedata_mem->purge;
4486                 Mem_Free(r_framedata_mem);
4487                 r_framedata_mem = next;
4488         }
4489 }
4490
4491 static void R_FrameData_Resize(void)
4492 {
4493         size_t wantedsize;
4494         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4495         wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4496         if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize)
4497         {
4498                 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4499                 newmem->wantedsize = wantedsize;
4500                 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4501                 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4502                 newmem->current = 0;
4503                 newmem->mark = 0;
4504                 newmem->purge = r_framedata_mem;
4505                 r_framedata_mem = newmem;
4506         }
4507 }
4508
4509 void R_FrameData_NewFrame(void)
4510 {
4511         R_FrameData_Resize();
4512         if (!r_framedata_mem)
4513                 return;
4514         // if we ran out of space on the last frame, free the old memory now
4515         while (r_framedata_mem->purge)
4516         {
4517                 // repeatedly remove the second item in the list, leaving only head
4518                 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4519                 Mem_Free(r_framedata_mem->purge);
4520                 r_framedata_mem->purge = next;
4521         }
4522         // reset the current mem pointer
4523         r_framedata_mem->current = 0;
4524         r_framedata_mem->mark = 0;
4525 }
4526
4527 void *R_FrameData_Alloc(size_t size)
4528 {
4529         void *data;
4530
4531         // align to 16 byte boundary - the data pointer is already aligned, so we
4532         // only need to ensure the size of every allocation is also aligned
4533         size = (size + 15) & ~15;
4534
4535         while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4536         {
4537                 // emergency - we ran out of space, allocate more memory
4538                 Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f));
4539                 R_FrameData_Resize();
4540         }
4541
4542         data = r_framedata_mem->data + r_framedata_mem->current;
4543         r_framedata_mem->current += size;
4544
4545         // count the usage for stats
4546         r_refdef.stats.framedatacurrent = max(r_refdef.stats.framedatacurrent, (int)r_framedata_mem->current);
4547         r_refdef.stats.framedatasize = max(r_refdef.stats.framedatasize, (int)r_framedata_mem->size);
4548
4549         return (void *)data;
4550 }
4551
4552 void *R_FrameData_Store(size_t size, void *data)
4553 {
4554         void *d = R_FrameData_Alloc(size);
4555         if (d && data)
4556                 memcpy(d, data, size);
4557         return d;
4558 }
4559
4560 void R_FrameData_SetMark(void)
4561 {
4562         if (!r_framedata_mem)
4563                 return;
4564         r_framedata_mem->mark = r_framedata_mem->current;
4565 }
4566
4567 void R_FrameData_ReturnToMark(void)
4568 {
4569         if (!r_framedata_mem)
4570                 return;
4571         r_framedata_mem->current = r_framedata_mem->mark;
4572 }
4573
4574 //==================================================================================
4575
4576 // LordHavoc: animcache originally written by Echon, rewritten since then
4577
4578 /**
4579  * Animation cache prevents re-generating mesh data for an animated model
4580  * multiple times in one frame for lighting, shadowing, reflections, etc.
4581  */
4582
4583 void R_AnimCache_Free(void)
4584 {
4585 }
4586
4587 void R_AnimCache_ClearCache(void)
4588 {
4589         int i;
4590         entity_render_t *ent;
4591
4592         for (i = 0;i < r_refdef.scene.numentities;i++)
4593         {
4594                 ent = r_refdef.scene.entities[i];
4595                 ent->animcache_vertex3f = NULL;
4596                 ent->animcache_normal3f = NULL;
4597                 ent->animcache_svector3f = NULL;
4598                 ent->animcache_tvector3f = NULL;
4599                 ent->animcache_vertexmesh = NULL;
4600                 ent->animcache_vertex3fbuffer = NULL;
4601                 ent->animcache_vertexmeshbuffer = NULL;
4602         }
4603 }
4604
4605 static void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4606 {
4607         int i;
4608
4609         // check if we need the meshbuffers
4610         if (!vid.useinterleavedarrays)
4611                 return;
4612
4613         if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4614                 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4615         // TODO: upload vertex3f buffer?
4616         if (ent->animcache_vertexmesh)
4617         {
4618                 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4619                 for (i = 0;i < numvertices;i++)
4620                         memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4621                 if (ent->animcache_svector3f)
4622                         for (i = 0;i < numvertices;i++)
4623                                 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4624                 if (ent->animcache_tvector3f)
4625                         for (i = 0;i < numvertices;i++)
4626                                 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4627                 if (ent->animcache_normal3f)
4628                         for (i = 0;i < numvertices;i++)
4629                                 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4630                 // TODO: upload vertexmeshbuffer?
4631         }
4632 }
4633
4634 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4635 {
4636         dp_model_t *model = ent->model;
4637         int numvertices;
4638         // see if it's already cached this frame
4639         if (ent->animcache_vertex3f)
4640         {
4641                 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
4642                 if (wantnormals || wanttangents)
4643                 {
4644                         if (ent->animcache_normal3f)
4645                                 wantnormals = false;
4646                         if (ent->animcache_svector3f)
4647                                 wanttangents = false;
4648                         if (wantnormals || wanttangents)
4649                         {
4650                                 numvertices = model->surfmesh.num_vertices;
4651                                 if (wantnormals)
4652                                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4653                                 if (wanttangents)
4654                                 {
4655                                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4656                                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4657                                 }
4658                                 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4659                                 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4660                         }
4661                 }
4662         }
4663         else
4664         {
4665                 // see if this ent is worth caching
4666                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices)
4667                         return false;
4668                 // get some memory for this entity and generate mesh data
4669                 numvertices = model->surfmesh.num_vertices;
4670                 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4671                 if (wantnormals)
4672                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4673                 if (wanttangents)
4674                 {
4675                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4676                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4677                 }
4678                 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4679                 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4680         }
4681         return true;
4682 }
4683
4684 void R_AnimCache_CacheVisibleEntities(void)
4685 {
4686         int i;
4687         qboolean wantnormals = true;
4688         qboolean wanttangents = !r_showsurfaces.integer;
4689
4690         switch(vid.renderpath)
4691         {
4692         case RENDERPATH_GL20:
4693         case RENDERPATH_D3D9:
4694         case RENDERPATH_D3D10:
4695         case RENDERPATH_D3D11:
4696         case RENDERPATH_GLES2:
4697                 break;
4698         case RENDERPATH_GL11:
4699         case RENDERPATH_GL13:
4700         case RENDERPATH_GLES1:
4701                 wanttangents = false;
4702                 break;
4703         case RENDERPATH_SOFT:
4704                 break;
4705         }
4706
4707         if (r_shownormals.integer)
4708                 wanttangents = wantnormals = true;
4709
4710         // TODO: thread this
4711         // NOTE: R_PrepareRTLights() also caches entities
4712
4713         for (i = 0;i < r_refdef.scene.numentities;i++)
4714                 if (r_refdef.viewcache.entityvisible[i])
4715                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
4716 }
4717
4718 //==================================================================================
4719
4720 extern cvar_t r_overheadsprites_pushback;
4721
4722 static void R_View_UpdateEntityLighting (void)
4723 {
4724         int i;
4725         entity_render_t *ent;
4726         vec3_t tempdiffusenormal, avg;
4727         vec_t f, fa, fd, fdd;
4728         qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
4729
4730         for (i = 0;i < r_refdef.scene.numentities;i++)
4731         {
4732                 ent = r_refdef.scene.entities[i];
4733
4734                 // skip unseen models
4735                 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen))
4736                         continue;
4737
4738                 // skip bsp models
4739                 if (ent->model && ent->model == cl.worldmodel)
4740                 {
4741                         // TODO: use modellight for r_ambient settings on world?
4742                         VectorSet(ent->modellight_ambient, 0, 0, 0);
4743                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
4744                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
4745                         continue;
4746                 }
4747                 
4748                 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
4749                 {
4750                         // aleady updated by CSQC
4751                         // TODO: force modellight on BSP models in this case?
4752                         VectorCopy(ent->modellight_lightdir, tempdiffusenormal); 
4753                 }
4754                 else
4755                 {
4756                         // fetch the lighting from the worldmodel data
4757                         VectorClear(ent->modellight_ambient);
4758                         VectorClear(ent->modellight_diffuse);
4759                         VectorClear(tempdiffusenormal);
4760                         if (ent->flags & RENDER_LIGHT)
4761                         {
4762                                 vec3_t org;
4763                                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4764
4765                                 // complete lightning for lit sprites
4766                                 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
4767                                 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
4768                                 {
4769                                         if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
4770                                                 org[2] = org[2] + r_overheadsprites_pushback.value;
4771                                         R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
4772                                 }
4773                                 else
4774                                         R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
4775
4776                                 if(ent->flags & RENDER_EQUALIZE)
4777                                 {
4778                                         // first fix up ambient lighting...
4779                                         if(r_equalize_entities_minambient.value > 0)
4780                                         {
4781                                                 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4782                                                 if(fd > 0)
4783                                                 {
4784                                                         fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
4785                                                         if(fa < r_equalize_entities_minambient.value * fd)
4786                                                         {
4787                                                                 // solve:
4788                                                                 //   fa'/fd' = minambient
4789                                                                 //   fa'+0.25*fd' = fa+0.25*fd
4790                                                                 //   ...
4791                                                                 //   fa' = fd' * minambient
4792                                                                 //   fd'*(0.25+minambient) = fa+0.25*fd
4793                                                                 //   ...
4794                                                                 //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
4795                                                                 //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
4796                                                                 //   ...
4797                                                                 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
4798                                                                 f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
4799                                                                 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
4800                                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
4801                                                         }
4802                                                 }
4803                                         }
4804
4805                                         if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
4806                                         {
4807                                                 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
4808                                                 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4809                                                 f = fa + 0.25 * fd;
4810                                                 if(f > 0)
4811                                                 {
4812                                                         // adjust brightness and saturation to target
4813                                                         avg[0] = avg[1] = avg[2] = fa / f;
4814                                                         VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
4815                                                         avg[0] = avg[1] = avg[2] = fd / f;
4816                                                         VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
4817                                                 }
4818                                         }
4819                                 }
4820                         }
4821                         else // highly rare
4822                                 VectorSet(ent->modellight_ambient, 1, 1, 1);
4823                 }
4824
4825                 // move the light direction into modelspace coordinates for lighting code
4826                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
4827                 if(VectorLength2(ent->modellight_lightdir) == 0)
4828                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
4829                 VectorNormalize(ent->modellight_lightdir);
4830         }
4831 }
4832
4833 #define MAX_LINEOFSIGHTTRACES 64
4834
4835 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
4836 {
4837         int i;
4838         vec3_t boxmins, boxmaxs;
4839         vec3_t start;
4840         vec3_t end;
4841         dp_model_t *model = r_refdef.scene.worldmodel;
4842
4843         if (!model || !model->brush.TraceLineOfSight)
4844                 return true;
4845
4846         // expand the box a little
4847         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
4848         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
4849         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
4850         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
4851         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
4852         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
4853
4854         // return true if eye is inside enlarged box
4855         if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
4856                 return true;
4857
4858         // try center
4859         VectorCopy(eye, start);
4860         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
4861         if (model->brush.TraceLineOfSight(model, start, end))
4862                 return true;
4863
4864         // try various random positions
4865         for (i = 0;i < numsamples;i++)
4866         {
4867                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4868                 if (model->brush.TraceLineOfSight(model, start, end))
4869                         return true;
4870         }
4871
4872         return false;
4873 }
4874
4875
4876 static void R_View_UpdateEntityVisible (void)
4877 {
4878         int i;
4879         int renderimask;
4880         int samples;
4881         entity_render_t *ent;
4882
4883         renderimask = r_refdef.envmap                                    ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4884                 : r_fb.water.hideplayer                                      ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4885                 : (chase_active.integer || r_fb.water.renderingscene)  ? RENDER_VIEWMODEL
4886                 :                                                          RENDER_EXTERIORMODEL;
4887         if (!r_drawviewmodel.integer)
4888                 renderimask |= RENDER_VIEWMODEL;
4889         if (!r_drawexteriormodel.integer)
4890                 renderimask |= RENDER_EXTERIORMODEL;
4891         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4892         {
4893                 // worldmodel can check visibility
4894                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4895                 for (i = 0;i < r_refdef.scene.numentities;i++)
4896                 {
4897                         ent = r_refdef.scene.entities[i];
4898                         if (!(ent->flags & renderimask))
4899                         if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
4900                         if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_WORLDOBJECT | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
4901                                 r_refdef.viewcache.entityvisible[i] = true;
4902                 }
4903         }
4904         else
4905         {
4906                 // no worldmodel or it can't check visibility
4907                 for (i = 0;i < r_refdef.scene.numentities;i++)
4908                 {
4909                         ent = r_refdef.scene.entities[i];
4910                         r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
4911                 }
4912         }
4913         if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
4914                 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
4915         {
4916                 for (i = 0;i < r_refdef.scene.numentities;i++)
4917                 {
4918                         if (!r_refdef.viewcache.entityvisible[i])
4919                                 continue;
4920                         ent = r_refdef.scene.entities[i];
4921                         if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4922                         {
4923                                 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
4924                                 if (samples < 0)
4925                                         continue; // temp entities do pvs only
4926                                 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
4927                                         ent->last_trace_visibility = realtime;
4928                                 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4929                                         r_refdef.viewcache.entityvisible[i] = 0;
4930                         }
4931                 }
4932         }
4933 }
4934
4935 /// only used if skyrendermasked, and normally returns false
4936 static int R_DrawBrushModelsSky (void)
4937 {
4938         int i, sky;
4939         entity_render_t *ent;
4940
4941         sky = false;
4942         for (i = 0;i < r_refdef.scene.numentities;i++)
4943         {
4944                 if (!r_refdef.viewcache.entityvisible[i])
4945                         continue;
4946                 ent = r_refdef.scene.entities[i];
4947                 if (!ent->model || !ent->model->DrawSky)
4948                         continue;
4949                 ent->model->DrawSky(ent);
4950                 sky = true;
4951         }
4952         return sky;
4953 }
4954
4955 static void R_DrawNoModel(entity_render_t *ent);
4956 static void R_DrawModels(void)
4957 {
4958         int i;
4959         entity_render_t *ent;
4960
4961         for (i = 0;i < r_refdef.scene.numentities;i++)
4962         {
4963                 if (!r_refdef.viewcache.entityvisible[i])
4964                         continue;
4965                 ent = r_refdef.scene.entities[i];
4966                 r_refdef.stats.entities++;
4967                 /*
4968                 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
4969                 {
4970                         vec3_t f, l, u, o;
4971                         Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
4972                         Con_Printf("R_DrawModels\n");
4973                         Con_Printf("model %s O %f %f %f F %f %f %f L %f %f %f U %f %f %f\n", ent->model->name, o[0], o[1], o[2], f[0], f[1], f[2], l[0], l[1], l[2], u[0], u[1], u[2]);
4974                         Con_Printf("group: %i %f %i %f %i %f %i %f\n", ent->framegroupblend[0].frame, ent->framegroupblend[0].lerp, ent->framegroupblend[1].frame, ent->framegroupblend[1].lerp, ent->framegroupblend[2].frame, ent->framegroupblend[2].lerp, ent->framegroupblend[3].frame, ent->framegroupblend[3].lerp);
4975                         Con_Printf("blend: %i %f %i %f %i %f %i %f %i %f %i %f %i %f %i %f\n", ent->frameblend[0].subframe, ent->frameblend[0].lerp, ent->frameblend[1].subframe, ent->frameblend[1].lerp, ent->frameblend[2].subframe, ent->frameblend[2].lerp, ent->frameblend[3].subframe, ent->frameblend[3].lerp, ent->frameblend[4].subframe, ent->frameblend[4].lerp, ent->frameblend[5].subframe, ent->frameblend[5].lerp, ent->frameblend[6].subframe, ent->frameblend[6].lerp, ent->frameblend[7].subframe, ent->frameblend[7].lerp);
4976                 }
4977                 */
4978                 if (ent->model && ent->model->Draw != NULL)
4979                         ent->model->Draw(ent);
4980                 else
4981                         R_DrawNoModel(ent);
4982         }
4983 }
4984
4985 static void R_DrawModelsDepth(void)
4986 {
4987         int i;
4988         entity_render_t *ent;
4989
4990         for (i = 0;i < r_refdef.scene.numentities;i++)
4991         {
4992                 if (!r_refdef.viewcache.entityvisible[i])
4993                         continue;
4994                 ent = r_refdef.scene.entities[i];
4995                 if (ent->model && ent->model->DrawDepth != NULL)
4996                         ent->model->DrawDepth(ent);
4997         }
4998 }
4999
5000 static void R_DrawModelsDebug(void)
5001 {
5002         int i;
5003         entity_render_t *ent;
5004
5005         for (i = 0;i < r_refdef.scene.numentities;i++)
5006         {
5007                 if (!r_refdef.viewcache.entityvisible[i])
5008                         continue;
5009                 ent = r_refdef.scene.entities[i];
5010                 if (ent->model && ent->model->DrawDebug != NULL)
5011                         ent->model->DrawDebug(ent);
5012         }
5013 }
5014
5015 static void R_DrawModelsAddWaterPlanes(void)
5016 {
5017         int i;
5018         entity_render_t *ent;
5019
5020         for (i = 0;i < r_refdef.scene.numentities;i++)
5021         {
5022                 if (!r_refdef.viewcache.entityvisible[i])
5023                         continue;
5024                 ent = r_refdef.scene.entities[i];
5025                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5026                         ent->model->DrawAddWaterPlanes(ent);
5027         }
5028 }
5029
5030 static float irisvecs[7][3] = {{0, 0, 0}, {-1, 0, 0}, {1, 0, 0}, {0, -1, 0}, {0, 1, 0}, {0, 0, -1}, {0, 0, 1}};
5031
5032 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5033 {
5034         if (r_hdr_irisadaptation.integer)
5035         {
5036                 vec3_t p;
5037                 vec3_t ambient;
5038                 vec3_t diffuse;
5039                 vec3_t diffusenormal;
5040                 vec3_t forward;
5041                 vec_t brightness = 0.0f;
5042                 vec_t goal;
5043                 vec_t current;
5044                 vec_t d;
5045                 int c;
5046                 VectorCopy(r_refdef.view.forward, forward);
5047                 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
5048                 {
5049                         p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
5050                         p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
5051                         p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
5052                         R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5053                         d = DotProduct(forward, diffusenormal);
5054                         brightness += VectorLength(ambient);
5055                         if (d > 0)
5056                                 brightness += d * VectorLength(diffuse);
5057                 }
5058                 brightness *= 1.0f / c;
5059                 brightness += 0.00001f; // make sure it's never zero
5060                 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5061                 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5062                 current = r_hdr_irisadaptation_value.value;
5063                 if (current < goal)
5064                         current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5065                 else if (current > goal)
5066                         current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5067                 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5068                         Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5069         }
5070         else if (r_hdr_irisadaptation_value.value != 1.0f)
5071                 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5072 }
5073
5074 static void R_View_SetFrustum(const int *scissor)
5075 {
5076         int i;
5077         double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5078         vec3_t forward, left, up, origin, v;
5079
5080         if(scissor)
5081         {
5082                 // flipped x coordinates (because x points left here)
5083                 fpx =  1.0 - 2.0 * (scissor[0]              - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5084                 fnx =  1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5085
5086                 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5087                 switch(vid.renderpath)
5088                 {
5089                         case RENDERPATH_D3D9:
5090                         case RENDERPATH_D3D10:
5091                         case RENDERPATH_D3D11:
5092                                 // non-flipped y coordinates
5093                                 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5094                                 fpy = -1.0 + 2.0 * (vid.height - scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5095                                 break;
5096                         case RENDERPATH_SOFT:
5097                         case RENDERPATH_GL11:
5098                         case RENDERPATH_GL13:
5099                         case RENDERPATH_GL20:
5100                         case RENDERPATH_GLES1:
5101                         case RENDERPATH_GLES2:
5102                                 // non-flipped y coordinates
5103                                 fny = -1.0 + 2.0 * (scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5104                                 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5105                                 break;
5106                 }
5107         }
5108
5109         // we can't trust r_refdef.view.forward and friends in reflected scenes
5110         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5111
5112 #if 0
5113         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5114         r_refdef.view.frustum[0].normal[1] = 0 - 0;
5115         r_refdef.view.frustum[0].normal[2] = -1 - 0;
5116         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5117         r_refdef.view.frustum[1].normal[1] = 0 + 0;
5118         r_refdef.view.frustum[1].normal[2] = -1 + 0;
5119         r_refdef.view.frustum[2].normal[0] = 0 - 0;
5120         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5121         r_refdef.view.frustum[2].normal[2] = -1 - 0;
5122         r_refdef.view.frustum[3].normal[0] = 0 + 0;
5123         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5124         r_refdef.view.frustum[3].normal[2] = -1 + 0;
5125 #endif
5126
5127 #if 0
5128         zNear = r_refdef.nearclip;
5129         nudge = 1.0 - 1.0 / (1<<23);
5130         r_refdef.view.frustum[4].normal[0] = 0 - 0;
5131         r_refdef.view.frustum[4].normal[1] = 0 - 0;
5132         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5133         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5134         r_refdef.view.frustum[5].normal[0] = 0 + 0;
5135         r_refdef.view.frustum[5].normal[1] = 0 + 0;
5136         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5137         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5138 #endif
5139
5140
5141
5142 #if 0
5143         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5144         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5145         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5146         r_refdef.view.frustum[0].dist = m[15] - m[12];
5147
5148         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5149         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5150         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5151         r_refdef.view.frustum[1].dist = m[15] + m[12];
5152
5153         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5154         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5155         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5156         r_refdef.view.frustum[2].dist = m[15] - m[13];
5157
5158         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5159         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5160         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5161         r_refdef.view.frustum[3].dist = m[15] + m[13];
5162
5163         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5164         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5165         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5166         r_refdef.view.frustum[4].dist = m[15] - m[14];
5167
5168         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5169         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5170         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5171         r_refdef.view.frustum[5].dist = m[15] + m[14];
5172 #endif
5173
5174         if (r_refdef.view.useperspective)
5175         {
5176                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5177                 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
5178                 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
5179                 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
5180                 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
5181
5182                 // then the normals from the corners relative to origin
5183                 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5184                 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5185                 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5186                 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5187
5188                 // in a NORMAL view, forward cross left == up
5189                 // in a REFLECTED view, forward cross left == down
5190                 // so our cross products above need to be adjusted for a left handed coordinate system
5191                 CrossProduct(forward, left, v);
5192                 if(DotProduct(v, up) < 0)
5193                 {
5194                         VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5195                         VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5196                         VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5197                         VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5198                 }
5199
5200                 // Leaving those out was a mistake, those were in the old code, and they
5201                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5202                 // I couldn't reproduce it after adding those normalizations. --blub
5203                 VectorNormalize(r_refdef.view.frustum[0].normal);
5204                 VectorNormalize(r_refdef.view.frustum[1].normal);
5205                 VectorNormalize(r_refdef.view.frustum[2].normal);
5206                 VectorNormalize(r_refdef.view.frustum[3].normal);
5207
5208                 // make the corners absolute
5209                 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5210                 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5211                 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5212                 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5213
5214                 // one more normal
5215                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5216
5217                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5218                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5219                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5220                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5221                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5222         }
5223         else
5224         {
5225                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5226                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5227                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5228                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5229                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5230                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5231                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5232                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5233                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5234                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5235         }
5236         r_refdef.view.numfrustumplanes = 5;
5237
5238         if (r_refdef.view.useclipplane)
5239         {
5240                 r_refdef.view.numfrustumplanes = 6;
5241                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5242         }
5243
5244         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5245                 PlaneClassify(r_refdef.view.frustum + i);
5246
5247         // LordHavoc: note to all quake engine coders, Quake had a special case
5248         // for 90 degrees which assumed a square view (wrong), so I removed it,
5249         // Quake2 has it disabled as well.
5250
5251         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5252         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5253         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5254         //PlaneClassify(&frustum[0]);
5255
5256         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5257         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5258         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5259         //PlaneClassify(&frustum[1]);
5260
5261         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5262         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5263         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5264         //PlaneClassify(&frustum[2]);
5265
5266         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5267         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5268         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5269         //PlaneClassify(&frustum[3]);
5270
5271         // nearclip plane
5272         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5273         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5274         //PlaneClassify(&frustum[4]);
5275 }
5276
5277 static void R_View_UpdateWithScissor(const int *myscissor)
5278 {
5279         R_Main_ResizeViewCache();
5280         R_View_SetFrustum(myscissor);
5281         R_View_WorldVisibility(r_refdef.view.useclipplane);
5282         R_View_UpdateEntityVisible();
5283         R_View_UpdateEntityLighting();
5284         R_AnimCache_CacheVisibleEntities();
5285 }
5286
5287 static void R_View_Update(void)
5288 {
5289         R_Main_ResizeViewCache();
5290         R_View_SetFrustum(NULL);
5291         R_View_WorldVisibility(r_refdef.view.useclipplane);
5292         R_View_UpdateEntityVisible();
5293         R_View_UpdateEntityLighting();
5294         R_AnimCache_CacheVisibleEntities();
5295 }
5296
5297 float viewscalefpsadjusted = 1.0f;
5298
5299 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5300 {
5301         float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5302         scale = bound(0.03125f, scale, 1.0f);
5303         *outwidth = (int)ceil(width * scale);
5304         *outheight = (int)ceil(height * scale);
5305 }
5306
5307 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5308 {
5309         const float *customclipplane = NULL;
5310         float plane[4];
5311         int /*rtwidth,*/ rtheight, scaledwidth, scaledheight;
5312         if (r_refdef.view.useclipplane && allowwaterclippingplane)
5313         {
5314                 // LordHavoc: couldn't figure out how to make this approach the
5315                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5316                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5317                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5318                         dist = r_refdef.view.clipplane.dist;
5319                 plane[0] = r_refdef.view.clipplane.normal[0];
5320                 plane[1] = r_refdef.view.clipplane.normal[1];
5321                 plane[2] = r_refdef.view.clipplane.normal[2];
5322                 plane[3] = -dist;
5323                 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5324         }
5325
5326         //rtwidth = fbo ? R_TextureWidth(depthtexture ? depthtexture : colortexture) : vid.width;
5327         rtheight = fbo ? R_TextureHeight(depthtexture ? depthtexture : colortexture) : vid.height;
5328
5329         R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5330         if (!r_refdef.view.useperspective)
5331                 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
5332         else if (vid.stencil && r_useinfinitefarclip.integer)
5333                 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
5334         else
5335                 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
5336         R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5337         R_SetViewport(&r_refdef.view.viewport);
5338         if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5339         {
5340                 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5341                 float screenplane[4];
5342                 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5343                 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5344                 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5345                 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5346                 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5347         }
5348 }
5349
5350 void R_EntityMatrix(const matrix4x4_t *matrix)
5351 {
5352         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5353         {
5354                 gl_modelmatrixchanged = false;
5355                 gl_modelmatrix = *matrix;
5356                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5357                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5358                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5359                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5360                 CHECKGLERROR
5361                 switch(vid.renderpath)
5362                 {
5363                 case RENDERPATH_D3D9:
5364 #ifdef SUPPORTD3D
5365                         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5366                         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5367 #endif
5368                         break;
5369                 case RENDERPATH_D3D10:
5370                         Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5371                         break;
5372                 case RENDERPATH_D3D11:
5373                         Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5374                         break;
5375                 case RENDERPATH_GL11:
5376                 case RENDERPATH_GL13:
5377                 case RENDERPATH_GLES1:
5378                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5379                         break;
5380                 case RENDERPATH_SOFT:
5381                         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5382                         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5383                         break;
5384                 case RENDERPATH_GL20:
5385                 case RENDERPATH_GLES2:
5386                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5387                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5388                         break;
5389                 }
5390         }
5391 }
5392
5393 void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, float x2, float y2)
5394 {
5395         r_viewport_t viewport;
5396
5397         CHECKGLERROR
5398
5399         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5400         R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, x2, y2, -10, 100, NULL);
5401         R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5402         R_SetViewport(&viewport);
5403         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5404         GL_Color(1, 1, 1, 1);
5405         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5406         GL_BlendFunc(GL_ONE, GL_ZERO);
5407         GL_ScissorTest(false);
5408         GL_DepthMask(false);
5409         GL_DepthRange(0, 1);
5410         GL_DepthTest(false);
5411         GL_DepthFunc(GL_LEQUAL);
5412         R_EntityMatrix(&identitymatrix);
5413         R_Mesh_ResetTextureState();
5414         GL_PolygonOffset(0, 0);
5415         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5416         switch(vid.renderpath)
5417         {
5418         case RENDERPATH_GL11:
5419         case RENDERPATH_GL13:
5420         case RENDERPATH_GL20:
5421         case RENDERPATH_GLES1:
5422         case RENDERPATH_GLES2:
5423                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5424                 break;
5425         case RENDERPATH_D3D9:
5426         case RENDERPATH_D3D10:
5427         case RENDERPATH_D3D11:
5428         case RENDERPATH_SOFT:
5429                 break;
5430         }
5431         GL_CullFace(GL_NONE);
5432
5433         CHECKGLERROR
5434 }
5435
5436 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5437 {
5438         DrawQ_Finish();
5439
5440         R_ResetViewRendering2D_Common(fbo, depthtexture, colortexture, 1, 1);
5441 }
5442
5443 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5444 {
5445         DrawQ_Finish();
5446
5447         R_SetupView(true, fbo, depthtexture, colortexture);
5448         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5449         GL_Color(1, 1, 1, 1);
5450         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5451         GL_BlendFunc(GL_ONE, GL_ZERO);
5452         GL_ScissorTest(true);
5453         GL_DepthMask(true);
5454         GL_DepthRange(0, 1);
5455         GL_DepthTest(true);
5456         GL_DepthFunc(GL_LEQUAL);
5457         R_EntityMatrix(&identitymatrix);
5458         R_Mesh_ResetTextureState();
5459         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5460         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5461         switch(vid.renderpath)
5462         {
5463         case RENDERPATH_GL11:
5464         case RENDERPATH_GL13:
5465         case RENDERPATH_GL20:
5466         case RENDERPATH_GLES1:
5467         case RENDERPATH_GLES2:
5468                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5469                 break;
5470         case RENDERPATH_D3D9:
5471         case RENDERPATH_D3D10:
5472         case RENDERPATH_D3D11:
5473         case RENDERPATH_SOFT:
5474                 break;
5475         }
5476         GL_CullFace(r_refdef.view.cullface_back);
5477 }
5478
5479 /*
5480 ================
5481 R_RenderView_UpdateViewVectors
5482 ================
5483 */
5484 void R_RenderView_UpdateViewVectors(void)
5485 {
5486         // break apart the view matrix into vectors for various purposes
5487         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5488         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5489         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5490         VectorNegate(r_refdef.view.left, r_refdef.view.right);
5491         // make an inverted copy of the view matrix for tracking sprites
5492         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5493 }
5494
5495 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5496 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5497
5498 static void R_Water_StartFrame(void)
5499 {
5500         int i;
5501         int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5502         r_waterstate_waterplane_t *p;
5503         qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.samples < 2;
5504
5505         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5506                 return;
5507
5508         switch(vid.renderpath)
5509         {
5510         case RENDERPATH_GL20:
5511         case RENDERPATH_D3D9:
5512         case RENDERPATH_D3D10:
5513         case RENDERPATH_D3D11:
5514         case RENDERPATH_SOFT:
5515         case RENDERPATH_GLES2:
5516                 break;
5517         case RENDERPATH_GL11:
5518         case RENDERPATH_GL13:
5519         case RENDERPATH_GLES1:
5520                 return;
5521         }
5522
5523         // set waterwidth and waterheight to the water resolution that will be
5524         // used (often less than the screen resolution for faster rendering)
5525         R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5526
5527         // calculate desired texture sizes
5528         // can't use water if the card does not support the texture size
5529         if (!r_water.integer || r_showsurfaces.integer)
5530                 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5531         else if (vid.support.arb_texture_non_power_of_two)
5532         {
5533                 texturewidth = waterwidth;
5534                 textureheight = waterheight;
5535                 camerawidth = waterwidth;
5536                 cameraheight = waterheight;
5537         }
5538         else
5539         {
5540                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
5541                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
5542                 for (camerawidth    = 1;camerawidth   <= waterwidth; camerawidth    *= 2); camerawidth  /= 2;
5543                 for (cameraheight   = 1;cameraheight  <= waterheight;cameraheight   *= 2); cameraheight /= 2;
5544         }
5545
5546         // allocate textures as needed
5547         if (r_fb.water.texturewidth != texturewidth || r_fb.water.textureheight != textureheight || r_fb.water.camerawidth != camerawidth || r_fb.water.cameraheight != cameraheight || (r_fb.depthtexture && !usewaterfbo))
5548         {
5549                 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5550                 for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++)
5551                 {
5552                         if (p->texture_refraction)
5553                                 R_FreeTexture(p->texture_refraction);
5554                         p->texture_refraction = NULL;
5555                         if (p->fbo_refraction)
5556                                 R_Mesh_DestroyFramebufferObject(p->fbo_refraction);
5557                         p->fbo_refraction = 0;
5558                         if (p->texture_reflection)
5559                                 R_FreeTexture(p->texture_reflection);
5560                         p->texture_reflection = NULL;
5561                         if (p->fbo_reflection)
5562                                 R_Mesh_DestroyFramebufferObject(p->fbo_reflection);
5563                         p->fbo_reflection = 0;
5564                         if (p->texture_camera)
5565                                 R_FreeTexture(p->texture_camera);
5566                         p->texture_camera = NULL;
5567                         if (p->fbo_camera)
5568                                 R_Mesh_DestroyFramebufferObject(p->fbo_camera);
5569                         p->fbo_camera = 0;
5570                 }
5571                 memset(&r_fb.water, 0, sizeof(r_fb.water));
5572                 r_fb.water.texturewidth = texturewidth;
5573                 r_fb.water.textureheight = textureheight;
5574                 r_fb.water.camerawidth = camerawidth;
5575                 r_fb.water.cameraheight = cameraheight;
5576         }
5577
5578         if (r_fb.water.texturewidth)
5579         {
5580                 int scaledwidth, scaledheight;
5581
5582                 r_fb.water.enabled = true;
5583
5584                 // water resolution is usually reduced
5585                 r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5586                 r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5587                 R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight);
5588
5589                 // set up variables that will be used in shader setup
5590                 r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5591                 r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5592                 r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5593                 r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5594         }
5595
5596         r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5597         r_fb.water.numwaterplanes = 0;
5598 }
5599
5600 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5601 {
5602         int planeindex, bestplaneindex, vertexindex;
5603         vec3_t mins, maxs, normal, center, v, n;
5604         vec_t planescore, bestplanescore;
5605         mplane_t plane;
5606         r_waterstate_waterplane_t *p;
5607         texture_t *t = R_GetCurrentTexture(surface->texture);
5608
5609         rsurface.texture = t;
5610         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5611         // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
5612         if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
5613                 return;
5614         // average the vertex normals, find the surface bounds (after deformvertexes)
5615         Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
5616         Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
5617         VectorCopy(n, normal);
5618         VectorCopy(v, mins);
5619         VectorCopy(v, maxs);
5620         for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
5621         {
5622                 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5623                 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5624                 VectorAdd(normal, n, normal);
5625                 mins[0] = min(mins[0], v[0]);
5626                 mins[1] = min(mins[1], v[1]);
5627                 mins[2] = min(mins[2], v[2]);
5628                 maxs[0] = max(maxs[0], v[0]);
5629                 maxs[1] = max(maxs[1], v[1]);
5630                 maxs[2] = max(maxs[2], v[2]);
5631         }
5632         VectorNormalize(normal);
5633         VectorMAM(0.5f, mins, 0.5f, maxs, center);
5634
5635         VectorCopy(normal, plane.normal);
5636         VectorNormalize(plane.normal);
5637         plane.dist = DotProduct(center, plane.normal);
5638         PlaneClassify(&plane);
5639         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5640         {
5641                 // skip backfaces (except if nocullface is set)
5642 //              if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5643 //                      return;
5644                 VectorNegate(plane.normal, plane.normal);
5645                 plane.dist *= -1;
5646                 PlaneClassify(&plane);
5647         }
5648
5649
5650         // find a matching plane if there is one
5651         bestplaneindex = -1;
5652         bestplanescore = 1048576.0f;
5653         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5654         {
5655                 if(p->camera_entity == t->camera_entity)
5656                 {
5657                         planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
5658                         if (bestplaneindex < 0 || bestplanescore > planescore)
5659                         {
5660                                 bestplaneindex = planeindex;
5661                                 bestplanescore = planescore;
5662                         }
5663                 }
5664         }
5665         planeindex = bestplaneindex;
5666         p = r_fb.water.waterplanes + planeindex;
5667
5668         // if this surface does not fit any known plane rendered this frame, add one
5669         if ((planeindex < 0 || bestplanescore > 0.001f) && r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
5670         {
5671                 // store the new plane
5672                 planeindex = r_fb.water.numwaterplanes++;
5673                 p = r_fb.water.waterplanes + planeindex;
5674                 p->plane = plane;
5675                 // clear materialflags and pvs
5676                 p->materialflags = 0;
5677                 p->pvsvalid = false;
5678                 p->camera_entity = t->camera_entity;
5679                 VectorCopy(mins, p->mins);
5680                 VectorCopy(maxs, p->maxs);
5681         }
5682         else
5683         {
5684                 // merge mins/maxs when we're adding this surface to the plane
5685                 p->mins[0] = min(p->mins[0], mins[0]);
5686                 p->mins[1] = min(p->mins[1], mins[1]);
5687                 p->mins[2] = min(p->mins[2], mins[2]);
5688                 p->maxs[0] = max(p->maxs[0], maxs[0]);
5689                 p->maxs[1] = max(p->maxs[1], maxs[1]);
5690                 p->maxs[2] = max(p->maxs[2], maxs[2]);
5691         }
5692         // merge this surface's materialflags into the waterplane
5693         p->materialflags |= t->currentmaterialflags;
5694         if(!(p->materialflags & MATERIALFLAG_CAMERA))
5695         {
5696                 // merge this surface's PVS into the waterplane
5697                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5698                  && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5699                 {
5700                         r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
5701                         p->pvsvalid = true;
5702                 }
5703         }
5704 }
5705
5706 extern cvar_t r_drawparticles;
5707 extern cvar_t r_drawdecals;
5708
5709 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5710 {
5711         int myscissor[4];
5712         r_refdef_view_t originalview;
5713         r_refdef_view_t myview;
5714         int planeindex, qualityreduction = 0, old_r_dynamic = 0, old_r_shadows = 0, old_r_worldrtlight = 0, old_r_dlight = 0, old_r_particles = 0, old_r_decals = 0;
5715         r_waterstate_waterplane_t *p;
5716         vec3_t visorigin;
5717         qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.samples < 2;
5718         char vabuf[1024];
5719
5720         originalview = r_refdef.view;
5721
5722         // lowquality hack, temporarily shut down some cvars and restore afterwards
5723         qualityreduction = r_water_lowquality.integer;
5724         if (qualityreduction > 0)
5725         {
5726                 if (qualityreduction >= 1)
5727                 {
5728                         old_r_shadows = r_shadows.integer;
5729                         old_r_worldrtlight = r_shadow_realtime_world.integer;
5730                         old_r_dlight = r_shadow_realtime_dlight.integer;
5731                         Cvar_SetValueQuick(&r_shadows, 0);
5732                         Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
5733                         Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
5734                 }
5735                 if (qualityreduction >= 2)
5736                 {
5737                         old_r_dynamic = r_dynamic.integer;
5738                         old_r_particles = r_drawparticles.integer;
5739                         old_r_decals = r_drawdecals.integer;
5740                         Cvar_SetValueQuick(&r_dynamic, 0);
5741                         Cvar_SetValueQuick(&r_drawparticles, 0);
5742                         Cvar_SetValueQuick(&r_drawdecals, 0);
5743                 }
5744         }
5745
5746         // make sure enough textures are allocated
5747         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5748         {
5749                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5750                 {
5751                         if (!p->texture_refraction)
5752                                 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_refraction", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5753                         if (!p->texture_refraction)
5754                                 goto error;
5755                         if (usewaterfbo)
5756                         {
5757                                 if (r_fb.water.depthtexture == NULL)
5758                                         r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5759                                 if (p->fbo_refraction == 0)
5760                                         p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
5761                         }
5762                 }
5763                 else if (p->materialflags & MATERIALFLAG_CAMERA)
5764                 {
5765                         if (!p->texture_camera)
5766                                 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_camera", planeindex), r_fb.water.camerawidth, r_fb.water.cameraheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
5767                         if (!p->texture_camera)
5768                                 goto error;
5769                         if (usewaterfbo)
5770                         {
5771                                 if (r_fb.water.depthtexture == NULL)
5772                                         r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5773                                 if (p->fbo_camera == 0)
5774                                         p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
5775                         }
5776                 }
5777
5778                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5779                 {
5780                         if (!p->texture_reflection)
5781                                 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_reflection", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5782                         if (!p->texture_reflection)
5783                                 goto error;
5784                         if (usewaterfbo)
5785                         {
5786                                 if (r_fb.water.depthtexture == NULL)
5787                                         r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5788                                 if (p->fbo_reflection == 0)
5789                                         p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
5790                         }
5791                 }
5792         }
5793
5794         // render views
5795         r_refdef.view = originalview;
5796         r_refdef.view.showdebug = false;
5797         r_refdef.view.width = r_fb.water.waterwidth;
5798         r_refdef.view.height = r_fb.water.waterheight;
5799         r_refdef.view.useclipplane = true;
5800         myview = r_refdef.view;
5801         r_fb.water.renderingscene = true;
5802         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5803         {
5804                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5805                 {
5806                         r_refdef.view = myview;
5807                         if(r_water_scissormode.integer)
5808                         {
5809                                 R_SetupView(true, p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5810                                 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5811                                         continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5812                         }
5813
5814                         // render reflected scene and copy into texture
5815                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
5816                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
5817                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
5818                         r_refdef.view.clipplane = p->plane;
5819                         // reverse the cullface settings for this render
5820                         r_refdef.view.cullface_front = GL_FRONT;
5821                         r_refdef.view.cullface_back = GL_BACK;
5822                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
5823                         {
5824                                 r_refdef.view.usecustompvs = true;
5825                                 if (p->pvsvalid)
5826                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5827                                 else
5828                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5829                         }
5830
5831                         r_fb.water.hideplayer = r_water_hideplayer.integer >= 2;
5832                         R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5833                         R_ClearScreen(r_refdef.fogenabled);
5834                         if(r_water_scissormode.integer & 2)
5835                                 R_View_UpdateWithScissor(myscissor);
5836                         else
5837                                 R_View_Update();
5838                         if(r_water_scissormode.integer & 1)
5839                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5840                         R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5841
5842                         if (!p->fbo_reflection)
5843                                 R_Mesh_CopyToTexture(p->texture_reflection, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5844                         r_fb.water.hideplayer = false;
5845                 }
5846
5847                 // render the normal view scene and copy into texture
5848                 // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
5849                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5850                 {
5851                         r_refdef.view = myview;
5852                         if(r_water_scissormode.integer)
5853                         {
5854                                 R_SetupView(true, p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5855                                 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5856                                         continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5857                         }
5858
5859                         r_fb.water.hideplayer = r_water_hideplayer.integer >= 1;
5860
5861                         r_refdef.view.clipplane = p->plane;
5862                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5863                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5864
5865                         if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
5866                         {
5867                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5868                                 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
5869                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5870                                 R_RenderView_UpdateViewVectors();
5871                                 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5872                                 {
5873                                         r_refdef.view.usecustompvs = true;
5874                                         r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
5875                                 }
5876                         }
5877
5878                         PlaneClassify(&r_refdef.view.clipplane);
5879
5880                         R_ResetViewRendering3D(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5881                         R_ClearScreen(r_refdef.fogenabled);
5882                         if(r_water_scissormode.integer & 2)
5883                                 R_View_UpdateWithScissor(myscissor);
5884                         else
5885                                 R_View_Update();
5886                         if(r_water_scissormode.integer & 1)
5887                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5888                         R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5889
5890                         if (!p->fbo_refraction)
5891                                 R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5892                         r_fb.water.hideplayer = false;
5893                 }
5894                 else if (p->materialflags & MATERIALFLAG_CAMERA)
5895                 {
5896                         r_refdef.view = myview;
5897
5898                         r_refdef.view.clipplane = p->plane;
5899                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5900                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5901
5902                         r_refdef.view.width = r_fb.water.camerawidth;
5903                         r_refdef.view.height = r_fb.water.cameraheight;
5904                         r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5905                         r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5906                         r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
5907                         r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
5908
5909                         if(p->camera_entity)
5910                         {
5911                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5912                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5913                         }
5914
5915                         // note: all of the view is used for displaying... so
5916                         // there is no use in scissoring
5917
5918                         // reverse the cullface settings for this render
5919                         r_refdef.view.cullface_front = GL_FRONT;
5920                         r_refdef.view.cullface_back = GL_BACK;
5921                         // also reverse the view matrix
5922                         Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, 1, -1); // this serves to invert texcoords in the result, as the copied texture is mapped the wrong way round
5923                         R_RenderView_UpdateViewVectors();
5924                         if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5925                         {
5926                                 r_refdef.view.usecustompvs = true;
5927                                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
5928                         }
5929                         
5930                         // camera needs no clipplane
5931                         r_refdef.view.useclipplane = false;
5932
5933                         PlaneClassify(&r_refdef.view.clipplane);
5934
5935                         r_fb.water.hideplayer = false;
5936
5937                         R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
5938                         R_ClearScreen(r_refdef.fogenabled);
5939                         R_View_Update();
5940                         R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
5941
5942                         if (!p->fbo_camera)
5943                                 R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5944                         r_fb.water.hideplayer = false;
5945                 }
5946
5947         }
5948         if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
5949         r_fb.water.renderingscene = false;
5950         r_refdef.view = originalview;
5951         R_ResetViewRendering3D(fbo, depthtexture, colortexture);
5952         if (!r_fb.water.depthtexture)
5953                 R_ClearScreen(r_refdef.fogenabled);
5954         R_View_Update();
5955         goto finish;
5956 error:
5957         r_refdef.view = originalview;
5958         r_fb.water.renderingscene = false;
5959         Cvar_SetValueQuick(&r_water, 0);
5960         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
5961 finish:
5962         // lowquality hack, restore cvars
5963         if (qualityreduction > 0)
5964         {
5965                 if (qualityreduction >= 1)
5966                 {
5967                         Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5968                         Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5969                         Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5970                 }
5971                 if (qualityreduction >= 2)
5972                 {
5973                         Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5974                         Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5975                         Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5976                 }
5977         }
5978 }
5979
5980 static void R_Bloom_StartFrame(void)
5981 {
5982         int i;
5983         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
5984         int viewwidth, viewheight;
5985         qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.samples < 2;
5986         textype_t textype = TEXTYPE_COLORBUFFER;
5987
5988         switch (vid.renderpath)
5989         {
5990         case RENDERPATH_GL20:
5991                 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
5992                 if (vid.support.ext_framebuffer_object)
5993                 {
5994                         if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5995                         if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
5996                 }
5997                 break;
5998         case RENDERPATH_GL11:
5999         case RENDERPATH_GL13:
6000         case RENDERPATH_GLES1:
6001         case RENDERPATH_GLES2:
6002         case RENDERPATH_D3D9:
6003         case RENDERPATH_D3D10:
6004         case RENDERPATH_D3D11:
6005                 r_fb.usedepthtextures = false;
6006                 break;
6007         case RENDERPATH_SOFT:
6008                 r_fb.usedepthtextures = true;
6009                 break;
6010         }
6011
6012         if (r_viewscale_fpsscaling.integer)
6013         {
6014                 double actualframetime;
6015                 double targetframetime;
6016                 double adjust;
6017                 actualframetime = r_refdef.lastdrawscreentime;
6018                 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
6019                 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
6020                 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
6021                 if (r_viewscale_fpsscaling_stepsize.value > 0)
6022                         adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
6023                 viewscalefpsadjusted += adjust;
6024                 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
6025         }
6026         else
6027                 viewscalefpsadjusted = 1.0f;
6028
6029         R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
6030
6031         switch(vid.renderpath)
6032         {
6033         case RENDERPATH_GL20:
6034         case RENDERPATH_D3D9:
6035         case RENDERPATH_D3D10:
6036         case RENDERPATH_D3D11:
6037         case RENDERPATH_SOFT:
6038         case RENDERPATH_GLES2:
6039                 break;
6040         case RENDERPATH_GL11:
6041         case RENDERPATH_GL13:
6042         case RENDERPATH_GLES1:
6043                 return;
6044         }
6045
6046         // set bloomwidth and bloomheight to the bloom resolution that will be
6047         // used (often less than the screen resolution for faster rendering)
6048         r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
6049         r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
6050         r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
6051         r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
6052         r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
6053
6054         // calculate desired texture sizes
6055         if (vid.support.arb_texture_non_power_of_two)
6056         {
6057                 screentexturewidth = vid.width;
6058                 screentextureheight = vid.height;
6059                 bloomtexturewidth = r_fb.bloomwidth;
6060                 bloomtextureheight = r_fb.bloomheight;
6061         }
6062         else
6063         {
6064                 for (screentexturewidth  = 1;screentexturewidth  < vid.width       ;screentexturewidth  *= 2);
6065                 for (screentextureheight = 1;screentextureheight < vid.height      ;screentextureheight *= 2);
6066                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_fb.bloomwidth ;bloomtexturewidth   *= 2);
6067                 for (bloomtextureheight  = 1;bloomtextureheight  < r_fb.bloomheight;bloomtextureheight  *= 2);
6068         }
6069
6070         if ((r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
6071         {
6072                 Cvar_SetValueQuick(&r_bloom, 0);
6073                 Cvar_SetValueQuick(&r_motionblur, 0);
6074                 Cvar_SetValueQuick(&r_damageblur, 0);
6075         }
6076
6077         if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))
6078          && !r_bloom.integer
6079          && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0))
6080          && !useviewfbo
6081          && r_viewscale.value == 1.0f
6082          && !r_viewscale_fpsscaling.integer)
6083                 screentexturewidth = screentextureheight = 0;
6084         if (!r_bloom.integer)
6085                 bloomtexturewidth = bloomtextureheight = 0;
6086
6087         // allocate textures as needed
6088         if (r_fb.screentexturewidth != screentexturewidth
6089          || r_fb.screentextureheight != screentextureheight
6090          || r_fb.bloomtexturewidth != bloomtexturewidth
6091          || r_fb.bloomtextureheight != bloomtextureheight
6092          || r_fb.textype != textype
6093          || useviewfbo != (r_fb.fbo != 0))
6094         {
6095                 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6096                 {
6097                         if (r_fb.bloomtexture[i])
6098                                 R_FreeTexture(r_fb.bloomtexture[i]);
6099                         r_fb.bloomtexture[i] = NULL;
6100
6101                         if (r_fb.bloomfbo[i])
6102                                 R_Mesh_DestroyFramebufferObject(r_fb.bloomfbo[i]);
6103                         r_fb.bloomfbo[i] = 0;
6104                 }
6105
6106                 if (r_fb.fbo)
6107                         R_Mesh_DestroyFramebufferObject(r_fb.fbo);
6108                 r_fb.fbo = 0;
6109
6110                 if (r_fb.colortexture)
6111                         R_FreeTexture(r_fb.colortexture);
6112                 r_fb.colortexture = NULL;
6113
6114                 if (r_fb.depthtexture)
6115                         R_FreeTexture(r_fb.depthtexture);
6116                 r_fb.depthtexture = NULL;
6117
6118                 if (r_fb.ghosttexture)
6119                         R_FreeTexture(r_fb.ghosttexture);
6120                 r_fb.ghosttexture = NULL;
6121
6122                 r_fb.screentexturewidth = screentexturewidth;
6123                 r_fb.screentextureheight = screentextureheight;
6124                 r_fb.bloomtexturewidth = bloomtexturewidth;
6125                 r_fb.bloomtextureheight = bloomtextureheight;
6126                 r_fb.textype = textype;
6127
6128                 if (r_fb.screentexturewidth && r_fb.screentextureheight)
6129                 {
6130                         if (r_motionblur.value > 0 || r_damageblur.value > 0)
6131                                 r_fb.ghosttexture = R_LoadTexture2D(r_main_texturepool, "framebuffermotionblur", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6132                         r_fb.ghosttexture_valid = false;
6133                         r_fb.colortexture = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6134                         if (useviewfbo)
6135                         {
6136                                 r_fb.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6137                                 r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6138                                 R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6139                         }
6140                 }
6141
6142                 if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight)
6143                 {
6144                         for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6145                         {
6146                                 r_fb.bloomtexture[i] = R_LoadTexture2D(r_main_texturepool, "framebufferbloom", r_fb.bloomtexturewidth, r_fb.bloomtextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6147                                 if (useviewfbo)
6148                                         r_fb.bloomfbo[i] = R_Mesh_CreateFramebufferObject(NULL, r_fb.bloomtexture[i], NULL, NULL, NULL);
6149                         }
6150                 }
6151         }
6152
6153         // bloom texture is a different resolution
6154         r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
6155         r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6156         r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
6157         r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
6158         r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight);
6159
6160         // set up a texcoord array for the full resolution screen image
6161         // (we have to keep this around to copy back during final render)
6162         r_fb.screentexcoord2f[0] = 0;
6163         r_fb.screentexcoord2f[1] = (float)viewheight    / (float)r_fb.screentextureheight;
6164         r_fb.screentexcoord2f[2] = (float)viewwidth     / (float)r_fb.screentexturewidth;
6165         r_fb.screentexcoord2f[3] = (float)viewheight    / (float)r_fb.screentextureheight;
6166         r_fb.screentexcoord2f[4] = (float)viewwidth     / (float)r_fb.screentexturewidth;
6167         r_fb.screentexcoord2f[5] = 0;
6168         r_fb.screentexcoord2f[6] = 0;
6169         r_fb.screentexcoord2f[7] = 0;
6170
6171         if(r_fb.fbo) 
6172         {
6173                 for (i = 1;i < 8;i += 2)
6174                 {
6175                         r_fb.screentexcoord2f[i] += 1 - (float)(viewheight + r_refdef.view.y) / (float)r_fb.screentextureheight;
6176                 }
6177         }
6178
6179         // set up a texcoord array for the reduced resolution bloom image
6180         // (which will be additive blended over the screen image)
6181         r_fb.bloomtexcoord2f[0] = 0;
6182         r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6183         r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth  / (float)r_fb.bloomtexturewidth;
6184         r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6185         r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth  / (float)r_fb.bloomtexturewidth;
6186         r_fb.bloomtexcoord2f[5] = 0;
6187         r_fb.bloomtexcoord2f[6] = 0;
6188         r_fb.bloomtexcoord2f[7] = 0;
6189
6190         switch(vid.renderpath)
6191         {
6192         case RENDERPATH_GL11:
6193         case RENDERPATH_GL13:
6194         case RENDERPATH_GL20:
6195         case RENDERPATH_SOFT:
6196         case RENDERPATH_GLES1:
6197         case RENDERPATH_GLES2:
6198                 break;
6199         case RENDERPATH_D3D9:
6200         case RENDERPATH_D3D10:
6201         case RENDERPATH_D3D11:
6202                 for (i = 0;i < 4;i++)
6203                 {
6204                         r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
6205                         r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
6206                         r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
6207                         r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
6208                 }
6209                 break;
6210         }
6211
6212         R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6213
6214         if (r_fb.fbo)
6215                 r_refdef.view.clear = true;
6216 }
6217
6218 static void R_Bloom_MakeTexture(void)
6219 {
6220         int x, range, dir;
6221         float xoffset, yoffset, r, brighten;
6222         rtexture_t *intex;
6223         float colorscale = r_bloom_colorscale.value;
6224
6225         r_refdef.stats.bloom++;
6226
6227         if (!r_fb.fbo)
6228         {
6229                 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6230                 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6231         }
6232
6233         // scale down screen texture to the bloom texture size
6234         CHECKGLERROR
6235         r_fb.bloomindex = 0;
6236         R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6237         R_SetViewport(&r_fb.bloomviewport);
6238         GL_BlendFunc(GL_ONE, GL_ZERO);
6239         GL_Color(colorscale, colorscale, colorscale, 1);
6240         // 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...
6241         switch(vid.renderpath)
6242         {
6243         case RENDERPATH_GL11:
6244         case RENDERPATH_GL13:
6245         case RENDERPATH_GL20:
6246         case RENDERPATH_GLES1:
6247         case RENDERPATH_GLES2:
6248         case RENDERPATH_SOFT:
6249                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6250                 break;
6251         case RENDERPATH_D3D9:
6252         case RENDERPATH_D3D10:
6253         case RENDERPATH_D3D11:
6254                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6255                 break;
6256         }
6257         // TODO: do boxfilter scale-down in shader?
6258         R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true, true);
6259         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6260         r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6261
6262         // we now have a properly scaled bloom image
6263         if (!r_fb.bloomfbo[r_fb.bloomindex])
6264         {
6265                 // copy it into the bloom texture
6266                 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6267                 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6268         }
6269
6270         // multiply bloom image by itself as many times as desired
6271         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6272         {
6273                 intex = r_fb.bloomtexture[r_fb.bloomindex];
6274                 r_fb.bloomindex ^= 1;
6275                 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6276                 x *= 2;
6277                 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
6278                 if (!r_fb.bloomfbo[r_fb.bloomindex])
6279                 {
6280                         GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); // square it and multiply by two
6281                         GL_Color(r,r,r,1); // apply fix factor
6282                 }
6283                 else
6284                 {
6285                         if(x <= 2)
6286                                 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
6287                         GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
6288                         GL_Color(1,1,1,1); // no fix factor supported here
6289                 }
6290                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
6291                 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6292                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6293                 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6294
6295                 if (!r_fb.bloomfbo[r_fb.bloomindex])
6296                 {
6297                         // copy the darkened image to a texture
6298                         R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6299                         r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6300                 }
6301         }
6302
6303         range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
6304         brighten = r_bloom_brighten.value;
6305         brighten = sqrt(brighten);
6306         if(range >= 1)
6307                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6308
6309         for (dir = 0;dir < 2;dir++)
6310         {
6311                 intex = r_fb.bloomtexture[r_fb.bloomindex];
6312                 r_fb.bloomindex ^= 1;
6313                 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6314                 // blend on at multiple vertical offsets to achieve a vertical blur
6315                 // TODO: do offset blends using GLSL
6316                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6317                 GL_BlendFunc(GL_ONE, GL_ZERO);
6318                 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6319                 for (x = -range;x <= range;x++)
6320                 {
6321                         if (!dir){xoffset = 0;yoffset = x;}
6322                         else {xoffset = x;yoffset = 0;}
6323                         xoffset /= (float)r_fb.bloomtexturewidth;
6324                         yoffset /= (float)r_fb.bloomtextureheight;
6325                         // compute a texcoord array with the specified x and y offset
6326                         r_fb.offsettexcoord2f[0] = xoffset+r_fb.bloomtexcoord2f[0];
6327                         r_fb.offsettexcoord2f[1] = yoffset+r_fb.bloomtexcoord2f[1];
6328                         r_fb.offsettexcoord2f[2] = xoffset+r_fb.bloomtexcoord2f[2];
6329                         r_fb.offsettexcoord2f[3] = yoffset+r_fb.bloomtexcoord2f[3];
6330                         r_fb.offsettexcoord2f[4] = xoffset+r_fb.bloomtexcoord2f[4];
6331                         r_fb.offsettexcoord2f[5] = yoffset+r_fb.bloomtexcoord2f[5];
6332                         r_fb.offsettexcoord2f[6] = xoffset+r_fb.bloomtexcoord2f[6];
6333                         r_fb.offsettexcoord2f[7] = yoffset+r_fb.bloomtexcoord2f[7];
6334                         // this r value looks like a 'dot' particle, fading sharply to
6335                         // black at the edges
6336                         // (probably not realistic but looks good enough)
6337                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6338                         //r = brighten/(range*2+1);
6339                         r = brighten / (range * 2 + 1);
6340                         if(range >= 1)
6341                                 r *= (1 - x*x/(float)(range*range));
6342                         GL_Color(r, r, r, 1);
6343                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
6344                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6345                         r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6346                         GL_BlendFunc(GL_ONE, GL_ONE);
6347                 }
6348
6349                 if (!r_fb.bloomfbo[r_fb.bloomindex])
6350                 {
6351                         // copy the vertically or horizontally blurred bloom view to a texture
6352                         R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6353                         r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6354                 }
6355         }
6356 }
6357
6358 static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6359 {
6360         unsigned int permutation;
6361         float uservecs[4][4];
6362
6363         switch (vid.renderpath)
6364         {
6365         case RENDERPATH_GL20:
6366         case RENDERPATH_D3D9:
6367         case RENDERPATH_D3D10:
6368         case RENDERPATH_D3D11:
6369         case RENDERPATH_SOFT:
6370         case RENDERPATH_GLES2:
6371                 permutation =
6372                           (r_fb.bloomtexture[r_fb.bloomindex] ? SHADERPERMUTATION_BLOOM : 0)
6373                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6374                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6375                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6376                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6377
6378                 if (r_fb.colortexture)
6379                 {
6380                         if (!r_fb.fbo)
6381                         {
6382                                 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6383                                 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6384                         }
6385
6386                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
6387                         {
6388                                 // declare variables
6389                                 float blur_factor, blur_mouseaccel, blur_velocity;
6390                                 static float blur_average; 
6391                                 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6392
6393                                 // set a goal for the factoring
6394                                 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value) 
6395                                         / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6396                                 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value) 
6397                                         / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6398                                 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value) 
6399                                         + (blur_mouseaccel * r_motionblur_mousefactor.value));
6400
6401                                 // from the goal, pick an averaged value between goal and last value
6402                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6403                                 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6404
6405                                 // enforce minimum amount of blur 
6406                                 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6407
6408                                 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6409
6410                                 // calculate values into a standard alpha
6411                                 cl.motionbluralpha = 1 - exp(-
6412                                                 (
6413                                                  (r_motionblur.value * blur_factor / 80)
6414                                                  +
6415                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6416                                                 )
6417                                                 /
6418                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
6419                                           );
6420
6421                                 // randomization for the blur value to combat persistent ghosting
6422                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6423                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6424
6425                                 // apply the blur
6426                                 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
6427                                 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
6428                                 {
6429                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6430                                         GL_Color(1, 1, 1, cl.motionbluralpha);
6431                                         switch(vid.renderpath)
6432                                         {
6433                                         case RENDERPATH_GL11:
6434                                         case RENDERPATH_GL13:
6435                                         case RENDERPATH_GL20:
6436                                         case RENDERPATH_GLES1:
6437                                         case RENDERPATH_GLES2:
6438                                         case RENDERPATH_SOFT:
6439                                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6440                                                 break;
6441                                         case RENDERPATH_D3D9:
6442                                         case RENDERPATH_D3D10:
6443                                         case RENDERPATH_D3D11:
6444                                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6445                                                 break;
6446                                         }
6447                                         R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
6448                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6449                                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6450                                 }
6451
6452                                 // updates old view angles for next pass
6453                                 VectorCopy(cl.viewangles, blur_oldangles);
6454
6455                                 // copy view into the ghost texture
6456                                 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6457                                 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6458                                 r_fb.ghosttexture_valid = true;
6459                         }
6460                 }
6461                 else
6462                 {
6463                         // no r_fb.colortexture means we're rendering to the real fb
6464                         // we may still have to do view tint...
6465                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6466                         {
6467                                 // apply a color tint to the whole view
6468                                 R_ResetViewRendering2D(0, NULL, NULL);
6469                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6470                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6471                                 R_SetupShader_Generic_NoTexture(false, true);
6472                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6473                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6474                         }
6475                         break; // no screen processing, no bloom, skip it
6476                 }
6477
6478                 if (r_fb.bloomtexture[0])
6479                 {
6480                         // make the bloom texture
6481                         R_Bloom_MakeTexture();
6482                 }
6483
6484 #if _MSC_VER >= 1400
6485 #define sscanf sscanf_s
6486 #endif
6487                 memset(uservecs, 0, sizeof(uservecs));
6488                 if (r_glsl_postprocess_uservec1_enable.integer)
6489                         sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6490                 if (r_glsl_postprocess_uservec2_enable.integer)
6491                         sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6492                 if (r_glsl_postprocess_uservec3_enable.integer)
6493                         sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6494                 if (r_glsl_postprocess_uservec4_enable.integer)
6495                         sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6496
6497                 R_ResetViewRendering2D(0, NULL, NULL); // here we render to the real framebuffer!
6498                 GL_Color(1, 1, 1, 1);
6499                 GL_BlendFunc(GL_ONE, GL_ZERO);
6500
6501                 switch(vid.renderpath)
6502                 {
6503                 case RENDERPATH_GL20:
6504                 case RENDERPATH_GLES2:
6505                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6506                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6507                         if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First     , r_fb.colortexture);
6508                         if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second    , r_fb.bloomtexture[r_fb.bloomindex]);
6509                         if (r_glsl_permutation->tex_Texture_GammaRamps      >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps       );
6510                         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]);
6511                         if (r_glsl_permutation->loc_PixelSize               >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize         , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6512                         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]);
6513                         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]);
6514                         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]);
6515                         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]);
6516                         if (r_glsl_permutation->loc_Saturation              >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
6517                         if (r_glsl_permutation->loc_PixelToScreenTexCoord   >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6518                         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);
6519                         break;
6520                 case RENDERPATH_D3D9:
6521 #ifdef SUPPORTD3D
6522                         // 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...
6523                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6524                         R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6525                         R_Mesh_TexBind(GL20TU_FIRST     , r_fb.colortexture);
6526                         R_Mesh_TexBind(GL20TU_SECOND    , r_fb.bloomtexture[r_fb.bloomindex]);
6527                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
6528                         hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor        , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6529                         hlslPSSetParameter2f(D3DPSREGISTER_PixelSize            , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6530                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec1             , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6531                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec2             , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6532                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec3             , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6533                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec4             , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6534                         hlslPSSetParameter1f(D3DPSREGISTER_Saturation           , r_glsl_saturation.value);
6535                         hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6536                         hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6537 #endif
6538                         break;
6539                 case RENDERPATH_D3D10:
6540                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6541                         break;
6542                 case RENDERPATH_D3D11:
6543                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6544                         break;
6545                 case RENDERPATH_SOFT:
6546                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6547                         R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6548                         R_Mesh_TexBind(GL20TU_FIRST     , r_fb.colortexture);
6549                         R_Mesh_TexBind(GL20TU_SECOND    , r_fb.bloomtexture[r_fb.bloomindex]);
6550                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
6551                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor     , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6552                         DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize         , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6553                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1          , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6554                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2          , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6555                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3          , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6556                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4          , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6557                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation        , r_glsl_saturation.value);
6558                         DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6559                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6560                         break;
6561                 default:
6562                         break;
6563                 }
6564                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6565                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
6566                 break;
6567         case RENDERPATH_GL11:
6568         case RENDERPATH_GL13:
6569         case RENDERPATH_GLES1:
6570                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6571                 {
6572                         // apply a color tint to the whole view
6573                         R_ResetViewRendering2D(0, NULL, NULL);
6574                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6575                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6576                         R_SetupShader_Generic_NoTexture(false, true);
6577                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6578                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6579                 }
6580                 break;
6581         }
6582 }
6583
6584 matrix4x4_t r_waterscrollmatrix;
6585
6586 void R_UpdateFog(void)
6587 {
6588         // Nehahra fog
6589         if (gamemode == GAME_NEHAHRA)
6590         {
6591                 if (gl_fogenable.integer)
6592                 {
6593                         r_refdef.oldgl_fogenable = true;
6594                         r_refdef.fog_density = gl_fogdensity.value;
6595                         r_refdef.fog_red = gl_fogred.value;
6596                         r_refdef.fog_green = gl_foggreen.value;
6597                         r_refdef.fog_blue = gl_fogblue.value;
6598                         r_refdef.fog_alpha = 1;
6599                         r_refdef.fog_start = 0;
6600                         r_refdef.fog_end = gl_skyclip.value;
6601                         r_refdef.fog_height = 1<<30;
6602                         r_refdef.fog_fadedepth = 128;
6603                 }
6604                 else if (r_refdef.oldgl_fogenable)
6605                 {
6606                         r_refdef.oldgl_fogenable = false;
6607                         r_refdef.fog_density = 0;
6608                         r_refdef.fog_red = 0;
6609                         r_refdef.fog_green = 0;
6610                         r_refdef.fog_blue = 0;
6611                         r_refdef.fog_alpha = 0;
6612                         r_refdef.fog_start = 0;
6613                         r_refdef.fog_end = 0;
6614                         r_refdef.fog_height = 1<<30;
6615                         r_refdef.fog_fadedepth = 128;
6616                 }
6617         }
6618
6619         // fog parms
6620         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6621         r_refdef.fog_start = max(0, r_refdef.fog_start);
6622         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6623
6624         if (r_refdef.fog_density && r_drawfog.integer)
6625         {
6626                 r_refdef.fogenabled = true;
6627                 // this is the point where the fog reaches 0.9986 alpha, which we
6628                 // consider a good enough cutoff point for the texture
6629                 // (0.9986 * 256 == 255.6)
6630                 if (r_fog_exp2.integer)
6631                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6632                 else
6633                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6634                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6635                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6636                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6637                 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6638                         R_BuildFogHeightTexture();
6639                 // fog color was already set
6640                 // update the fog texture
6641                 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)
6642                         R_BuildFogTexture();
6643                 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6644                 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6645         }
6646         else
6647                 r_refdef.fogenabled = false;
6648
6649         // fog color
6650         if (r_refdef.fog_density)
6651         {
6652                 r_refdef.fogcolor[0] = r_refdef.fog_red;
6653                 r_refdef.fogcolor[1] = r_refdef.fog_green;
6654                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6655
6656                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6657                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6658                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6659                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6660
6661                 {
6662                         vec3_t fogvec;
6663                         VectorCopy(r_refdef.fogcolor, fogvec);
6664                         //   color.rgb *= ContrastBoost * SceneBrightness;
6665                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6666                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6667                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6668                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6669                 }
6670         }
6671 }
6672
6673 void R_UpdateVariables(void)
6674 {
6675         R_Textures_Frame();
6676
6677         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
6678
6679         r_refdef.farclip = r_farclip_base.value;
6680         if (r_refdef.scene.worldmodel)
6681                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6682         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6683
6684         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6685                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6686         r_refdef.polygonfactor = 0;
6687         r_refdef.polygonoffset = 0;
6688         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6689         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6690
6691         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6692         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6693         r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6694         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6695         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6696         if (FAKELIGHT_ENABLED)
6697         {
6698                 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
6699         }
6700         else if (r_refdef.scene.worldmodel)
6701         {
6702                 r_refdef.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
6703         }
6704         if (r_showsurfaces.integer)
6705         {
6706                 r_refdef.scene.rtworld = false;
6707                 r_refdef.scene.rtworldshadows = false;
6708                 r_refdef.scene.rtdlight = false;
6709                 r_refdef.scene.rtdlightshadows = false;
6710                 r_refdef.lightmapintensity = 0;
6711         }
6712
6713         switch(vid.renderpath)
6714         {
6715         case RENDERPATH_GL20:
6716         case RENDERPATH_D3D9:
6717         case RENDERPATH_D3D10:
6718         case RENDERPATH_D3D11:
6719         case RENDERPATH_SOFT:
6720         case RENDERPATH_GLES2:
6721                 if(v_glslgamma.integer && !vid_gammatables_trivial)
6722                 {
6723                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
6724                         {
6725                                 // build GLSL gamma texture
6726 #define RAMPWIDTH 256
6727                                 unsigned short ramp[RAMPWIDTH * 3];
6728                                 unsigned char rampbgr[RAMPWIDTH][4];
6729                                 int i;
6730
6731                                 r_texture_gammaramps_serial = vid_gammatables_serial;
6732
6733                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
6734                                 for(i = 0; i < RAMPWIDTH; ++i)
6735                                 {
6736                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6737                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6738                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
6739                                         rampbgr[i][3] = 0;
6740                                 }
6741                                 if (r_texture_gammaramps)
6742                                 {
6743                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
6744                                 }
6745                                 else
6746                                 {
6747                                         r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
6748                                 }
6749                         }
6750                 }
6751                 else
6752                 {
6753                         // remove GLSL gamma texture
6754                 }
6755                 break;
6756         case RENDERPATH_GL11:
6757         case RENDERPATH_GL13:
6758         case RENDERPATH_GLES1:
6759                 break;
6760         }
6761 }
6762
6763 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
6764 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
6765 /*
6766 ================
6767 R_SelectScene
6768 ================
6769 */
6770 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
6771         if( scenetype != r_currentscenetype ) {
6772                 // store the old scenetype
6773                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
6774                 r_currentscenetype = scenetype;
6775                 // move in the new scene
6776                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
6777         }
6778 }
6779
6780 /*
6781 ================
6782 R_GetScenePointer
6783 ================
6784 */
6785 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
6786 {
6787         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
6788         if( scenetype == r_currentscenetype ) {
6789                 return &r_refdef.scene;
6790         } else {
6791                 return &r_scenes_store[ scenetype ];
6792         }
6793 }
6794
6795 static int R_SortEntities_Compare(const void *ap, const void *bp)
6796 {
6797         const entity_render_t *a = *(const entity_render_t **)ap;
6798         const entity_render_t *b = *(const entity_render_t **)bp;
6799
6800         // 1. compare model
6801         if(a->model < b->model)
6802                 return -1;
6803         if(a->model > b->model)
6804                 return +1;
6805
6806         // 2. compare skin
6807         // TODO possibly calculate the REAL skinnum here first using
6808         // skinscenes?
6809         if(a->skinnum < b->skinnum)
6810                 return -1;
6811         if(a->skinnum > b->skinnum)
6812                 return +1;
6813
6814         // everything we compared is equal
6815         return 0;
6816 }
6817 static void R_SortEntities(void)
6818 {
6819         // below or equal 2 ents, sorting never gains anything
6820         if(r_refdef.scene.numentities <= 2)
6821                 return;
6822         // sort
6823         qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
6824 }
6825
6826 /*
6827 ================
6828 R_RenderView
6829 ================
6830 */
6831 int dpsoftrast_test;
6832 extern cvar_t r_shadow_bouncegrid;
6833 void R_RenderView(void)
6834 {
6835         matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
6836         int fbo;
6837         rtexture_t *depthtexture;
6838         rtexture_t *colortexture;
6839
6840         dpsoftrast_test = r_test.integer;
6841
6842         if (r_timereport_active)
6843                 R_TimeReport("start");
6844         r_textureframe++; // used only by R_GetCurrentTexture
6845         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6846
6847         if(R_CompileShader_CheckStaticParms())
6848                 R_GLSL_Restart_f();
6849
6850         if (!r_drawentities.integer)
6851                 r_refdef.scene.numentities = 0;
6852         else if (r_sortentities.integer)
6853                 R_SortEntities();
6854
6855         R_AnimCache_ClearCache();
6856         R_FrameData_NewFrame();
6857
6858         /* adjust for stereo display */
6859         if(R_Stereo_Active())
6860         {
6861                 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);
6862                 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
6863         }
6864
6865         if (r_refdef.view.isoverlay)
6866         {
6867                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
6868                 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
6869                 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
6870                 R_TimeReport("depthclear");
6871
6872                 r_refdef.view.showdebug = false;
6873
6874                 r_fb.water.enabled = false;
6875                 r_fb.water.numwaterplanes = 0;
6876
6877                 R_RenderScene(0, NULL, NULL);
6878
6879                 r_refdef.view.matrix = originalmatrix;
6880
6881                 CHECKGLERROR
6882                 return;
6883         }
6884
6885         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
6886         {
6887                 r_refdef.view.matrix = originalmatrix;
6888                 return;
6889         }
6890
6891         r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
6892
6893         if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
6894                 // in sRGB fallback, behave similar to true sRGB: convert this
6895                 // value from linear to sRGB
6896                 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
6897
6898         R_RenderView_UpdateViewVectors();
6899
6900         R_Shadow_UpdateWorldLightSelection();
6901
6902         R_Bloom_StartFrame();
6903         R_Water_StartFrame();
6904
6905         // now we probably have an fbo to render into
6906         fbo = r_fb.fbo;
6907         depthtexture = r_fb.depthtexture;
6908         colortexture = r_fb.colortexture;
6909
6910         CHECKGLERROR
6911         if (r_timereport_active)
6912                 R_TimeReport("viewsetup");
6913
6914         R_ResetViewRendering3D(fbo, depthtexture, colortexture);
6915
6916         if (r_refdef.view.clear || r_refdef.fogenabled || fbo)
6917         {
6918                 R_ClearScreen(r_refdef.fogenabled);
6919                 if (r_timereport_active)
6920                         R_TimeReport("viewclear");
6921         }
6922         r_refdef.view.clear = true;
6923
6924         r_refdef.view.showdebug = true;
6925
6926         R_View_Update();
6927         if (r_timereport_active)
6928                 R_TimeReport("visibility");
6929
6930         R_Shadow_UpdateBounceGridTexture();
6931         if (r_timereport_active && r_shadow_bouncegrid.integer)
6932                 R_TimeReport("bouncegrid");
6933
6934         r_fb.water.numwaterplanes = 0;
6935         if (r_fb.water.enabled)
6936                 R_RenderWaterPlanes(fbo, depthtexture, colortexture);
6937
6938         R_RenderScene(fbo, depthtexture, colortexture);
6939         r_fb.water.numwaterplanes = 0;
6940
6941         R_BlendView(fbo, depthtexture, colortexture);
6942         if (r_timereport_active)
6943                 R_TimeReport("blendview");
6944
6945         GL_Scissor(0, 0, vid.width, vid.height);
6946         GL_ScissorTest(false);
6947
6948         r_refdef.view.matrix = originalmatrix;
6949
6950         CHECKGLERROR
6951 }
6952
6953 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6954 {
6955         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
6956         {
6957                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
6958                 if (r_timereport_active)
6959                         R_TimeReport("waterworld");
6960         }
6961
6962         // don't let sound skip if going slow
6963         if (r_refdef.scene.extraupdate)
6964                 S_ExtraUpdate ();
6965
6966         R_DrawModelsAddWaterPlanes();
6967         if (r_timereport_active)
6968                 R_TimeReport("watermodels");
6969
6970         if (r_fb.water.numwaterplanes)
6971         {
6972                 R_Water_ProcessPlanes(fbo, depthtexture, colortexture);
6973                 if (r_timereport_active)
6974                         R_TimeReport("waterscenes");
6975         }
6976 }
6977
6978 extern cvar_t cl_locs_show;
6979 static void R_DrawLocs(void);
6980 static void R_DrawEntityBBoxes(void);
6981 static void R_DrawModelDecals(void);
6982 extern cvar_t cl_decals_newsystem;
6983 extern qboolean r_shadow_usingdeferredprepass;
6984 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6985 {
6986         qboolean shadowmapping = false;
6987
6988         if (r_timereport_active)
6989                 R_TimeReport("beginscene");
6990
6991         r_refdef.stats.renders++;
6992
6993         R_UpdateFog();
6994
6995         // don't let sound skip if going slow
6996         if (r_refdef.scene.extraupdate)
6997                 S_ExtraUpdate ();
6998
6999         R_MeshQueue_BeginScene();
7000
7001         R_SkyStartFrame();
7002
7003         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);
7004
7005         if (r_timereport_active)
7006                 R_TimeReport("skystartframe");
7007
7008         if (cl.csqc_vidvars.drawworld)
7009         {
7010                 // don't let sound skip if going slow
7011                 if (r_refdef.scene.extraupdate)
7012                         S_ExtraUpdate ();
7013
7014                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7015                 {
7016                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7017                         if (r_timereport_active)
7018                                 R_TimeReport("worldsky");
7019                 }
7020
7021                 if (R_DrawBrushModelsSky() && r_timereport_active)
7022                         R_TimeReport("bmodelsky");
7023
7024                 if (skyrendermasked && skyrenderlater)
7025                 {
7026                         // we have to force off the water clipping plane while rendering sky
7027                         R_SetupView(false, fbo, depthtexture, colortexture);
7028                         R_Sky();
7029                         R_SetupView(true, fbo, depthtexture, colortexture);
7030                         if (r_timereport_active)
7031                                 R_TimeReport("sky");
7032                 }
7033         }
7034
7035         R_Shadow_PrepareLights(fbo, depthtexture, colortexture);
7036         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
7037                 R_Shadow_PrepareModelShadows();
7038         if (r_timereport_active)
7039                 R_TimeReport("preparelights");
7040
7041         if (R_Shadow_ShadowMappingEnabled())
7042                 shadowmapping = true;
7043
7044         if (r_shadow_usingdeferredprepass)
7045                 R_Shadow_DrawPrepass();
7046
7047         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7048         {
7049                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7050                 if (r_timereport_active)
7051                         R_TimeReport("worlddepth");
7052         }
7053         if (r_depthfirst.integer >= 2)
7054         {
7055                 R_DrawModelsDepth();
7056                 if (r_timereport_active)
7057                         R_TimeReport("modeldepth");
7058         }
7059
7060         if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
7061         {
7062                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7063                 R_DrawModelShadowMaps(fbo, depthtexture, colortexture);
7064                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7065                 // don't let sound skip if going slow
7066                 if (r_refdef.scene.extraupdate)
7067                         S_ExtraUpdate ();
7068         }
7069
7070         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7071         {
7072                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7073                 if (r_timereport_active)
7074                         R_TimeReport("world");
7075         }
7076
7077         // don't let sound skip if going slow
7078         if (r_refdef.scene.extraupdate)
7079                 S_ExtraUpdate ();
7080
7081         R_DrawModels();
7082         if (r_timereport_active)
7083                 R_TimeReport("models");
7084
7085         // don't let sound skip if going slow
7086         if (r_refdef.scene.extraupdate)
7087                 S_ExtraUpdate ();
7088
7089         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7090         {
7091                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7092                 R_DrawModelShadows(fbo, depthtexture, colortexture);
7093                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7094                 // don't let sound skip if going slow
7095                 if (r_refdef.scene.extraupdate)
7096                         S_ExtraUpdate ();
7097         }
7098
7099         if (!r_shadow_usingdeferredprepass)
7100         {
7101                 R_Shadow_DrawLights();
7102                 if (r_timereport_active)
7103                         R_TimeReport("rtlights");
7104         }
7105
7106         // don't let sound skip if going slow
7107         if (r_refdef.scene.extraupdate)
7108                 S_ExtraUpdate ();
7109
7110         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7111         {
7112                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7113                 R_DrawModelShadows(fbo, depthtexture, colortexture);
7114                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7115                 // don't let sound skip if going slow
7116                 if (r_refdef.scene.extraupdate)
7117                         S_ExtraUpdate ();
7118         }
7119
7120         if (cl.csqc_vidvars.drawworld)
7121         {
7122                 if (cl_decals_newsystem.integer)
7123                 {
7124                         R_DrawModelDecals();
7125                         if (r_timereport_active)
7126                                 R_TimeReport("modeldecals");
7127                 }
7128                 else
7129                 {
7130                         R_DrawDecals();
7131                         if (r_timereport_active)
7132                                 R_TimeReport("decals");
7133                 }
7134
7135                 R_DrawParticles();
7136                 if (r_timereport_active)
7137                         R_TimeReport("particles");
7138
7139                 R_DrawExplosions();
7140                 if (r_timereport_active)
7141                         R_TimeReport("explosions");
7142
7143                 R_DrawLightningBeams();
7144                 if (r_timereport_active)
7145                         R_TimeReport("lightning");
7146         }
7147
7148         if (cl.csqc_loaded)
7149                 VM_CL_AddPolygonsToMeshQueue(CLVM_prog);
7150
7151         if (r_refdef.view.showdebug)
7152         {
7153                 if (cl_locs_show.integer)
7154                 {
7155                         R_DrawLocs();
7156                         if (r_timereport_active)
7157                                 R_TimeReport("showlocs");
7158                 }
7159
7160                 if (r_drawportals.integer)
7161                 {
7162                         R_DrawPortals();
7163                         if (r_timereport_active)
7164                                 R_TimeReport("portals");
7165                 }
7166
7167                 if (r_showbboxes.value > 0)
7168                 {
7169                         R_DrawEntityBBoxes();
7170                         if (r_timereport_active)
7171                                 R_TimeReport("bboxes");
7172                 }
7173         }
7174
7175         if (r_transparent.integer)
7176         {
7177                 R_MeshQueue_RenderTransparent();
7178                 if (r_timereport_active)
7179                         R_TimeReport("drawtrans");
7180         }
7181
7182         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))
7183         {
7184                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7185                 if (r_timereport_active)
7186                         R_TimeReport("worlddebug");
7187                 R_DrawModelsDebug();
7188                 if (r_timereport_active)
7189                         R_TimeReport("modeldebug");
7190         }
7191
7192         if (cl.csqc_vidvars.drawworld)
7193         {
7194                 R_Shadow_DrawCoronas();
7195                 if (r_timereport_active)
7196                         R_TimeReport("coronas");
7197         }
7198
7199 #if 0
7200         {
7201                 GL_DepthTest(false);
7202                 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7203                 GL_Color(1, 1, 1, 1);
7204                 qglBegin(GL_POLYGON);
7205                 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7206                 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7207                 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7208                 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7209                 qglEnd();
7210                 qglBegin(GL_POLYGON);
7211                 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]);
7212                 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]);
7213                 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]);
7214                 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]);
7215                 qglEnd();
7216                 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7217         }
7218 #endif
7219
7220         // don't let sound skip if going slow
7221         if (r_refdef.scene.extraupdate)
7222                 S_ExtraUpdate ();
7223 }
7224
7225 static const unsigned short bboxelements[36] =
7226 {
7227         5, 1, 3, 5, 3, 7,
7228         6, 2, 0, 6, 0, 4,
7229         7, 3, 2, 7, 2, 6,
7230         4, 0, 1, 4, 1, 5,
7231         4, 5, 7, 4, 7, 6,
7232         1, 0, 2, 1, 2, 3,
7233 };
7234
7235 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7236 {
7237         int i;
7238         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7239
7240         RSurf_ActiveWorldEntity();
7241
7242         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7243         GL_DepthMask(false);
7244         GL_DepthRange(0, 1);
7245         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7246 //      R_Mesh_ResetTextureState();
7247
7248         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7249         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7250         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7251         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7252         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7253         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7254         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7255         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7256         R_FillColors(color4f, 8, cr, cg, cb, ca);
7257         if (r_refdef.fogenabled)
7258         {
7259                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7260                 {
7261                         f1 = RSurf_FogVertex(v);
7262                         f2 = 1 - f1;
7263                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7264                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7265                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7266                 }
7267         }
7268         R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7269         R_Mesh_ResetTextureState();
7270         R_SetupShader_Generic_NoTexture(false, false);
7271         R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7272 }
7273
7274 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7275 {
7276         prvm_prog_t *prog = SVVM_prog;
7277         int i;
7278         float color[4];
7279         prvm_edict_t *edict;
7280
7281         // this function draws bounding boxes of server entities
7282         if (!sv.active)
7283                 return;
7284
7285         GL_CullFace(GL_NONE);
7286         R_SetupShader_Generic_NoTexture(false, false);
7287
7288         for (i = 0;i < numsurfaces;i++)
7289         {
7290                 edict = PRVM_EDICT_NUM(surfacelist[i]);
7291                 switch ((int)PRVM_serveredictfloat(edict, solid))
7292                 {
7293                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
7294                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
7295                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
7296                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7297                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
7298                         case SOLID_CORPSE:   Vector4Set(color, 1, 0.5, 0, 0.05);break;
7299                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
7300                 }
7301                 color[3] *= r_showbboxes.value;
7302                 color[3] = bound(0, color[3], 1);
7303                 GL_DepthTest(!r_showdisabledepthtest.integer);
7304                 GL_CullFace(r_refdef.view.cullface_front);
7305                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7306         }
7307 }
7308
7309 static void R_DrawEntityBBoxes(void)
7310 {
7311         int i;
7312         prvm_edict_t *edict;
7313         vec3_t center;
7314         prvm_prog_t *prog = SVVM_prog;
7315
7316         // this function draws bounding boxes of server entities
7317         if (!sv.active)
7318                 return;
7319
7320         for (i = 0;i < prog->num_edicts;i++)
7321         {
7322                 edict = PRVM_EDICT_NUM(i);
7323                 if (edict->priv.server->free)
7324                         continue;
7325                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7326                 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7327                         continue;
7328                 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7329                         continue;
7330                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7331                 R_MeshQueue_AddTransparent(MESHQUEUE_SORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7332         }
7333 }
7334
7335 static const int nomodelelement3i[24] =
7336 {
7337         5, 2, 0,
7338         5, 1, 2,
7339         5, 0, 3,
7340         5, 3, 1,
7341         0, 2, 4,
7342         2, 1, 4,
7343         3, 0, 4,
7344         1, 3, 4
7345 };
7346
7347 static const unsigned short nomodelelement3s[24] =
7348 {
7349         5, 2, 0,
7350         5, 1, 2,
7351         5, 0, 3,
7352         5, 3, 1,
7353         0, 2, 4,
7354         2, 1, 4,
7355         3, 0, 4,
7356         1, 3, 4
7357 };
7358
7359 static const float nomodelvertex3f[6*3] =
7360 {
7361         -16,   0,   0,
7362          16,   0,   0,
7363           0, -16,   0,
7364           0,  16,   0,
7365           0,   0, -16,
7366           0,   0,  16
7367 };
7368
7369 static const float nomodelcolor4f[6*4] =
7370 {
7371         0.0f, 0.0f, 0.5f, 1.0f,
7372         0.0f, 0.0f, 0.5f, 1.0f,
7373         0.0f, 0.5f, 0.0f, 1.0f,
7374         0.0f, 0.5f, 0.0f, 1.0f,
7375         0.5f, 0.0f, 0.0f, 1.0f,
7376         0.5f, 0.0f, 0.0f, 1.0f
7377 };
7378
7379 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7380 {
7381         int i;
7382         float f1, f2, *c;
7383         float color4f[6*4];
7384
7385         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);
7386
7387         // this is only called once per entity so numsurfaces is always 1, and
7388         // surfacelist is always {0}, so this code does not handle batches
7389
7390         if (rsurface.ent_flags & RENDER_ADDITIVE)
7391         {
7392                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7393                 GL_DepthMask(false);
7394         }
7395         else if (rsurface.colormod[3] < 1)
7396         {
7397                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7398                 GL_DepthMask(false);
7399         }
7400         else
7401         {
7402                 GL_BlendFunc(GL_ONE, GL_ZERO);
7403                 GL_DepthMask(true);
7404         }
7405         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7406         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7407         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7408         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7409         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7410         for (i = 0, c = color4f;i < 6;i++, c += 4)
7411         {
7412                 c[0] *= rsurface.colormod[0];
7413                 c[1] *= rsurface.colormod[1];
7414                 c[2] *= rsurface.colormod[2];
7415                 c[3] *= rsurface.colormod[3];
7416         }
7417         if (r_refdef.fogenabled)
7418         {
7419                 for (i = 0, c = color4f;i < 6;i++, c += 4)
7420                 {
7421                         f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7422                         f2 = 1 - f1;
7423                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7424                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7425                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7426                 }
7427         }
7428 //      R_Mesh_ResetTextureState();
7429         R_SetupShader_Generic_NoTexture(false, false);
7430         R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7431         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7432 }
7433
7434 void R_DrawNoModel(entity_render_t *ent)
7435 {
7436         vec3_t org;
7437         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7438         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7439                 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? MESHQUEUE_SORT_HUD : MESHQUEUE_SORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7440         else
7441                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7442 }
7443
7444 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
7445 {
7446         vec3_t right1, right2, diff, normal;
7447
7448         VectorSubtract (org2, org1, normal);
7449
7450         // calculate 'right' vector for start
7451         VectorSubtract (r_refdef.view.origin, org1, diff);
7452         CrossProduct (normal, diff, right1);
7453         VectorNormalize (right1);
7454
7455         // calculate 'right' vector for end
7456         VectorSubtract (r_refdef.view.origin, org2, diff);
7457         CrossProduct (normal, diff, right2);
7458         VectorNormalize (right2);
7459
7460         vert[ 0] = org1[0] + width * right1[0];
7461         vert[ 1] = org1[1] + width * right1[1];
7462         vert[ 2] = org1[2] + width * right1[2];
7463         vert[ 3] = org1[0] - width * right1[0];
7464         vert[ 4] = org1[1] - width * right1[1];
7465         vert[ 5] = org1[2] - width * right1[2];
7466         vert[ 6] = org2[0] - width * right2[0];
7467         vert[ 7] = org2[1] - width * right2[1];
7468         vert[ 8] = org2[2] - width * right2[2];
7469         vert[ 9] = org2[0] + width * right2[0];
7470         vert[10] = org2[1] + width * right2[1];
7471         vert[11] = org2[2] + width * right2[2];
7472 }
7473
7474 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)
7475 {
7476         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7477         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7478         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7479         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7480         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7481         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7482         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7483         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7484         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7485         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7486         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7487         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7488 }
7489
7490 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7491 {
7492         int i;
7493         float *vertex3f;
7494         float v[3];
7495         VectorSet(v, x, y, z);
7496         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7497                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7498                         break;
7499         if (i == mesh->numvertices)
7500         {
7501                 if (mesh->numvertices < mesh->maxvertices)
7502                 {
7503                         VectorCopy(v, vertex3f);
7504                         mesh->numvertices++;
7505                 }
7506                 return mesh->numvertices;
7507         }
7508         else
7509                 return i;
7510 }
7511
7512 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7513 {
7514         int i;
7515         int *e, element[3];
7516         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7517         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7518         e = mesh->element3i + mesh->numtriangles * 3;
7519         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7520         {
7521                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7522                 if (mesh->numtriangles < mesh->maxtriangles)
7523                 {
7524                         *e++ = element[0];
7525                         *e++ = element[1];
7526                         *e++ = element[2];
7527                         mesh->numtriangles++;
7528                 }
7529                 element[1] = element[2];
7530         }
7531 }
7532
7533 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7534 {
7535         int i;
7536         int *e, element[3];
7537         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7538         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7539         e = mesh->element3i + mesh->numtriangles * 3;
7540         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7541         {
7542                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7543                 if (mesh->numtriangles < mesh->maxtriangles)
7544                 {
7545                         *e++ = element[0];
7546                         *e++ = element[1];
7547                         *e++ = element[2];
7548                         mesh->numtriangles++;
7549                 }
7550                 element[1] = element[2];
7551         }
7552 }
7553
7554 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7555 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7556 {
7557         int planenum, planenum2;
7558         int w;
7559         int tempnumpoints;
7560         mplane_t *plane, *plane2;
7561         double maxdist;
7562         double temppoints[2][256*3];
7563         // figure out how large a bounding box we need to properly compute this brush
7564         maxdist = 0;
7565         for (w = 0;w < numplanes;w++)
7566                 maxdist = max(maxdist, fabs(planes[w].dist));
7567         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7568         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7569         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7570         {
7571                 w = 0;
7572                 tempnumpoints = 4;
7573                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7574                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7575                 {
7576                         if (planenum2 == planenum)
7577                                 continue;
7578                         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);
7579                         w = !w;
7580                 }
7581                 if (tempnumpoints < 3)
7582                         continue;
7583                 // generate elements forming a triangle fan for this polygon
7584                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7585         }
7586 }
7587
7588 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)
7589 {
7590         texturelayer_t *layer;
7591         layer = t->currentlayers + t->currentnumlayers++;
7592         layer->type = type;
7593         layer->depthmask = depthmask;
7594         layer->blendfunc1 = blendfunc1;
7595         layer->blendfunc2 = blendfunc2;
7596         layer->texture = texture;
7597         layer->texmatrix = *matrix;
7598         layer->color[0] = r;
7599         layer->color[1] = g;
7600         layer->color[2] = b;
7601         layer->color[3] = a;
7602 }
7603
7604 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7605 {
7606         if(parms[0] == 0 && parms[1] == 0)
7607                 return false;
7608         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7609                 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7610                         return false;
7611         return true;
7612 }
7613
7614 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7615 {
7616         double index, f;
7617         index = parms[2] + rsurface.shadertime * parms[3];
7618         index -= floor(index);
7619         switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7620         {
7621         default:
7622         case Q3WAVEFUNC_NONE:
7623         case Q3WAVEFUNC_NOISE:
7624         case Q3WAVEFUNC_COUNT:
7625                 f = 0;
7626                 break;
7627         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7628         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7629         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7630         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7631         case Q3WAVEFUNC_TRIANGLE:
7632                 index *= 4;
7633                 f = index - floor(index);
7634                 if (index < 1)
7635                 {
7636                         // f = f;
7637                 }
7638                 else if (index < 2)
7639                         f = 1 - f;
7640                 else if (index < 3)
7641                         f = -f;
7642                 else
7643                         f = -(1 - f);
7644                 break;
7645         }
7646         f = parms[0] + parms[1] * f;
7647         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7648                 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
7649         return (float) f;
7650 }
7651
7652 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
7653 {
7654         int w, h, idx;
7655         double f;
7656         double offsetd[2];
7657         float tcmat[12];
7658         matrix4x4_t matrix, temp;
7659         switch(tcmod->tcmod)
7660         {
7661                 case Q3TCMOD_COUNT:
7662                 case Q3TCMOD_NONE:
7663                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7664                                 matrix = r_waterscrollmatrix;
7665                         else
7666                                 matrix = identitymatrix;
7667                         break;
7668                 case Q3TCMOD_ENTITYTRANSLATE:
7669                         // this is used in Q3 to allow the gamecode to control texcoord
7670                         // scrolling on the entity, which is not supported in darkplaces yet.
7671                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
7672                         break;
7673                 case Q3TCMOD_ROTATE:
7674                         f = tcmod->parms[0] * rsurface.shadertime;
7675                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
7676                         Matrix4x4_ConcatRotate(&matrix, (f / 360 - floor(f / 360)) * 360, 0, 0, 1);
7677                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
7678                         break;
7679                 case Q3TCMOD_SCALE:
7680                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
7681                         break;
7682                 case Q3TCMOD_SCROLL:
7683                         // extra care is needed because of precision breakdown with large values of time
7684                         offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
7685                         offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
7686                         Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
7687                         break;
7688                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
7689                         w = (int) tcmod->parms[0];
7690                         h = (int) tcmod->parms[1];
7691                         f = rsurface.shadertime / (tcmod->parms[2] * w * h);
7692                         f = f - floor(f);
7693                         idx = (int) floor(f * w * h);
7694                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
7695                         break;
7696                 case Q3TCMOD_STRETCH:
7697                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
7698                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
7699                         break;
7700                 case Q3TCMOD_TRANSFORM:
7701                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
7702                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
7703                         VectorSet(tcmat +  6, 0                   , 0                , 1);
7704                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
7705                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
7706                         break;
7707                 case Q3TCMOD_TURBULENT:
7708                         // this is handled in the RSurf_PrepareVertices function
7709                         matrix = identitymatrix;
7710                         break;
7711         }
7712         temp = *texmatrix;
7713         Matrix4x4_Concat(texmatrix, &matrix, &temp);
7714 }
7715
7716 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
7717 {
7718         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
7719         char name[MAX_QPATH];
7720         skinframe_t *skinframe;
7721         unsigned char pixels[296*194];
7722         strlcpy(cache->name, skinname, sizeof(cache->name));
7723         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
7724         if (developer_loading.integer)
7725                 Con_Printf("loading %s\n", name);
7726         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
7727         if (!skinframe || !skinframe->base)
7728         {
7729                 unsigned char *f;
7730                 fs_offset_t filesize;
7731                 skinframe = NULL;
7732                 f = FS_LoadFile(name, tempmempool, true, &filesize);
7733                 if (f)
7734                 {
7735                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
7736                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
7737                         Mem_Free(f);
7738                 }
7739         }
7740         cache->skinframe = skinframe;
7741 }
7742
7743 texture_t *R_GetCurrentTexture(texture_t *t)
7744 {
7745         int i;
7746         const entity_render_t *ent = rsurface.entity;
7747         dp_model_t *model = ent->model;
7748         q3shaderinfo_layer_tcmod_t *tcmod;
7749
7750         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
7751                 return t->currentframe;
7752         t->update_lastrenderframe = r_textureframe;
7753         t->update_lastrenderentity = (void *)ent;
7754
7755         if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
7756                 t->camera_entity = ent->entitynumber;
7757         else
7758                 t->camera_entity = 0;
7759
7760         // switch to an alternate material if this is a q1bsp animated material
7761         {
7762                 texture_t *texture = t;
7763                 int s = rsurface.ent_skinnum;
7764                 if ((unsigned int)s >= (unsigned int)model->numskins)
7765                         s = 0;
7766                 if (model->skinscenes)
7767                 {
7768                         if (model->skinscenes[s].framecount > 1)
7769                                 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
7770                         else
7771                                 s = model->skinscenes[s].firstframe;
7772                 }
7773                 if (s > 0)
7774                         t = t + s * model->num_surfaces;
7775                 if (t->animated)
7776                 {
7777                         // use an alternate animation if the entity's frame is not 0,
7778                         // and only if the texture has an alternate animation
7779                         if (rsurface.ent_alttextures && t->anim_total[1])
7780                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
7781                         else
7782                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
7783                 }
7784                 texture->currentframe = t;
7785         }
7786
7787         // update currentskinframe to be a qw skin or animation frame
7788         if (rsurface.ent_qwskin >= 0)
7789         {
7790                 i = rsurface.ent_qwskin;
7791                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
7792                 {
7793                         r_qwskincache_size = cl.maxclients;
7794                         if (r_qwskincache)
7795                                 Mem_Free(r_qwskincache);
7796                         r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
7797                 }
7798                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
7799                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
7800                 t->currentskinframe = r_qwskincache[i].skinframe;
7801                 if (t->currentskinframe == NULL)
7802                         t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7803         }
7804         else if (t->numskinframes >= 2)
7805                 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7806         if (t->backgroundnumskinframes >= 2)
7807                 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
7808
7809         t->currentmaterialflags = t->basematerialflags;
7810         t->currentalpha = rsurface.colormod[3];
7811         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
7812                 t->currentalpha *= r_wateralpha.value;
7813         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
7814                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
7815         if(!r_fb.water.enabled || r_refdef.view.isoverlay)
7816                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
7817         if (!(rsurface.ent_flags & RENDER_LIGHT))
7818                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
7819         else if (FAKELIGHT_ENABLED)
7820         {
7821                 // no modellight if using fakelight for the map
7822         }
7823         else if ((rsurface.modeltexcoordlightmap2f == NULL || (rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT))) && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7824         {
7825                 // pick a model lighting mode
7826                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
7827                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
7828                 else
7829                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
7830         }
7831         if (rsurface.ent_flags & RENDER_ADDITIVE)
7832                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7833         else if (t->currentalpha < 1)
7834                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7835         // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
7836         if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7837                 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
7838         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
7839                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
7840         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
7841                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
7842         if (t->backgroundnumskinframes)
7843                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
7844         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
7845         {
7846                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
7847                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
7848         }
7849         else
7850                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
7851         if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
7852         {
7853                 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
7854                 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
7855         }
7856         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
7857                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
7858
7859         // there is no tcmod
7860         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7861         {
7862                 t->currenttexmatrix = r_waterscrollmatrix;
7863                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
7864         }
7865         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
7866         {
7867                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
7868                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
7869         }
7870
7871         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7872                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
7873         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7874                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
7875
7876         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
7877         if (t->currentskinframe->qpixels)
7878                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
7879         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
7880         if (!t->basetexture)
7881                 t->basetexture = r_texture_notexture;
7882         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
7883         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
7884         t->nmaptexture = t->currentskinframe->nmap;
7885         if (!t->nmaptexture)
7886                 t->nmaptexture = r_texture_blanknormalmap;
7887         t->glosstexture = r_texture_black;
7888         t->glowtexture = t->currentskinframe->glow;
7889         t->fogtexture = t->currentskinframe->fog;
7890         t->reflectmasktexture = t->currentskinframe->reflect;
7891         if (t->backgroundnumskinframes)
7892         {
7893                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
7894                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
7895                 t->backgroundglosstexture = r_texture_black;
7896                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
7897                 if (!t->backgroundnmaptexture)
7898                         t->backgroundnmaptexture = r_texture_blanknormalmap;
7899                 // make sure that if glow is going to be used, both textures are not NULL
7900                 if (!t->backgroundglowtexture && t->glowtexture)
7901                         t->backgroundglowtexture = r_texture_black;
7902                 if (!t->glowtexture && t->backgroundglowtexture)
7903                         t->glowtexture = r_texture_black;
7904         }
7905         else
7906         {
7907                 t->backgroundbasetexture = r_texture_white;
7908                 t->backgroundnmaptexture = r_texture_blanknormalmap;
7909                 t->backgroundglosstexture = r_texture_black;
7910                 t->backgroundglowtexture = NULL;
7911         }
7912         t->specularpower = r_shadow_glossexponent.value;
7913         // TODO: store reference values for these in the texture?
7914         t->specularscale = 0;
7915         if (r_shadow_gloss.integer > 0)
7916         {
7917                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
7918                 {
7919                         if (r_shadow_glossintensity.value > 0)
7920                         {
7921                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
7922                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
7923                                 t->specularscale = r_shadow_glossintensity.value;
7924                         }
7925                 }
7926                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
7927                 {
7928                         t->glosstexture = r_texture_white;
7929                         t->backgroundglosstexture = r_texture_white;
7930                         t->specularscale = r_shadow_gloss2intensity.value;
7931                         t->specularpower = r_shadow_gloss2exponent.value;
7932                 }
7933         }
7934         t->specularscale *= t->specularscalemod;
7935         t->specularpower *= t->specularpowermod;
7936         t->rtlightambient = 0;
7937
7938         // lightmaps mode looks bad with dlights using actual texturing, so turn
7939         // off the colormap and glossmap, but leave the normalmap on as it still
7940         // accurately represents the shading involved
7941         if (gl_lightmaps.integer)
7942         {
7943                 t->basetexture = r_texture_grey128;
7944                 t->pantstexture = r_texture_black;
7945                 t->shirttexture = r_texture_black;
7946                 t->nmaptexture = r_texture_blanknormalmap;
7947                 t->glosstexture = r_texture_black;
7948                 t->glowtexture = NULL;
7949                 t->fogtexture = NULL;
7950                 t->reflectmasktexture = NULL;
7951                 t->backgroundbasetexture = NULL;
7952                 t->backgroundnmaptexture = r_texture_blanknormalmap;
7953                 t->backgroundglosstexture = r_texture_black;
7954                 t->backgroundglowtexture = NULL;
7955                 t->specularscale = 0;
7956                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
7957         }
7958
7959         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
7960         VectorClear(t->dlightcolor);
7961         t->currentnumlayers = 0;
7962         if (t->currentmaterialflags & MATERIALFLAG_WALL)
7963         {
7964                 int blendfunc1, blendfunc2;
7965                 qboolean depthmask;
7966                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
7967                 {
7968                         blendfunc1 = GL_SRC_ALPHA;
7969                         blendfunc2 = GL_ONE;
7970                 }
7971                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
7972                 {
7973                         blendfunc1 = GL_SRC_ALPHA;
7974                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
7975                 }
7976                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7977                 {
7978                         blendfunc1 = t->customblendfunc[0];
7979                         blendfunc2 = t->customblendfunc[1];
7980                 }
7981                 else
7982                 {
7983                         blendfunc1 = GL_ONE;
7984                         blendfunc2 = GL_ZERO;
7985                 }
7986                 // don't colormod evilblend textures
7987                 if(!R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD)
7988                         VectorSet(t->lightmapcolor, 1, 1, 1);
7989                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
7990                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7991                 {
7992                         // fullbright is not affected by r_refdef.lightmapintensity
7993                         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]);
7994                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
7995                                 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]);
7996                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
7997                                 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]);
7998                 }
7999                 else
8000                 {
8001                         vec3_t ambientcolor;
8002                         float colorscale;
8003                         // set the color tint used for lights affecting this surface
8004                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8005                         colorscale = 2;
8006                         // q3bsp has no lightmap updates, so the lightstylevalue that
8007                         // would normally be baked into the lightmap must be
8008                         // applied to the color
8009                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8010                         if (model->type == mod_brushq3)
8011                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8012                         colorscale *= r_refdef.lightmapintensity;
8013                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8014                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8015                         // basic lit geometry
8016                         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]);
8017                         // add pants/shirt if needed
8018                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8019                                 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]);
8020                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8021                                 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]);
8022                         // now add ambient passes if needed
8023                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8024                         {
8025                                 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]);
8026                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8027                                         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]);
8028                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8029                                         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]);
8030                         }
8031                 }
8032                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8033                         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]);
8034                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8035                 {
8036                         // if this is opaque use alpha blend which will darken the earlier
8037                         // passes cheaply.
8038                         //
8039                         // if this is an alpha blended material, all the earlier passes
8040                         // were darkened by fog already, so we only need to add the fog
8041                         // color ontop through the fog mask texture
8042                         //
8043                         // if this is an additive blended material, all the earlier passes
8044                         // were darkened by fog already, and we should not add fog color
8045                         // (because the background was not darkened, there is no fog color
8046                         // that was lost behind it).
8047                         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]);
8048                 }
8049         }
8050
8051         return t->currentframe;
8052 }
8053
8054 rsurfacestate_t rsurface;
8055
8056 void RSurf_ActiveWorldEntity(void)
8057 {
8058         dp_model_t *model = r_refdef.scene.worldmodel;
8059         //if (rsurface.entity == r_refdef.scene.worldentity)
8060         //      return;
8061         rsurface.entity = r_refdef.scene.worldentity;
8062         rsurface.skeleton = NULL;
8063         memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8064         rsurface.ent_skinnum = 0;
8065         rsurface.ent_qwskin = -1;
8066         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8067         rsurface.shadertime = r_refdef.scene.time;
8068         rsurface.matrix = identitymatrix;
8069         rsurface.inversematrix = identitymatrix;
8070         rsurface.matrixscale = 1;
8071         rsurface.inversematrixscale = 1;
8072         R_EntityMatrix(&identitymatrix);
8073         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8074         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8075         rsurface.fograngerecip = r_refdef.fograngerecip;
8076         rsurface.fogheightfade = r_refdef.fogheightfade;
8077         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8078         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8079         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8080         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8081         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8082         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8083         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8084         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8085         rsurface.colormod[3] = 1;
8086         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);
8087         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8088         rsurface.frameblend[0].lerp = 1;
8089         rsurface.ent_alttextures = false;
8090         rsurface.basepolygonfactor = r_refdef.polygonfactor;
8091         rsurface.basepolygonoffset = r_refdef.polygonoffset;
8092         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
8093         rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8094         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8095         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8096         rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8097         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8098         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8099         rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8100         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8101         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
8102         rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8103         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8104         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
8105         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8106         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8107         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
8108         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8109         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8110         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
8111         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8112         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8113         rsurface.modelelement3i = model->surfmesh.data_element3i;
8114         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8115         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8116         rsurface.modelelement3s = model->surfmesh.data_element3s;
8117         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8118         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8119         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8120         rsurface.modelnumvertices = model->surfmesh.num_vertices;
8121         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8122         rsurface.modelsurfaces = model->data_surfaces;
8123         rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8124         rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8125         rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8126         rsurface.modelgeneratedvertex = false;
8127         rsurface.batchgeneratedvertex = false;
8128         rsurface.batchfirstvertex = 0;
8129         rsurface.batchnumvertices = 0;
8130         rsurface.batchfirsttriangle = 0;
8131         rsurface.batchnumtriangles = 0;
8132         rsurface.batchvertex3f  = NULL;
8133         rsurface.batchvertex3f_vertexbuffer = NULL;
8134         rsurface.batchvertex3f_bufferoffset = 0;
8135         rsurface.batchsvector3f = NULL;
8136         rsurface.batchsvector3f_vertexbuffer = NULL;
8137         rsurface.batchsvector3f_bufferoffset = 0;
8138         rsurface.batchtvector3f = NULL;
8139         rsurface.batchtvector3f_vertexbuffer = NULL;
8140         rsurface.batchtvector3f_bufferoffset = 0;
8141         rsurface.batchnormal3f  = NULL;
8142         rsurface.batchnormal3f_vertexbuffer = NULL;
8143         rsurface.batchnormal3f_bufferoffset = 0;
8144         rsurface.batchlightmapcolor4f = NULL;
8145         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8146         rsurface.batchlightmapcolor4f_bufferoffset = 0;
8147         rsurface.batchtexcoordtexture2f = NULL;
8148         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8149         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8150         rsurface.batchtexcoordlightmap2f = NULL;
8151         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8152         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8153         rsurface.batchvertexmesh = NULL;
8154         rsurface.batchvertexmeshbuffer = NULL;
8155         rsurface.batchvertex3fbuffer = NULL;
8156         rsurface.batchelement3i = NULL;
8157         rsurface.batchelement3i_indexbuffer = NULL;
8158         rsurface.batchelement3i_bufferoffset = 0;
8159         rsurface.batchelement3s = NULL;
8160         rsurface.batchelement3s_indexbuffer = NULL;
8161         rsurface.batchelement3s_bufferoffset = 0;
8162         rsurface.passcolor4f = NULL;
8163         rsurface.passcolor4f_vertexbuffer = NULL;
8164         rsurface.passcolor4f_bufferoffset = 0;
8165 }
8166
8167 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8168 {
8169         dp_model_t *model = ent->model;
8170         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8171         //      return;
8172         rsurface.entity = (entity_render_t *)ent;
8173         rsurface.skeleton = ent->skeleton;
8174         memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8175         rsurface.ent_skinnum = ent->skinnum;
8176         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;
8177         rsurface.ent_flags = ent->flags;
8178         rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8179         rsurface.matrix = ent->matrix;
8180         rsurface.inversematrix = ent->inversematrix;
8181         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8182         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8183         R_EntityMatrix(&rsurface.matrix);
8184         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8185         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8186         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8187         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8188         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8189         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8190         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8191         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8192         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8193         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8194         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8195         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8196         rsurface.colormod[3] = ent->alpha;
8197         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8198         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8199         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8200         rsurface.basepolygonfactor = r_refdef.polygonfactor;
8201         rsurface.basepolygonoffset = r_refdef.polygonoffset;
8202         if (ent->model->brush.submodel && !prepass)
8203         {
8204                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8205                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8206         }
8207         if (model->surfmesh.isanimated && model->AnimateVertices)
8208         {
8209                 if (ent->animcache_vertex3f)
8210                 {
8211                         rsurface.modelvertex3f = ent->animcache_vertex3f;
8212                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8213                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8214                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8215                         rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8216                         rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
8217                         rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer;
8218                 }
8219                 else if (wanttangents)
8220                 {
8221                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8222                         rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8223                         rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8224                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8225                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8226                         rsurface.modelvertexmesh = NULL;
8227                         rsurface.modelvertexmeshbuffer = NULL;
8228                         rsurface.modelvertex3fbuffer = NULL;
8229                 }
8230                 else if (wantnormals)
8231                 {
8232                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8233                         rsurface.modelsvector3f = NULL;
8234                         rsurface.modeltvector3f = NULL;
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, NULL, NULL);
8237                         rsurface.modelvertexmesh = NULL;
8238                         rsurface.modelvertexmeshbuffer = NULL;
8239                         rsurface.modelvertex3fbuffer = NULL;
8240                 }
8241                 else
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 = NULL;
8247                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8248                         rsurface.modelvertexmesh = NULL;
8249                         rsurface.modelvertexmeshbuffer = NULL;
8250                         rsurface.modelvertex3fbuffer = NULL;
8251                 }
8252                 rsurface.modelvertex3f_vertexbuffer = 0;
8253                 rsurface.modelvertex3f_bufferoffset = 0;
8254                 rsurface.modelsvector3f_vertexbuffer = 0;
8255                 rsurface.modelsvector3f_bufferoffset = 0;
8256                 rsurface.modeltvector3f_vertexbuffer = 0;
8257                 rsurface.modeltvector3f_bufferoffset = 0;
8258                 rsurface.modelnormal3f_vertexbuffer = 0;
8259                 rsurface.modelnormal3f_bufferoffset = 0;
8260                 rsurface.modelgeneratedvertex = true;
8261         }
8262         else
8263         {
8264                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
8265                 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8266                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8267                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8268                 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8269                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8270                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8271                 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8272                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8273                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
8274                 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8275                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8276                 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8277                 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8278                 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8279                 rsurface.modelgeneratedvertex = false;
8280         }
8281         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
8282         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8283         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8284         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
8285         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8286         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8287         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
8288         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8289         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8290         rsurface.modelelement3i = model->surfmesh.data_element3i;
8291         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8292         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8293         rsurface.modelelement3s = model->surfmesh.data_element3s;
8294         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8295         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8296         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8297         rsurface.modelnumvertices = model->surfmesh.num_vertices;
8298         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8299         rsurface.modelsurfaces = model->data_surfaces;
8300         rsurface.batchgeneratedvertex = false;
8301         rsurface.batchfirstvertex = 0;
8302         rsurface.batchnumvertices = 0;
8303         rsurface.batchfirsttriangle = 0;
8304         rsurface.batchnumtriangles = 0;
8305         rsurface.batchvertex3f  = NULL;
8306         rsurface.batchvertex3f_vertexbuffer = NULL;
8307         rsurface.batchvertex3f_bufferoffset = 0;
8308         rsurface.batchsvector3f = NULL;
8309         rsurface.batchsvector3f_vertexbuffer = NULL;
8310         rsurface.batchsvector3f_bufferoffset = 0;
8311         rsurface.batchtvector3f = NULL;
8312         rsurface.batchtvector3f_vertexbuffer = NULL;
8313         rsurface.batchtvector3f_bufferoffset = 0;
8314         rsurface.batchnormal3f  = NULL;
8315         rsurface.batchnormal3f_vertexbuffer = NULL;
8316         rsurface.batchnormal3f_bufferoffset = 0;
8317         rsurface.batchlightmapcolor4f = NULL;
8318         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8319         rsurface.batchlightmapcolor4f_bufferoffset = 0;
8320         rsurface.batchtexcoordtexture2f = NULL;
8321         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8322         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8323         rsurface.batchtexcoordlightmap2f = NULL;
8324         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8325         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8326         rsurface.batchvertexmesh = NULL;
8327         rsurface.batchvertexmeshbuffer = NULL;
8328         rsurface.batchvertex3fbuffer = NULL;
8329         rsurface.batchelement3i = NULL;
8330         rsurface.batchelement3i_indexbuffer = NULL;
8331         rsurface.batchelement3i_bufferoffset = 0;
8332         rsurface.batchelement3s = NULL;
8333         rsurface.batchelement3s_indexbuffer = NULL;
8334         rsurface.batchelement3s_bufferoffset = 0;
8335         rsurface.passcolor4f = NULL;
8336         rsurface.passcolor4f_vertexbuffer = NULL;
8337         rsurface.passcolor4f_bufferoffset = 0;
8338 }
8339
8340 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)
8341 {
8342         rsurface.entity = r_refdef.scene.worldentity;
8343         rsurface.skeleton = NULL;
8344         rsurface.ent_skinnum = 0;
8345         rsurface.ent_qwskin = -1;
8346         rsurface.ent_flags = entflags;
8347         rsurface.shadertime = r_refdef.scene.time - shadertime;
8348         rsurface.modelnumvertices = numvertices;
8349         rsurface.modelnumtriangles = numtriangles;
8350         rsurface.matrix = *matrix;
8351         rsurface.inversematrix = *inversematrix;
8352         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8353         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8354         R_EntityMatrix(&rsurface.matrix);
8355         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8356         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8357         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8358         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8359         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8360         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8361         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8362         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8363         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8364         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8365         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8366         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8367         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);
8368         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8369         rsurface.frameblend[0].lerp = 1;
8370         rsurface.ent_alttextures = false;
8371         rsurface.basepolygonfactor = r_refdef.polygonfactor;
8372         rsurface.basepolygonoffset = r_refdef.polygonoffset;
8373         if (wanttangents)
8374         {
8375                 rsurface.modelvertex3f = (float *)vertex3f;
8376                 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8377                 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8378                 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8379         }
8380         else if (wantnormals)
8381         {
8382                 rsurface.modelvertex3f = (float *)vertex3f;
8383                 rsurface.modelsvector3f = NULL;
8384                 rsurface.modeltvector3f = NULL;
8385                 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8386         }
8387         else
8388         {
8389                 rsurface.modelvertex3f = (float *)vertex3f;
8390                 rsurface.modelsvector3f = NULL;
8391                 rsurface.modeltvector3f = NULL;
8392                 rsurface.modelnormal3f = NULL;
8393         }
8394         rsurface.modelvertexmesh = NULL;
8395         rsurface.modelvertexmeshbuffer = NULL;
8396         rsurface.modelvertex3fbuffer = NULL;
8397         rsurface.modelvertex3f_vertexbuffer = 0;
8398         rsurface.modelvertex3f_bufferoffset = 0;
8399         rsurface.modelsvector3f_vertexbuffer = 0;
8400         rsurface.modelsvector3f_bufferoffset = 0;
8401         rsurface.modeltvector3f_vertexbuffer = 0;
8402         rsurface.modeltvector3f_bufferoffset = 0;
8403         rsurface.modelnormal3f_vertexbuffer = 0;
8404         rsurface.modelnormal3f_bufferoffset = 0;
8405         rsurface.modelgeneratedvertex = true;
8406         rsurface.modellightmapcolor4f  = (float *)color4f;
8407         rsurface.modellightmapcolor4f_vertexbuffer = 0;
8408         rsurface.modellightmapcolor4f_bufferoffset = 0;
8409         rsurface.modeltexcoordtexture2f  = (float *)texcoord2f;
8410         rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8411         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8412         rsurface.modeltexcoordlightmap2f  = NULL;
8413         rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8414         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8415         rsurface.modelelement3i = (int *)element3i;
8416         rsurface.modelelement3i_indexbuffer = NULL;
8417         rsurface.modelelement3i_bufferoffset = 0;
8418         rsurface.modelelement3s = (unsigned short *)element3s;
8419         rsurface.modelelement3s_indexbuffer = NULL;
8420         rsurface.modelelement3s_bufferoffset = 0;
8421         rsurface.modellightmapoffsets = NULL;
8422         rsurface.modelsurfaces = NULL;
8423         rsurface.batchgeneratedvertex = false;
8424         rsurface.batchfirstvertex = 0;
8425         rsurface.batchnumvertices = 0;
8426         rsurface.batchfirsttriangle = 0;
8427         rsurface.batchnumtriangles = 0;
8428         rsurface.batchvertex3f  = NULL;
8429         rsurface.batchvertex3f_vertexbuffer = NULL;
8430         rsurface.batchvertex3f_bufferoffset = 0;
8431         rsurface.batchsvector3f = NULL;
8432         rsurface.batchsvector3f_vertexbuffer = NULL;
8433         rsurface.batchsvector3f_bufferoffset = 0;
8434         rsurface.batchtvector3f = NULL;
8435         rsurface.batchtvector3f_vertexbuffer = NULL;
8436         rsurface.batchtvector3f_bufferoffset = 0;
8437         rsurface.batchnormal3f  = NULL;
8438         rsurface.batchnormal3f_vertexbuffer = NULL;
8439         rsurface.batchnormal3f_bufferoffset = 0;
8440         rsurface.batchlightmapcolor4f = NULL;
8441         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8442         rsurface.batchlightmapcolor4f_bufferoffset = 0;
8443         rsurface.batchtexcoordtexture2f = NULL;
8444         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8445         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8446         rsurface.batchtexcoordlightmap2f = NULL;
8447         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8448         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8449         rsurface.batchvertexmesh = NULL;
8450         rsurface.batchvertexmeshbuffer = NULL;
8451         rsurface.batchvertex3fbuffer = NULL;
8452         rsurface.batchelement3i = NULL;
8453         rsurface.batchelement3i_indexbuffer = NULL;
8454         rsurface.batchelement3i_bufferoffset = 0;
8455         rsurface.batchelement3s = NULL;
8456         rsurface.batchelement3s_indexbuffer = NULL;
8457         rsurface.batchelement3s_bufferoffset = 0;
8458         rsurface.passcolor4f = NULL;
8459         rsurface.passcolor4f_vertexbuffer = NULL;
8460         rsurface.passcolor4f_bufferoffset = 0;
8461
8462         if (rsurface.modelnumvertices && rsurface.modelelement3i)
8463         {
8464                 if ((wantnormals || wanttangents) && !normal3f)
8465                 {
8466                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8467                         Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8468                 }
8469                 if (wanttangents && !svector3f)
8470                 {
8471                         rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8472                         rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8473                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8474                 }
8475         }
8476 }
8477
8478 float RSurf_FogPoint(const float *v)
8479 {
8480         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8481         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8482         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8483         float FogHeightFade = r_refdef.fogheightfade;
8484         float fogfrac;
8485         unsigned int fogmasktableindex;
8486         if (r_refdef.fogplaneviewabove)
8487                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8488         else
8489                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8490         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8491         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8492 }
8493
8494 float RSurf_FogVertex(const float *v)
8495 {
8496         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8497         float FogPlaneViewDist = rsurface.fogplaneviewdist;
8498         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8499         float FogHeightFade = rsurface.fogheightfade;
8500         float fogfrac;
8501         unsigned int fogmasktableindex;
8502         if (r_refdef.fogplaneviewabove)
8503                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8504         else
8505                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8506         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8507         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8508 }
8509
8510 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8511 {
8512         int i;
8513         for (i = 0;i < numelements;i++)
8514                 outelement3i[i] = inelement3i[i] + adjust;
8515 }
8516
8517 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8518 extern cvar_t gl_vbo;
8519 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8520 {
8521         int deformindex;
8522         int firsttriangle;
8523         int numtriangles;
8524         int firstvertex;
8525         int endvertex;
8526         int numvertices;
8527         int surfacefirsttriangle;
8528         int surfacenumtriangles;
8529         int surfacefirstvertex;
8530         int surfaceendvertex;
8531         int surfacenumvertices;
8532         int batchnumvertices;
8533         int batchnumtriangles;
8534         int needsupdate;
8535         int i, j;
8536         qboolean gaps;
8537         qboolean dynamicvertex;
8538         float amplitude;
8539         float animpos;
8540         float scale;
8541         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8542         float waveparms[4];
8543         q3shaderinfo_deform_t *deform;
8544         const msurface_t *surface, *firstsurface;
8545         r_vertexmesh_t *vertexmesh;
8546         if (!texturenumsurfaces)
8547                 return;
8548         // find vertex range of this surface batch
8549         gaps = false;
8550         firstsurface = texturesurfacelist[0];
8551         firsttriangle = firstsurface->num_firsttriangle;
8552         batchnumvertices = 0;
8553         batchnumtriangles = 0;
8554         firstvertex = endvertex = firstsurface->num_firstvertex;
8555         for (i = 0;i < texturenumsurfaces;i++)
8556         {
8557                 surface = texturesurfacelist[i];
8558                 if (surface != firstsurface + i)
8559                         gaps = true;
8560                 surfacefirstvertex = surface->num_firstvertex;
8561                 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
8562                 surfacenumvertices = surface->num_vertices;
8563                 surfacenumtriangles = surface->num_triangles;
8564                 if (firstvertex > surfacefirstvertex)
8565                         firstvertex = surfacefirstvertex;
8566                 if (endvertex < surfaceendvertex)
8567                         endvertex = surfaceendvertex;
8568                 batchnumvertices += surfacenumvertices;
8569                 batchnumtriangles += surfacenumtriangles;
8570         }
8571
8572         // we now know the vertex range used, and if there are any gaps in it
8573         rsurface.batchfirstvertex = firstvertex;
8574         rsurface.batchnumvertices = endvertex - firstvertex;
8575         rsurface.batchfirsttriangle = firsttriangle;
8576         rsurface.batchnumtriangles = batchnumtriangles;
8577
8578         // this variable holds flags for which properties have been updated that
8579         // may require regenerating vertexmesh array...
8580         needsupdate = 0;
8581
8582         // check if any dynamic vertex processing must occur
8583         dynamicvertex = false;
8584
8585         // if there is a chance of animated vertex colors, it's a dynamic batch
8586         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8587         {
8588                 dynamicvertex = true;
8589                 batchneed |= BATCHNEED_NOGAPS;
8590                 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
8591         }
8592
8593         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8594         {
8595                 switch (deform->deform)
8596                 {
8597                 default:
8598                 case Q3DEFORM_PROJECTIONSHADOW:
8599                 case Q3DEFORM_TEXT0:
8600                 case Q3DEFORM_TEXT1:
8601                 case Q3DEFORM_TEXT2:
8602                 case Q3DEFORM_TEXT3:
8603                 case Q3DEFORM_TEXT4:
8604                 case Q3DEFORM_TEXT5:
8605                 case Q3DEFORM_TEXT6:
8606                 case Q3DEFORM_TEXT7:
8607                 case Q3DEFORM_NONE:
8608                         break;
8609                 case Q3DEFORM_AUTOSPRITE:
8610                         dynamicvertex = true;
8611                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8612                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8613                         break;
8614                 case Q3DEFORM_AUTOSPRITE2:
8615                         dynamicvertex = true;
8616                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8617                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8618                         break;
8619                 case Q3DEFORM_NORMAL:
8620                         dynamicvertex = true;
8621                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8622                         needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8623                         break;
8624                 case Q3DEFORM_WAVE:
8625                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8626                                 break; // if wavefunc is a nop, ignore this transform
8627                         dynamicvertex = true;
8628                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8629                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8630                         break;
8631                 case Q3DEFORM_BULGE:
8632                         dynamicvertex = true;
8633                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8634                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8635                         break;
8636                 case Q3DEFORM_MOVE:
8637                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8638                                 break; // if wavefunc is a nop, ignore this transform
8639                         dynamicvertex = true;
8640                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8641                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
8642                         break;
8643                 }
8644         }
8645         switch(rsurface.texture->tcgen.tcgen)
8646         {
8647         default:
8648         case Q3TCGEN_TEXTURE:
8649                 break;
8650         case Q3TCGEN_LIGHTMAP:
8651                 dynamicvertex = true;
8652                 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
8653                 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
8654                 break;
8655         case Q3TCGEN_VECTOR:
8656                 dynamicvertex = true;
8657                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8658                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8659                 break;
8660         case Q3TCGEN_ENVIRONMENT:
8661                 dynamicvertex = true;
8662                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
8663                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8664                 break;
8665         }
8666         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8667         {
8668                 dynamicvertex = true;
8669                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8670                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8671         }
8672
8673         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8674         {
8675                 dynamicvertex = true;
8676                 batchneed |= BATCHNEED_NOGAPS;
8677                 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
8678         }
8679
8680         if (dynamicvertex || gaps || rsurface.batchfirstvertex)
8681         {
8682                 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
8683                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)      batchneed |= BATCHNEED_ARRAY_VERTEX;
8684                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)      batchneed |= BATCHNEED_ARRAY_NORMAL;
8685                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)      batchneed |= BATCHNEED_ARRAY_VECTOR;
8686                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
8687                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)    batchneed |= BATCHNEED_ARRAY_TEXCOORD;
8688                 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP)    batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
8689         }
8690
8691         // when the model data has no vertex buffer (dynamic mesh), we need to
8692         // eliminate gaps
8693         if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
8694                 batchneed |= BATCHNEED_NOGAPS;
8695
8696         // if needsupdate, we have to do a dynamic vertex batch for sure
8697         if (needsupdate & batchneed)
8698                 dynamicvertex = true;
8699
8700         // see if we need to build vertexmesh from arrays
8701         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8702                 dynamicvertex = true;
8703
8704         // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
8705         // also some drivers strongly dislike firstvertex
8706         if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
8707                 dynamicvertex = true;
8708
8709         rsurface.batchvertex3f = rsurface.modelvertex3f;
8710         rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
8711         rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8712         rsurface.batchsvector3f = rsurface.modelsvector3f;
8713         rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
8714         rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8715         rsurface.batchtvector3f = rsurface.modeltvector3f;
8716         rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
8717         rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8718         rsurface.batchnormal3f = rsurface.modelnormal3f;
8719         rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
8720         rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8721         rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
8722         rsurface.batchlightmapcolor4f_vertexbuffer  = rsurface.modellightmapcolor4f_vertexbuffer;
8723         rsurface.batchlightmapcolor4f_bufferoffset  = rsurface.modellightmapcolor4f_bufferoffset;
8724         rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
8725         rsurface.batchtexcoordtexture2f_vertexbuffer  = rsurface.modeltexcoordtexture2f_vertexbuffer;
8726         rsurface.batchtexcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
8727         rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
8728         rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
8729         rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
8730         rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
8731         rsurface.batchvertexmesh = rsurface.modelvertexmesh;
8732         rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
8733         rsurface.batchelement3i = rsurface.modelelement3i;
8734         rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
8735         rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
8736         rsurface.batchelement3s = rsurface.modelelement3s;
8737         rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
8738         rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
8739
8740         // if any dynamic vertex processing has to occur in software, we copy the
8741         // entire surface list together before processing to rebase the vertices
8742         // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
8743         //
8744         // if any gaps exist and we do not have a static vertex buffer, we have to
8745         // copy the surface list together to avoid wasting upload bandwidth on the
8746         // vertices in the gaps.
8747         //
8748         // if gaps exist and we have a static vertex buffer, we still have to
8749         // combine the index buffer ranges into one dynamic index buffer.
8750         //
8751         // in all cases we end up with data that can be drawn in one call.
8752
8753         if (!dynamicvertex)
8754         {
8755                 // static vertex data, just set pointers...
8756                 rsurface.batchgeneratedvertex = false;
8757                 // if there are gaps, we want to build a combined index buffer,
8758                 // otherwise use the original static buffer with an appropriate offset
8759                 if (gaps)
8760                 {
8761                         // build a new triangle elements array for this batch
8762                         rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8763                         rsurface.batchfirsttriangle = 0;
8764                         numtriangles = 0;
8765                         for (i = 0;i < texturenumsurfaces;i++)
8766                         {
8767                                 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8768                                 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8769                                 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
8770                                 numtriangles += surfacenumtriangles;
8771                         }
8772                         rsurface.batchelement3i_indexbuffer = NULL;
8773                         rsurface.batchelement3i_bufferoffset = 0;
8774                         rsurface.batchelement3s = NULL;
8775                         rsurface.batchelement3s_indexbuffer = NULL;
8776                         rsurface.batchelement3s_bufferoffset = 0;
8777                         if (endvertex <= 65536)
8778                         {
8779                                 // make a 16bit (unsigned short) index array if possible
8780                                 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8781                                 for (i = 0;i < numtriangles*3;i++)
8782                                         rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8783                         }
8784                 }
8785                 return;
8786         }
8787
8788         // something needs software processing, do it for real...
8789         // we only directly handle separate array data in this case and then
8790         // generate interleaved data if needed...
8791         rsurface.batchgeneratedvertex = true;
8792
8793         // now copy the vertex data into a combined array and make an index array
8794         // (this is what Quake3 does all the time)
8795         //if (gaps || rsurface.batchfirstvertex)
8796         {
8797                 rsurface.batchvertex3fbuffer = NULL;
8798                 rsurface.batchvertexmesh = NULL;
8799                 rsurface.batchvertexmeshbuffer = NULL;
8800                 rsurface.batchvertex3f = NULL;
8801                 rsurface.batchvertex3f_vertexbuffer = NULL;
8802                 rsurface.batchvertex3f_bufferoffset = 0;
8803                 rsurface.batchsvector3f = NULL;
8804                 rsurface.batchsvector3f_vertexbuffer = NULL;
8805                 rsurface.batchsvector3f_bufferoffset = 0;
8806                 rsurface.batchtvector3f = NULL;
8807                 rsurface.batchtvector3f_vertexbuffer = NULL;
8808                 rsurface.batchtvector3f_bufferoffset = 0;
8809                 rsurface.batchnormal3f = NULL;
8810                 rsurface.batchnormal3f_vertexbuffer = NULL;
8811                 rsurface.batchnormal3f_bufferoffset = 0;
8812                 rsurface.batchlightmapcolor4f = NULL;
8813                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8814                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8815                 rsurface.batchtexcoordtexture2f = NULL;
8816                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8817                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8818                 rsurface.batchtexcoordlightmap2f = NULL;
8819                 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8820                 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8821                 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8822                 rsurface.batchelement3i_indexbuffer = NULL;
8823                 rsurface.batchelement3i_bufferoffset = 0;
8824                 rsurface.batchelement3s = NULL;
8825                 rsurface.batchelement3s_indexbuffer = NULL;
8826                 rsurface.batchelement3s_bufferoffset = 0;
8827                 // we'll only be setting up certain arrays as needed
8828                 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
8829                         rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
8830                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8831                         rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8832                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8833                         rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8834                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8835                 {
8836                         rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8837                         rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8838                 }
8839                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8840                         rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8841                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8842                         rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8843                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8844                         rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8845                 numvertices = 0;
8846                 numtriangles = 0;
8847                 for (i = 0;i < texturenumsurfaces;i++)
8848                 {
8849                         surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
8850                         surfacenumvertices = texturesurfacelist[i]->num_vertices;
8851                         surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8852                         surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8853                         // copy only the data requested
8854                         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
8855                                 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
8856                         if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
8857                         {
8858                                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8859                                 {
8860                                         if (rsurface.batchvertex3f)
8861                                                 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8862                                         else
8863                                                 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8864                                 }
8865                                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8866                                 {
8867                                         if (rsurface.modelnormal3f)
8868                                                 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8869                                         else
8870                                                 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8871                                 }
8872                                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8873                                 {
8874                                         if (rsurface.modelsvector3f)
8875                                         {
8876                                                 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8877                                                 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8878                                         }
8879                                         else
8880                                         {
8881                                                 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8882                                                 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8883                                         }
8884                                 }
8885                                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8886                                 {
8887                                         if (rsurface.modellightmapcolor4f)
8888                                                 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
8889                                         else
8890                                                 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
8891                                 }
8892                                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8893                                 {
8894                                         if (rsurface.modeltexcoordtexture2f)
8895                                                 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8896                                         else
8897                                                 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8898                                 }
8899                                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8900                                 {
8901                                         if (rsurface.modeltexcoordlightmap2f)
8902                                                 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8903                                         else
8904                                                 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8905                                 }
8906                         }
8907                         RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
8908                         numvertices += surfacenumvertices;
8909                         numtriangles += surfacenumtriangles;
8910                 }
8911
8912                 // generate a 16bit index array as well if possible
8913                 // (in general, dynamic batches fit)
8914                 if (numvertices <= 65536)
8915                 {
8916                         rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8917                         for (i = 0;i < numtriangles*3;i++)
8918                                 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8919                 }
8920
8921                 // since we've copied everything, the batch now starts at 0
8922                 rsurface.batchfirstvertex = 0;
8923                 rsurface.batchnumvertices = batchnumvertices;
8924                 rsurface.batchfirsttriangle = 0;
8925                 rsurface.batchnumtriangles = batchnumtriangles;
8926         }
8927
8928         // q1bsp surfaces rendered in vertex color mode have to have colors
8929         // calculated based on lightstyles
8930         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8931         {
8932                 // generate color arrays for the surfaces in this list
8933                 int c[4];
8934                 int scale;
8935                 int size3;
8936                 const int *offsets;
8937                 const unsigned char *lm;
8938                 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8939                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8940                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8941                 numvertices = 0;
8942                 for (i = 0;i < texturenumsurfaces;i++)
8943                 {
8944                         surface = texturesurfacelist[i];
8945                         offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8946                         surfacenumvertices = surface->num_vertices;
8947                         if (surface->lightmapinfo->samples)
8948                         {
8949                                 for (j = 0;j < surfacenumvertices;j++)
8950                                 {
8951                                         lm = surface->lightmapinfo->samples + offsets[j];
8952                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8953                                         VectorScale(lm, scale, c);
8954                                         if (surface->lightmapinfo->styles[1] != 255)
8955                                         {
8956                                                 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8957                                                 lm += size3;
8958                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8959                                                 VectorMA(c, scale, lm, c);
8960                                                 if (surface->lightmapinfo->styles[2] != 255)
8961                                                 {
8962                                                         lm += size3;
8963                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8964                                                         VectorMA(c, scale, lm, c);
8965                                                         if (surface->lightmapinfo->styles[3] != 255)
8966                                                         {
8967                                                                 lm += size3;
8968                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8969                                                                 VectorMA(c, scale, lm, c);
8970                                                         }
8971                                                 }
8972                                         }
8973                                         c[0] >>= 7;
8974                                         c[1] >>= 7;
8975                                         c[2] >>= 7;
8976                                         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);
8977                                         numvertices++;
8978                                 }
8979                         }
8980                         else
8981                         {
8982                                 for (j = 0;j < surfacenumvertices;j++)
8983                                 {
8984                                         Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8985                                         numvertices++;
8986                                 }
8987                         }
8988                 }
8989         }
8990
8991         // if vertices are deformed (sprite flares and things in maps, possibly
8992         // water waves, bulges and other deformations), modify the copied vertices
8993         // in place
8994         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8995         {
8996                 switch (deform->deform)
8997                 {
8998                 default:
8999                 case Q3DEFORM_PROJECTIONSHADOW:
9000                 case Q3DEFORM_TEXT0:
9001                 case Q3DEFORM_TEXT1:
9002                 case Q3DEFORM_TEXT2:
9003                 case Q3DEFORM_TEXT3:
9004                 case Q3DEFORM_TEXT4:
9005                 case Q3DEFORM_TEXT5:
9006                 case Q3DEFORM_TEXT6:
9007                 case Q3DEFORM_TEXT7:
9008                 case Q3DEFORM_NONE:
9009                         break;
9010                 case Q3DEFORM_AUTOSPRITE:
9011                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9012                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9013                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9014                         VectorNormalize(newforward);
9015                         VectorNormalize(newright);
9016                         VectorNormalize(newup);
9017 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9018 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9019 //                      rsurface.batchvertex3f_bufferoffset = 0;
9020 //                      rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9021 //                      rsurface.batchsvector3f_vertexbuffer = NULL;
9022 //                      rsurface.batchsvector3f_bufferoffset = 0;
9023 //                      rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9024 //                      rsurface.batchtvector3f_vertexbuffer = NULL;
9025 //                      rsurface.batchtvector3f_bufferoffset = 0;
9026 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9027 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
9028 //                      rsurface.batchnormal3f_bufferoffset = 0;
9029                         // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9030                         if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9031                                 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9032                         if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9033                                 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);
9034                         // a single autosprite surface can contain multiple sprites...
9035                         for (j = 0;j < batchnumvertices - 3;j += 4)
9036                         {
9037                                 VectorClear(center);
9038                                 for (i = 0;i < 4;i++)
9039                                         VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9040                                 VectorScale(center, 0.25f, center);
9041                                 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9042                                 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9043                                 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9044                                 for (i = 0;i < 4;i++)
9045                                 {
9046                                         VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9047                                         VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9048                                 }
9049                         }
9050                         // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9051                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9052                         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);
9053                         break;
9054                 case Q3DEFORM_AUTOSPRITE2:
9055                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9056                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9057                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9058                         VectorNormalize(newforward);
9059                         VectorNormalize(newright);
9060                         VectorNormalize(newup);
9061 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9062 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9063 //                      rsurface.batchvertex3f_bufferoffset = 0;
9064                         {
9065                                 const float *v1, *v2;
9066                                 vec3_t start, end;
9067                                 float f, l;
9068                                 struct
9069                                 {
9070                                         float length2;
9071                                         const float *v1;
9072                                         const float *v2;
9073                                 }
9074                                 shortest[2];
9075                                 memset(shortest, 0, sizeof(shortest));
9076                                 // a single autosprite surface can contain multiple sprites...
9077                                 for (j = 0;j < batchnumvertices - 3;j += 4)
9078                                 {
9079                                         VectorClear(center);
9080                                         for (i = 0;i < 4;i++)
9081                                                 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9082                                         VectorScale(center, 0.25f, center);
9083                                         // find the two shortest edges, then use them to define the
9084                                         // axis vectors for rotating around the central axis
9085                                         for (i = 0;i < 6;i++)
9086                                         {
9087                                                 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9088                                                 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9089                                                 l = VectorDistance2(v1, v2);
9090                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9091                                                 if (v1[2] != v2[2])
9092                                                         l += (1.0f / 1024.0f);
9093                                                 if (shortest[0].length2 > l || i == 0)
9094                                                 {
9095                                                         shortest[1] = shortest[0];
9096                                                         shortest[0].length2 = l;
9097                                                         shortest[0].v1 = v1;
9098                                                         shortest[0].v2 = v2;
9099                                                 }
9100                                                 else if (shortest[1].length2 > l || i == 1)
9101                                                 {
9102                                                         shortest[1].length2 = l;
9103                                                         shortest[1].v1 = v1;
9104                                                         shortest[1].v2 = v2;
9105                                                 }
9106                                         }
9107                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9108                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9109                                         // this calculates the right vector from the shortest edge
9110                                         // and the up vector from the edge midpoints
9111                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9112                                         VectorNormalize(right);
9113                                         VectorSubtract(end, start, up);
9114                                         VectorNormalize(up);
9115                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9116                                         VectorSubtract(rsurface.localvieworigin, center, forward);
9117                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9118                                         VectorNegate(forward, forward);
9119                                         VectorReflect(forward, 0, up, forward);
9120                                         VectorNormalize(forward);
9121                                         CrossProduct(up, forward, newright);
9122                                         VectorNormalize(newright);
9123                                         // rotate the quad around the up axis vector, this is made
9124                                         // especially easy by the fact we know the quad is flat,
9125                                         // so we only have to subtract the center position and
9126                                         // measure distance along the right vector, and then
9127                                         // multiply that by the newright vector and add back the
9128                                         // center position
9129                                         // we also need to subtract the old position to undo the
9130                                         // displacement from the center, which we do with a
9131                                         // DotProduct, the subtraction/addition of center is also
9132                                         // optimized into DotProducts here
9133                                         l = DotProduct(right, center);
9134                                         for (i = 0;i < 4;i++)
9135                                         {
9136                                                 v1 = rsurface.batchvertex3f + 3*(j+i);
9137                                                 f = DotProduct(right, v1) - l;
9138                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9139                                         }
9140                                 }
9141                         }
9142                         if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9143                         {
9144 //                              rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9145 //                              rsurface.batchnormal3f_vertexbuffer = NULL;
9146 //                              rsurface.batchnormal3f_bufferoffset = 0;
9147                                 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9148                         }
9149                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9150                         {
9151 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9152 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
9153 //                              rsurface.batchsvector3f_bufferoffset = 0;
9154 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9155 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
9156 //                              rsurface.batchtvector3f_bufferoffset = 0;
9157                                 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);
9158                         }
9159                         break;
9160                 case Q3DEFORM_NORMAL:
9161                         // deform the normals to make reflections wavey
9162                         rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9163                         rsurface.batchnormal3f_vertexbuffer = NULL;
9164                         rsurface.batchnormal3f_bufferoffset = 0;
9165                         for (j = 0;j < batchnumvertices;j++)
9166                         {
9167                                 float vertex[3];
9168                                 float *normal = rsurface.batchnormal3f + 3*j;
9169                                 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9170                                 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9171                                 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9172                                 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9173                                 VectorNormalize(normal);
9174                         }
9175                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9176                         {
9177 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9178 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
9179 //                              rsurface.batchsvector3f_bufferoffset = 0;
9180 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9181 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
9182 //                              rsurface.batchtvector3f_bufferoffset = 0;
9183                                 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);
9184                         }
9185                         break;
9186                 case Q3DEFORM_WAVE:
9187                         // deform vertex array to make wavey water and flags and such
9188                         waveparms[0] = deform->waveparms[0];
9189                         waveparms[1] = deform->waveparms[1];
9190                         waveparms[2] = deform->waveparms[2];
9191                         waveparms[3] = deform->waveparms[3];
9192                         if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
9193                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
9194                         // this is how a divisor of vertex influence on deformation
9195                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9196                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9197 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9198 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9199 //                      rsurface.batchvertex3f_bufferoffset = 0;
9200 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9201 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
9202 //                      rsurface.batchnormal3f_bufferoffset = 0;
9203                         for (j = 0;j < batchnumvertices;j++)
9204                         {
9205                                 // if the wavefunc depends on time, evaluate it per-vertex
9206                                 if (waveparms[3])
9207                                 {
9208                                         waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
9209                                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9210                                 }
9211                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9212                         }
9213                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9214                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9215                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9216                         {
9217 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9218 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
9219 //                              rsurface.batchsvector3f_bufferoffset = 0;
9220 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9221 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
9222 //                              rsurface.batchtvector3f_bufferoffset = 0;
9223                                 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);
9224                         }
9225                         break;
9226                 case Q3DEFORM_BULGE:
9227                         // deform vertex array to make the surface have moving bulges
9228 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9229 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9230 //                      rsurface.batchvertex3f_bufferoffset = 0;
9231 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9232 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
9233 //                      rsurface.batchnormal3f_bufferoffset = 0;
9234                         for (j = 0;j < batchnumvertices;j++)
9235                         {
9236                                 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
9237                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9238                         }
9239                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9240                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9241                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9242                         {
9243 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9244 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
9245 //                              rsurface.batchsvector3f_bufferoffset = 0;
9246 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9247 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
9248 //                              rsurface.batchtvector3f_bufferoffset = 0;
9249                                 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);
9250                         }
9251                         break;
9252                 case Q3DEFORM_MOVE:
9253                         // deform vertex array
9254                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9255                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
9256                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9257                         VectorScale(deform->parms, scale, waveparms);
9258 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9259 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9260 //                      rsurface.batchvertex3f_bufferoffset = 0;
9261                         for (j = 0;j < batchnumvertices;j++)
9262                                 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
9263                         break;
9264                 }
9265         }
9266
9267         // generate texcoords based on the chosen texcoord source
9268         switch(rsurface.texture->tcgen.tcgen)
9269         {
9270         default:
9271         case Q3TCGEN_TEXTURE:
9272                 break;
9273         case Q3TCGEN_LIGHTMAP:
9274 //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9275 //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9276 //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9277                 if (rsurface.batchtexcoordlightmap2f)
9278                         memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
9279                 break;
9280         case Q3TCGEN_VECTOR:
9281 //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9282 //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9283 //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9284                 for (j = 0;j < batchnumvertices;j++)
9285                 {
9286                         rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
9287                         rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
9288                 }
9289                 break;
9290         case Q3TCGEN_ENVIRONMENT:
9291                 // make environment reflections using a spheremap
9292                 rsurface.batchtexcoordtexture2f = (float *)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                         // identical to Q3A's method, but executed in worldspace so
9298                         // carried models can be shiny too
9299
9300                         float viewer[3], d, reflected[3], worldreflected[3];
9301
9302                         VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
9303                         // VectorNormalize(viewer);
9304
9305                         d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
9306
9307                         reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
9308                         reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
9309                         reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
9310                         // note: this is proportinal to viewer, so we can normalize later
9311
9312                         Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9313                         VectorNormalize(worldreflected);
9314
9315                         // note: this sphere map only uses world x and z!
9316                         // so positive and negative y will LOOK THE SAME.
9317                         rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
9318                         rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
9319                 }
9320                 break;
9321         }
9322         // the only tcmod that needs software vertex processing is turbulent, so
9323         // check for it here and apply the changes if needed
9324         // and we only support that as the first one
9325         // (handling a mixture of turbulent and other tcmods would be problematic
9326         //  without punting it entirely to a software path)
9327         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9328         {
9329                 amplitude = rsurface.texture->tcmods[0].parms[1];
9330                 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
9331 //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9332 //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9333 //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9334                 for (j = 0;j < batchnumvertices;j++)
9335                 {
9336                         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);
9337                         rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1]                                ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9338                 }
9339         }
9340
9341         if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9342         {
9343                 // convert the modified arrays to vertex structs
9344 //              rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9345 //              rsurface.batchvertexmeshbuffer = NULL;
9346                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
9347                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9348                                 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
9349                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
9350                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9351                                 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
9352                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
9353                 {
9354                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9355                         {
9356                                 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
9357                                 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
9358                         }
9359                 }
9360                 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
9361                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9362                                 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
9363                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
9364                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9365                                 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
9366                 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
9367                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9368                                 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
9369         }
9370 }
9371
9372 void RSurf_DrawBatch(void)
9373 {
9374         // sometimes a zero triangle surface (usually a degenerate patch) makes it
9375         // through the pipeline, killing it earlier in the pipeline would have
9376         // per-surface overhead rather than per-batch overhead, so it's best to
9377         // reject it here, before it hits glDraw.
9378         if (rsurface.batchnumtriangles == 0)
9379                 return;
9380 #if 0
9381         // batch debugging code
9382         if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
9383         {
9384                 int i;
9385                 int j;
9386                 int c;
9387                 const int *e;
9388                 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
9389                 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
9390                 {
9391                         c = e[i];
9392                         for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
9393                         {
9394                                 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
9395                                 {
9396                                         if (rsurface.modelsurfaces[j].texture != rsurface.texture)
9397                                                 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);
9398                                         break;
9399                                 }
9400                         }
9401                 }
9402         }
9403 #endif
9404         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);
9405 }
9406
9407 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
9408 {
9409         // pick the closest matching water plane
9410         int planeindex, vertexindex, bestplaneindex = -1;
9411         float d, bestd;
9412         vec3_t vert;
9413         const float *v;
9414         r_waterstate_waterplane_t *p;
9415         qboolean prepared = false;
9416         bestd = 0;
9417         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
9418         {
9419                 if(p->camera_entity != rsurface.texture->camera_entity)
9420                         continue;
9421                 d = 0;
9422                 if(!prepared)
9423                 {
9424                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9425                         prepared = true;
9426                         if(rsurface.batchnumvertices == 0)
9427                                 break;
9428                 }
9429                 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
9430                 {
9431                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
9432                         d += fabs(PlaneDiff(vert, &p->plane));
9433                 }
9434                 if (bestd > d || bestplaneindex < 0)
9435                 {
9436                         bestd = d;
9437                         bestplaneindex = planeindex;
9438                 }
9439         }
9440         return bestplaneindex;
9441         // NOTE: this MAY return a totally unrelated water plane; we can ignore
9442         // this situation though, as it might be better to render single larger
9443         // batches with useless stuff (backface culled for example) than to
9444         // render multiple smaller batches
9445 }
9446
9447 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
9448 {
9449         int i;
9450         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9451         rsurface.passcolor4f_vertexbuffer = 0;
9452         rsurface.passcolor4f_bufferoffset = 0;
9453         for (i = 0;i < rsurface.batchnumvertices;i++)
9454                 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
9455 }
9456
9457 static void RSurf_DrawBatch_GL11_ApplyFog(void)
9458 {
9459         int i;
9460         float f;
9461         const float *v;
9462         const float *c;
9463         float *c2;
9464         if (rsurface.passcolor4f)
9465         {
9466                 // generate color arrays
9467                 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9468                 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9469                 rsurface.passcolor4f_vertexbuffer = 0;
9470                 rsurface.passcolor4f_bufferoffset = 0;
9471                 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)
9472                 {
9473                         f = RSurf_FogVertex(v);
9474                         c2[0] = c[0] * f;
9475                         c2[1] = c[1] * f;
9476                         c2[2] = c[2] * f;
9477                         c2[3] = c[3];
9478                 }
9479         }
9480         else
9481         {
9482                 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9483                 rsurface.passcolor4f_vertexbuffer = 0;
9484                 rsurface.passcolor4f_bufferoffset = 0;
9485                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
9486                 {
9487                         f = RSurf_FogVertex(v);
9488                         c2[0] = f;
9489                         c2[1] = f;
9490                         c2[2] = f;
9491                         c2[3] = 1;
9492                 }
9493         }
9494 }
9495
9496 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
9497 {
9498         int i;
9499         float f;
9500         const float *v;
9501         const float *c;
9502         float *c2;
9503         if (!rsurface.passcolor4f)
9504                 return;
9505         c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9506         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9507         rsurface.passcolor4f_vertexbuffer = 0;
9508         rsurface.passcolor4f_bufferoffset = 0;
9509         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)
9510         {
9511                 f = RSurf_FogVertex(v);
9512                 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
9513                 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
9514                 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
9515                 c2[3] = c[3];
9516         }
9517 }
9518
9519 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
9520 {
9521         int i;
9522         const float *c;
9523         float *c2;
9524         if (!rsurface.passcolor4f)
9525                 return;
9526         c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9527         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9528         rsurface.passcolor4f_vertexbuffer = 0;
9529         rsurface.passcolor4f_bufferoffset = 0;
9530         for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9531         {
9532                 c2[0] = c[0] * r;
9533                 c2[1] = c[1] * g;
9534                 c2[2] = c[2] * b;
9535                 c2[3] = c[3] * a;
9536         }
9537 }
9538
9539 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
9540 {
9541         int i;
9542         const float *c;
9543         float *c2;
9544         if (!rsurface.passcolor4f)
9545                 return;
9546         c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9547         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9548         rsurface.passcolor4f_vertexbuffer = 0;
9549         rsurface.passcolor4f_bufferoffset = 0;
9550         for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9551         {
9552                 c2[0] = c[0] + r_refdef.scene.ambient;
9553                 c2[1] = c[1] + r_refdef.scene.ambient;
9554                 c2[2] = c[2] + r_refdef.scene.ambient;
9555                 c2[3] = c[3];
9556         }
9557 }
9558
9559 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9560 {
9561         // TODO: optimize
9562         rsurface.passcolor4f = NULL;
9563         rsurface.passcolor4f_vertexbuffer = 0;
9564         rsurface.passcolor4f_bufferoffset = 0;
9565         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9566         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9567         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9568         GL_Color(r, g, b, a);
9569         R_Mesh_TexBind(0, rsurface.lightmaptexture);
9570         RSurf_DrawBatch();
9571 }
9572
9573 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9574 {
9575         // TODO: optimize applyfog && applycolor case
9576         // just apply fog if necessary, and tint the fog color array if necessary
9577         rsurface.passcolor4f = NULL;
9578         rsurface.passcolor4f_vertexbuffer = 0;
9579         rsurface.passcolor4f_bufferoffset = 0;
9580         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9581         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9582         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9583         GL_Color(r, g, b, a);
9584         RSurf_DrawBatch();
9585 }
9586
9587 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9588 {
9589         // TODO: optimize
9590         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
9591         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
9592         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
9593         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9594         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9595         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9596         GL_Color(r, g, b, a);
9597         RSurf_DrawBatch();
9598 }
9599
9600 static void RSurf_DrawBatch_GL11_ClampColor(void)
9601 {
9602         int i;
9603         const float *c1;
9604         float *c2;
9605         if (!rsurface.passcolor4f)
9606                 return;
9607         for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
9608         {
9609                 c2[0] = bound(0.0f, c1[0], 1.0f);
9610                 c2[1] = bound(0.0f, c1[1], 1.0f);
9611                 c2[2] = bound(0.0f, c1[2], 1.0f);
9612                 c2[3] = bound(0.0f, c1[3], 1.0f);
9613         }
9614 }
9615
9616 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
9617 {
9618         int i;
9619         float f;
9620         const float *v;
9621         const float *n;
9622         float *c;
9623         //vec3_t eyedir;
9624
9625         // fake shading
9626         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9627         rsurface.passcolor4f_vertexbuffer = 0;
9628         rsurface.passcolor4f_bufferoffset = 0;
9629         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)
9630         {
9631                 f = -DotProduct(r_refdef.view.forward, n);
9632                 f = max(0, f);
9633                 f = f * 0.85 + 0.15; // work around so stuff won't get black
9634                 f *= r_refdef.lightmapintensity;
9635                 Vector4Set(c, f, f, f, 1);
9636         }
9637 }
9638
9639 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9640 {
9641         RSurf_DrawBatch_GL11_ApplyFakeLight();
9642         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9643         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9644         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9645         GL_Color(r, g, b, a);
9646         RSurf_DrawBatch();
9647 }
9648
9649 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
9650 {
9651         int i;
9652         float f;
9653         float alpha;
9654         const float *v;
9655         const float *n;
9656         float *c;
9657         vec3_t ambientcolor;
9658         vec3_t diffusecolor;
9659         vec3_t lightdir;
9660         // TODO: optimize
9661         // model lighting
9662         VectorCopy(rsurface.modellight_lightdir, lightdir);
9663         f = 0.5f * r_refdef.lightmapintensity;
9664         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
9665         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
9666         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
9667         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
9668         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
9669         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
9670         alpha = *a;
9671         if (VectorLength2(diffusecolor) > 0)
9672         {
9673                 // q3-style directional shading
9674                 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9675                 rsurface.passcolor4f_vertexbuffer = 0;
9676                 rsurface.passcolor4f_bufferoffset = 0;
9677                 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)
9678                 {
9679                         if ((f = DotProduct(n, lightdir)) > 0)
9680                                 VectorMA(ambientcolor, f, diffusecolor, c);
9681                         else
9682                                 VectorCopy(ambientcolor, c);
9683                         c[3] = alpha;
9684                 }
9685                 *r = 1;
9686                 *g = 1;
9687                 *b = 1;
9688                 *a = 1;
9689                 *applycolor = false;
9690         }
9691         else
9692         {
9693                 *r = ambientcolor[0];
9694                 *g = ambientcolor[1];
9695                 *b = ambientcolor[2];
9696                 rsurface.passcolor4f = NULL;
9697                 rsurface.passcolor4f_vertexbuffer = 0;
9698                 rsurface.passcolor4f_bufferoffset = 0;
9699         }
9700 }
9701
9702 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9703 {
9704         RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
9705         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9706         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9707         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9708         GL_Color(r, g, b, a);
9709         RSurf_DrawBatch();
9710 }
9711
9712 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
9713 {
9714         int i;
9715         float f;
9716         const float *v;
9717         float *c;
9718
9719         // fake shading
9720         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9721         rsurface.passcolor4f_vertexbuffer = 0;
9722         rsurface.passcolor4f_bufferoffset = 0;
9723
9724         for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
9725         {
9726                 f = 1 - RSurf_FogVertex(v);
9727                 c[0] = r;
9728                 c[1] = g;
9729                 c[2] = b;
9730                 c[3] = f * a;
9731         }
9732 }
9733
9734 void RSurf_SetupDepthAndCulling(void)
9735 {
9736         // submodels are biased to avoid z-fighting with world surfaces that they
9737         // may be exactly overlapping (avoids z-fighting artifacts on certain
9738         // doors and things in Quake maps)
9739         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
9740         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
9741         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
9742         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9743 }
9744
9745 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9746 {
9747         // transparent sky would be ridiculous
9748         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9749                 return;
9750         R_SetupShader_Generic_NoTexture(false, false);
9751         skyrenderlater = true;
9752         RSurf_SetupDepthAndCulling();
9753         GL_DepthMask(true);
9754         // LordHavoc: HalfLife maps have freaky skypolys so don't use
9755         // skymasking on them, and Quake3 never did sky masking (unlike
9756         // software Quake and software Quake2), so disable the sky masking
9757         // in Quake3 maps as it causes problems with q3map2 sky tricks,
9758         // and skymasking also looks very bad when noclipping outside the
9759         // level, so don't use it then either.
9760         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
9761         {
9762                 R_Mesh_ResetTextureState();
9763                 if (skyrendermasked)
9764                 {
9765                         R_SetupShader_DepthOrShadow(false, false);
9766                         // depth-only (masking)
9767                         GL_ColorMask(0,0,0,0);
9768                         // just to make sure that braindead drivers don't draw
9769                         // anything despite that colormask...
9770                         GL_BlendFunc(GL_ZERO, GL_ONE);
9771                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9772                         if (rsurface.batchvertex3fbuffer)
9773                                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
9774                         else
9775                                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
9776                 }
9777                 else
9778                 {
9779                         R_SetupShader_Generic_NoTexture(false, false);
9780                         // fog sky
9781                         GL_BlendFunc(GL_ONE, GL_ZERO);
9782                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9783                         GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
9784                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9785                 }
9786                 RSurf_DrawBatch();
9787                 if (skyrendermasked)
9788                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
9789         }
9790         R_Mesh_ResetTextureState();
9791         GL_Color(1, 1, 1, 1);
9792 }
9793
9794 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
9795 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
9796 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
9797 {
9798         if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
9799                 return;
9800         if (prepass)
9801         {
9802                 // render screenspace normalmap to texture
9803                 GL_DepthMask(true);
9804                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
9805                 RSurf_DrawBatch();
9806                 return;
9807         }
9808
9809         // bind lightmap texture
9810
9811         // water/refraction/reflection/camera surfaces have to be handled specially
9812         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
9813         {
9814                 int start, end, startplaneindex;
9815                 for (start = 0;start < texturenumsurfaces;start = end)
9816                 {
9817                         startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
9818                         if(startplaneindex < 0)
9819                         {
9820                                 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
9821                                 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
9822                                 end = start + 1;
9823                                 continue;
9824                         }
9825                         for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
9826                                 ;
9827                         // now that we have a batch using the same planeindex, render it
9828                         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
9829                         {
9830                                 // render water or distortion background
9831                                 GL_DepthMask(true);
9832                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
9833                                 RSurf_DrawBatch();
9834                                 // blend surface on top
9835                                 GL_DepthMask(false);
9836                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
9837                                 RSurf_DrawBatch();
9838                         }
9839                         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
9840                         {
9841                                 // render surface with reflection texture as input
9842                                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9843                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
9844                                 RSurf_DrawBatch();
9845                         }
9846                 }
9847                 return;
9848         }
9849
9850         // render surface batch normally
9851         GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9852         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);
9853         RSurf_DrawBatch();
9854 }
9855
9856 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9857 {
9858         // OpenGL 1.3 path - anything not completely ancient
9859         qboolean applycolor;
9860         qboolean applyfog;
9861         int layerindex;
9862         const texturelayer_t *layer;
9863         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);
9864         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9865
9866         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9867         {
9868                 vec4_t layercolor;
9869                 int layertexrgbscale;
9870                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9871                 {
9872                         if (layerindex == 0)
9873                                 GL_AlphaTest(true);
9874                         else
9875                         {
9876                                 GL_AlphaTest(false);
9877                                 GL_DepthFunc(GL_EQUAL);
9878                         }
9879                 }
9880                 GL_DepthMask(layer->depthmask && writedepth);
9881                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9882                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
9883                 {
9884                         layertexrgbscale = 4;
9885                         VectorScale(layer->color, 0.25f, layercolor);
9886                 }
9887                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
9888                 {
9889                         layertexrgbscale = 2;
9890                         VectorScale(layer->color, 0.5f, layercolor);
9891                 }
9892                 else
9893                 {
9894                         layertexrgbscale = 1;
9895                         VectorScale(layer->color, 1.0f, layercolor);
9896                 }
9897                 layercolor[3] = layer->color[3];
9898                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
9899                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9900                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9901                 switch (layer->type)
9902                 {
9903                 case TEXTURELAYERTYPE_LITTEXTURE:
9904                         // single-pass lightmapped texture with 2x rgbscale
9905                         R_Mesh_TexBind(0, r_texture_white);
9906                         R_Mesh_TexMatrix(0, NULL);
9907                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9908                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9909                         R_Mesh_TexBind(1, layer->texture);
9910                         R_Mesh_TexMatrix(1, &layer->texmatrix);
9911                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9912                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9913                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9914                                 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9915                         else if (FAKELIGHT_ENABLED)
9916                                 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9917                         else if (rsurface.uselightmaptexture)
9918                                 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9919                         else
9920                                 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9921                         break;
9922                 case TEXTURELAYERTYPE_TEXTURE:
9923                         // singletexture unlit texture with transparency support
9924                         R_Mesh_TexBind(0, layer->texture);
9925                         R_Mesh_TexMatrix(0, &layer->texmatrix);
9926                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9927                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9928                         R_Mesh_TexBind(1, 0);
9929                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9930                         RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9931                         break;
9932                 case TEXTURELAYERTYPE_FOG:
9933                         // singletexture fogging
9934                         if (layer->texture)
9935                         {
9936                                 R_Mesh_TexBind(0, layer->texture);
9937                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
9938                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9939                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9940                         }
9941                         else
9942                         {
9943                                 R_Mesh_TexBind(0, 0);
9944                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9945                         }
9946                         R_Mesh_TexBind(1, 0);
9947                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9948                         // generate a color array for the fog pass
9949                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
9950                         RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
9951                         RSurf_DrawBatch();
9952                         break;
9953                 default:
9954                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
9955                 }
9956         }
9957         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9958         {
9959                 GL_DepthFunc(GL_LEQUAL);
9960                 GL_AlphaTest(false);
9961         }
9962 }
9963
9964 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9965 {
9966         // OpenGL 1.1 - crusty old voodoo path
9967         qboolean applyfog;
9968         int layerindex;
9969         const texturelayer_t *layer;
9970         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);
9971         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9972
9973         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9974         {
9975                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9976                 {
9977                         if (layerindex == 0)
9978                                 GL_AlphaTest(true);
9979                         else
9980                         {
9981                                 GL_AlphaTest(false);
9982                                 GL_DepthFunc(GL_EQUAL);
9983                         }
9984                 }
9985                 GL_DepthMask(layer->depthmask && writedepth);
9986                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9987                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9988                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9989                 switch (layer->type)
9990                 {
9991                 case TEXTURELAYERTYPE_LITTEXTURE:
9992                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
9993                         {
9994                                 // two-pass lit texture with 2x rgbscale
9995                                 // first the lightmap pass
9996                                 R_Mesh_TexBind(0, r_texture_white);
9997                                 R_Mesh_TexMatrix(0, NULL);
9998                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9999                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10000                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10001                                         RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
10002                                 else if (FAKELIGHT_ENABLED)
10003                                         RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
10004                                 else if (rsurface.uselightmaptexture)
10005                                         RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
10006                                 else
10007                                         RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
10008                                 // then apply the texture to it
10009                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10010                                 R_Mesh_TexBind(0, layer->texture);
10011                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10012                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10013                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10014                                 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);
10015                         }
10016                         else
10017                         {
10018                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10019                                 R_Mesh_TexBind(0, layer->texture);
10020                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10021                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10022                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10023                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10024                                         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);
10025                                 else
10026                                         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);
10027                         }
10028                         break;
10029                 case TEXTURELAYERTYPE_TEXTURE:
10030                         // singletexture unlit texture with transparency support
10031                         R_Mesh_TexBind(0, layer->texture);
10032                         R_Mesh_TexMatrix(0, &layer->texmatrix);
10033                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10034                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10035                         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);
10036                         break;
10037                 case TEXTURELAYERTYPE_FOG:
10038                         // singletexture fogging
10039                         if (layer->texture)
10040                         {
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                         }
10046                         else
10047                         {
10048                                 R_Mesh_TexBind(0, 0);
10049                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10050                         }
10051                         // generate a color array for the fog pass
10052                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10053                         RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10054                         RSurf_DrawBatch();
10055                         break;
10056                 default:
10057                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10058                 }
10059         }
10060         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10061         {
10062                 GL_DepthFunc(GL_LEQUAL);
10063                 GL_AlphaTest(false);
10064         }
10065 }
10066
10067 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10068 {
10069         int vi;
10070         int j;
10071         r_vertexgeneric_t *batchvertex;
10072         float c[4];
10073
10074 //      R_Mesh_ResetTextureState();
10075         R_SetupShader_Generic_NoTexture(false, false);
10076
10077         if(rsurface.texture && rsurface.texture->currentskinframe)
10078         {
10079                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10080                 c[3] *= rsurface.texture->currentalpha;
10081         }
10082         else
10083         {
10084                 c[0] = 1;
10085                 c[1] = 0;
10086                 c[2] = 1;
10087                 c[3] = 1;
10088         }
10089
10090         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10091         {
10092                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10093                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10094                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10095         }
10096
10097         // brighten it up (as texture value 127 means "unlit")
10098         c[0] *= 2 * r_refdef.view.colorscale;
10099         c[1] *= 2 * r_refdef.view.colorscale;
10100         c[2] *= 2 * r_refdef.view.colorscale;
10101
10102         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10103                 c[3] *= r_wateralpha.value;
10104
10105         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10106         {
10107                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10108                 GL_DepthMask(false);
10109         }
10110         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10111         {
10112                 GL_BlendFunc(GL_ONE, GL_ONE);
10113                 GL_DepthMask(false);
10114         }
10115         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10116         {
10117                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10118                 GL_DepthMask(false);
10119         }
10120         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10121         {
10122                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10123                 GL_DepthMask(false);
10124         }
10125         else
10126         {
10127                 GL_BlendFunc(GL_ONE, GL_ZERO);
10128                 GL_DepthMask(writedepth);
10129         }
10130
10131         if (r_showsurfaces.integer == 3)
10132         {
10133                 rsurface.passcolor4f = NULL;
10134
10135                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10136                 {
10137                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10138
10139                         rsurface.passcolor4f = NULL;
10140                         rsurface.passcolor4f_vertexbuffer = 0;
10141                         rsurface.passcolor4f_bufferoffset = 0;
10142                 }
10143                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10144                 {
10145                         qboolean applycolor = true;
10146                         float one = 1.0;
10147
10148                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10149
10150                         r_refdef.lightmapintensity = 1;
10151                         RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
10152                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10153                 }
10154                 else if (FAKELIGHT_ENABLED)
10155                 {
10156                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10157
10158                         r_refdef.lightmapintensity = r_fakelight_intensity.value;
10159                         RSurf_DrawBatch_GL11_ApplyFakeLight();
10160                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10161                 }
10162                 else
10163                 {
10164                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10165
10166                         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10167                         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10168                         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10169                 }
10170
10171                 if(!rsurface.passcolor4f)
10172                         RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
10173
10174                 RSurf_DrawBatch_GL11_ApplyAmbient();
10175                 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
10176                 if(r_refdef.fogenabled)
10177                         RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
10178                 RSurf_DrawBatch_GL11_ClampColor();
10179
10180                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
10181                 R_SetupShader_Generic_NoTexture(false, false);
10182                 RSurf_DrawBatch();
10183         }
10184         else if (!r_refdef.view.showdebug)
10185         {
10186                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10187                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10188                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10189                 {
10190                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10191                         Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
10192                 }
10193                 R_Mesh_PrepareVertices_Generic_Unlock();
10194                 RSurf_DrawBatch();
10195         }
10196         else if (r_showsurfaces.integer == 4)
10197         {
10198                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10199                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10200                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10201                 {
10202                         unsigned char c = (vi << 3) * (1.0f / 256.0f);
10203                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10204                         Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
10205                 }
10206                 R_Mesh_PrepareVertices_Generic_Unlock();
10207                 RSurf_DrawBatch();
10208         }
10209         else if (r_showsurfaces.integer == 2)
10210         {
10211                 const int *e;
10212                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10213                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
10214                 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
10215                 {
10216                         unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
10217                         VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
10218                         VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
10219                         VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
10220                         Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
10221                         Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
10222                         Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
10223                 }
10224                 R_Mesh_PrepareVertices_Generic_Unlock();
10225                 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
10226         }
10227         else
10228         {
10229                 int texturesurfaceindex;
10230                 int k;
10231                 const msurface_t *surface;
10232                 float surfacecolor4f[4];
10233                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10234                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
10235                 vi = 0;
10236                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10237                 {
10238                         surface = texturesurfacelist[texturesurfaceindex];
10239                         k = (int)(((size_t)surface) / sizeof(msurface_t));
10240                         Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
10241                         for (j = 0;j < surface->num_vertices;j++)
10242                         {
10243                                 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10244                                 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
10245                                 vi++;
10246                         }
10247                 }
10248                 R_Mesh_PrepareVertices_Generic_Unlock();
10249                 RSurf_DrawBatch();
10250         }
10251 }
10252
10253 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10254 {
10255         CHECKGLERROR
10256         RSurf_SetupDepthAndCulling();
10257         if (r_showsurfaces.integer)
10258         {
10259                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10260                 return;
10261         }
10262         switch (vid.renderpath)
10263         {
10264         case RENDERPATH_GL20:
10265         case RENDERPATH_D3D9:
10266         case RENDERPATH_D3D10:
10267         case RENDERPATH_D3D11:
10268         case RENDERPATH_SOFT:
10269         case RENDERPATH_GLES2:
10270                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10271                 break;
10272         case RENDERPATH_GL13:
10273         case RENDERPATH_GLES1:
10274                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10275                 break;
10276         case RENDERPATH_GL11:
10277                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10278                 break;
10279         }
10280         CHECKGLERROR
10281 }
10282
10283 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10284 {
10285         CHECKGLERROR
10286         RSurf_SetupDepthAndCulling();
10287         if (r_showsurfaces.integer)
10288         {
10289                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10290                 return;
10291         }
10292         switch (vid.renderpath)
10293         {
10294         case RENDERPATH_GL20:
10295         case RENDERPATH_D3D9:
10296         case RENDERPATH_D3D10:
10297         case RENDERPATH_D3D11:
10298         case RENDERPATH_SOFT:
10299         case RENDERPATH_GLES2:
10300                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10301                 break;
10302         case RENDERPATH_GL13:
10303         case RENDERPATH_GLES1:
10304                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10305                 break;
10306         case RENDERPATH_GL11:
10307                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10308                 break;
10309         }
10310         CHECKGLERROR
10311 }
10312
10313 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10314 {
10315         int i, j;
10316         int texturenumsurfaces, endsurface;
10317         texture_t *texture;
10318         const msurface_t *surface;
10319         const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
10320
10321         // if the model is static it doesn't matter what value we give for
10322         // wantnormals and wanttangents, so this logic uses only rules applicable
10323         // to a model, knowing that they are meaningless otherwise
10324         if (ent == r_refdef.scene.worldentity)
10325                 RSurf_ActiveWorldEntity();
10326         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10327                 RSurf_ActiveModelEntity(ent, false, false, false);
10328         else
10329         {
10330                 switch (vid.renderpath)
10331                 {
10332                 case RENDERPATH_GL20:
10333                 case RENDERPATH_D3D9:
10334                 case RENDERPATH_D3D10:
10335                 case RENDERPATH_D3D11:
10336                 case RENDERPATH_SOFT:
10337                 case RENDERPATH_GLES2:
10338                         RSurf_ActiveModelEntity(ent, true, true, false);
10339                         break;
10340                 case RENDERPATH_GL11:
10341                 case RENDERPATH_GL13:
10342                 case RENDERPATH_GLES1:
10343                         RSurf_ActiveModelEntity(ent, true, false, false);
10344                         break;
10345                 }
10346         }
10347
10348         if (r_transparentdepthmasking.integer)
10349         {
10350                 qboolean setup = false;
10351                 for (i = 0;i < numsurfaces;i = j)
10352                 {
10353                         j = i + 1;
10354                         surface = rsurface.modelsurfaces + surfacelist[i];
10355                         texture = surface->texture;
10356                         rsurface.texture = R_GetCurrentTexture(texture);
10357                         rsurface.lightmaptexture = NULL;
10358                         rsurface.deluxemaptexture = NULL;
10359                         rsurface.uselightmaptexture = false;
10360                         // scan ahead until we find a different texture
10361                         endsurface = min(i + 1024, numsurfaces);
10362                         texturenumsurfaces = 0;
10363                         texturesurfacelist[texturenumsurfaces++] = surface;
10364                         for (;j < endsurface;j++)
10365                         {
10366                                 surface = rsurface.modelsurfaces + surfacelist[j];
10367                                 if (texture != surface->texture)
10368                                         break;
10369                                 texturesurfacelist[texturenumsurfaces++] = surface;
10370                         }
10371                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
10372                                 continue;
10373                         // render the range of surfaces as depth
10374                         if (!setup)
10375                         {
10376                                 setup = true;
10377                                 GL_ColorMask(0,0,0,0);
10378                                 GL_Color(1,1,1,1);
10379                                 GL_DepthTest(true);
10380                                 GL_BlendFunc(GL_ONE, GL_ZERO);
10381                                 GL_DepthMask(true);
10382 //                              R_Mesh_ResetTextureState();
10383                                 R_SetupShader_DepthOrShadow(false, false);
10384                         }
10385                         RSurf_SetupDepthAndCulling();
10386                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10387                         if (rsurface.batchvertex3fbuffer)
10388                                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10389                         else
10390                                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10391                         RSurf_DrawBatch();
10392                 }
10393                 if (setup)
10394                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10395         }
10396
10397         for (i = 0;i < numsurfaces;i = j)
10398         {
10399                 j = i + 1;
10400                 surface = rsurface.modelsurfaces + surfacelist[i];
10401                 texture = surface->texture;
10402                 rsurface.texture = R_GetCurrentTexture(texture);
10403                 // scan ahead until we find a different texture
10404                 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
10405                 texturenumsurfaces = 0;
10406                 texturesurfacelist[texturenumsurfaces++] = surface;
10407                 if(FAKELIGHT_ENABLED)
10408                 {
10409                         rsurface.lightmaptexture = NULL;
10410                         rsurface.deluxemaptexture = NULL;
10411                         rsurface.uselightmaptexture = false;
10412                         for (;j < endsurface;j++)
10413                         {
10414                                 surface = rsurface.modelsurfaces + surfacelist[j];
10415                                 if (texture != surface->texture)
10416                                         break;
10417                                 texturesurfacelist[texturenumsurfaces++] = surface;
10418                         }
10419                 }
10420                 else
10421                 {
10422                         rsurface.lightmaptexture = surface->lightmaptexture;
10423                         rsurface.deluxemaptexture = surface->deluxemaptexture;
10424                         rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10425                         for (;j < endsurface;j++)
10426                         {
10427                                 surface = rsurface.modelsurfaces + surfacelist[j];
10428                                 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
10429                                         break;
10430                                 texturesurfacelist[texturenumsurfaces++] = surface;
10431                         }
10432                 }
10433                 // render the range of surfaces
10434                 if (ent == r_refdef.scene.worldentity)
10435                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10436                 else
10437                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10438         }
10439         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10440 }
10441
10442 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10443 {
10444         // transparent surfaces get pushed off into the transparent queue
10445         int surfacelistindex;
10446         const msurface_t *surface;
10447         vec3_t tempcenter, center;
10448         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
10449         {
10450                 surface = texturesurfacelist[surfacelistindex];
10451                 if (r_transparent_sortsurfacesbynearest.integer)
10452                 {
10453                         tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
10454                         tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
10455                         tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
10456                 }
10457                 else
10458                 {
10459                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
10460                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
10461                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
10462                 }
10463                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
10464                 if (rsurface.entity->transparent_offset) // transparent offset
10465                 {
10466                         center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
10467                         center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
10468                         center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
10469                 }
10470                 R_MeshQueue_AddTransparent((rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? MESHQUEUE_SORT_HUD : ((rsurface.entity->flags & RENDER_WORLDOBJECT) ? MESHQUEUE_SORT_SKY : MESHQUEUE_SORT_DISTANCE), center, R_DrawSurface_TransparentCallback, rsurface.entity, surface - rsurface.modelsurfaces, rsurface.rtlight);
10471         }
10472 }
10473
10474 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10475 {
10476         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10477                 return;
10478         if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10479                 return;
10480         RSurf_SetupDepthAndCulling();
10481         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10482         if (rsurface.batchvertex3fbuffer)
10483                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10484         else
10485                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10486         RSurf_DrawBatch();
10487 }
10488
10489 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10490 {
10491         CHECKGLERROR
10492         if (depthonly)
10493                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10494         else if (prepass)
10495         {
10496                 if (!rsurface.texture->currentnumlayers)
10497                         return;
10498                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10499                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10500                 else
10501                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10502         }
10503         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10504                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10505         else if (!rsurface.texture->currentnumlayers)
10506                 return;
10507         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
10508         {
10509                 // in the deferred case, transparent surfaces were queued during prepass
10510                 if (!r_shadow_usingdeferredprepass)
10511                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10512         }
10513         else
10514         {
10515                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10516                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10517         }
10518         CHECKGLERROR
10519 }
10520
10521 static void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10522 {
10523         int i, j;
10524         texture_t *texture;
10525         R_FrameData_SetMark();
10526         // break the surface list down into batches by texture and use of lightmapping
10527         for (i = 0;i < numsurfaces;i = j)
10528         {
10529                 j = i + 1;
10530                 // texture is the base texture pointer, rsurface.texture is the
10531                 // current frame/skin the texture is directing us to use (for example
10532                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10533                 // use skin 1 instead)
10534                 texture = surfacelist[i]->texture;
10535                 rsurface.texture = R_GetCurrentTexture(texture);
10536                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10537                 {
10538                         // if this texture is not the kind we want, skip ahead to the next one
10539                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10540                                 ;
10541                         continue;
10542                 }
10543                 if(FAKELIGHT_ENABLED || depthonly || prepass)
10544                 {
10545                         rsurface.lightmaptexture = NULL;
10546                         rsurface.deluxemaptexture = NULL;
10547                         rsurface.uselightmaptexture = false;
10548                         // simply scan ahead until we find a different texture or lightmap state
10549                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10550                                 ;
10551                 }
10552                 else
10553                 {
10554                         rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10555                         rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10556                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10557                         // simply scan ahead until we find a different texture or lightmap state
10558                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10559                                 ;
10560                 }
10561                 // render the range of surfaces
10562                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10563         }
10564         R_FrameData_ReturnToMark();
10565 }
10566
10567 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10568 {
10569         CHECKGLERROR
10570         if (depthonly)
10571                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10572         else if (prepass)
10573         {
10574                 if (!rsurface.texture->currentnumlayers)
10575                         return;
10576                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10577                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10578                 else
10579                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10580         }
10581         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10582                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10583         else if (!rsurface.texture->currentnumlayers)
10584                 return;
10585         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
10586         {
10587                 // in the deferred case, transparent surfaces were queued during prepass
10588                 if (!r_shadow_usingdeferredprepass)
10589                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10590         }
10591         else
10592         {
10593                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10594                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10595         }
10596         CHECKGLERROR
10597 }
10598
10599 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10600 {
10601         int i, j;
10602         texture_t *texture;
10603         R_FrameData_SetMark();
10604         // break the surface list down into batches by texture and use of lightmapping
10605         for (i = 0;i < numsurfaces;i = j)
10606         {
10607                 j = i + 1;
10608                 // texture is the base texture pointer, rsurface.texture is the
10609                 // current frame/skin the texture is directing us to use (for example
10610                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10611                 // use skin 1 instead)
10612                 texture = surfacelist[i]->texture;
10613                 rsurface.texture = R_GetCurrentTexture(texture);
10614                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10615                 {
10616                         // if this texture is not the kind we want, skip ahead to the next one
10617                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10618                                 ;
10619                         continue;
10620                 }
10621                 if(FAKELIGHT_ENABLED || depthonly || prepass)
10622                 {
10623                         rsurface.lightmaptexture = NULL;
10624                         rsurface.deluxemaptexture = NULL;
10625                         rsurface.uselightmaptexture = false;
10626                         // simply scan ahead until we find a different texture or lightmap state
10627                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10628                                 ;
10629                 }
10630                 else
10631                 {
10632                         rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10633                         rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10634                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10635                         // simply scan ahead until we find a different texture or lightmap state
10636                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10637                                 ;
10638                 }
10639                 // render the range of surfaces
10640                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10641         }
10642         R_FrameData_ReturnToMark();
10643 }
10644
10645 float locboxvertex3f[6*4*3] =
10646 {
10647         1,0,1, 1,0,0, 1,1,0, 1,1,1,
10648         0,1,1, 0,1,0, 0,0,0, 0,0,1,
10649         1,1,1, 1,1,0, 0,1,0, 0,1,1,
10650         0,0,1, 0,0,0, 1,0,0, 1,0,1,
10651         0,0,1, 1,0,1, 1,1,1, 0,1,1,
10652         1,0,0, 0,0,0, 0,1,0, 1,1,0
10653 };
10654
10655 unsigned short locboxelements[6*2*3] =
10656 {
10657          0, 1, 2, 0, 2, 3,
10658          4, 5, 6, 4, 6, 7,
10659          8, 9,10, 8,10,11,
10660         12,13,14, 12,14,15,
10661         16,17,18, 16,18,19,
10662         20,21,22, 20,22,23
10663 };
10664
10665 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10666 {
10667         int i, j;
10668         cl_locnode_t *loc = (cl_locnode_t *)ent;
10669         vec3_t mins, size;
10670         float vertex3f[6*4*3];
10671         CHECKGLERROR
10672         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10673         GL_DepthMask(false);
10674         GL_DepthRange(0, 1);
10675         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10676         GL_DepthTest(true);
10677         GL_CullFace(GL_NONE);
10678         R_EntityMatrix(&identitymatrix);
10679
10680 //      R_Mesh_ResetTextureState();
10681
10682         i = surfacelist[0];
10683         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10684                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10685                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10686                         surfacelist[0] < 0 ? 0.5f : 0.125f);
10687
10688         if (VectorCompare(loc->mins, loc->maxs))
10689         {
10690                 VectorSet(size, 2, 2, 2);
10691                 VectorMA(loc->mins, -0.5f, size, mins);
10692         }
10693         else
10694         {
10695                 VectorCopy(loc->mins, mins);
10696                 VectorSubtract(loc->maxs, loc->mins, size);
10697         }
10698
10699         for (i = 0;i < 6*4*3;)
10700                 for (j = 0;j < 3;j++, i++)
10701                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
10702
10703         R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
10704         R_SetupShader_Generic_NoTexture(false, false);
10705         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
10706 }
10707
10708 void R_DrawLocs(void)
10709 {
10710         int index;
10711         cl_locnode_t *loc, *nearestloc;
10712         vec3_t center;
10713         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
10714         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
10715         {
10716                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
10717                 R_MeshQueue_AddTransparent(MESHQUEUE_SORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
10718         }
10719 }
10720
10721 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
10722 {
10723         if (decalsystem->decals)
10724                 Mem_Free(decalsystem->decals);
10725         memset(decalsystem, 0, sizeof(*decalsystem));
10726 }
10727
10728 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)
10729 {
10730         tridecal_t *decal;
10731         tridecal_t *decals;
10732         int i;
10733
10734         // expand or initialize the system
10735         if (decalsystem->maxdecals <= decalsystem->numdecals)
10736         {
10737                 decalsystem_t old = *decalsystem;
10738                 qboolean useshortelements;
10739                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
10740                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
10741                 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)));
10742                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
10743                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
10744                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
10745                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
10746                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
10747                 if (decalsystem->numdecals)
10748                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
10749                 if (old.decals)
10750                         Mem_Free(old.decals);
10751                 for (i = 0;i < decalsystem->maxdecals*3;i++)
10752                         decalsystem->element3i[i] = i;
10753                 if (useshortelements)
10754                         for (i = 0;i < decalsystem->maxdecals*3;i++)
10755                                 decalsystem->element3s[i] = i;
10756         }
10757
10758         // grab a decal and search for another free slot for the next one
10759         decals = decalsystem->decals;
10760         decal = decalsystem->decals + (i = decalsystem->freedecal++);
10761         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
10762                 ;
10763         decalsystem->freedecal = i;
10764         if (decalsystem->numdecals <= i)
10765                 decalsystem->numdecals = i + 1;
10766
10767         // initialize the decal
10768         decal->lived = 0;
10769         decal->triangleindex = triangleindex;
10770         decal->surfaceindex = surfaceindex;
10771         decal->decalsequence = decalsequence;
10772         decal->color4f[0][0] = c0[0];
10773         decal->color4f[0][1] = c0[1];
10774         decal->color4f[0][2] = c0[2];
10775         decal->color4f[0][3] = 1;
10776         decal->color4f[1][0] = c1[0];
10777         decal->color4f[1][1] = c1[1];
10778         decal->color4f[1][2] = c1[2];
10779         decal->color4f[1][3] = 1;
10780         decal->color4f[2][0] = c2[0];
10781         decal->color4f[2][1] = c2[1];
10782         decal->color4f[2][2] = c2[2];
10783         decal->color4f[2][3] = 1;
10784         decal->vertex3f[0][0] = v0[0];
10785         decal->vertex3f[0][1] = v0[1];
10786         decal->vertex3f[0][2] = v0[2];
10787         decal->vertex3f[1][0] = v1[0];
10788         decal->vertex3f[1][1] = v1[1];
10789         decal->vertex3f[1][2] = v1[2];
10790         decal->vertex3f[2][0] = v2[0];
10791         decal->vertex3f[2][1] = v2[1];
10792         decal->vertex3f[2][2] = v2[2];
10793         decal->texcoord2f[0][0] = t0[0];
10794         decal->texcoord2f[0][1] = t0[1];
10795         decal->texcoord2f[1][0] = t1[0];
10796         decal->texcoord2f[1][1] = t1[1];
10797         decal->texcoord2f[2][0] = t2[0];
10798         decal->texcoord2f[2][1] = t2[1];
10799         TriangleNormal(v0, v1, v2, decal->plane);
10800         VectorNormalize(decal->plane);
10801         decal->plane[3] = DotProduct(v0, decal->plane);
10802 }
10803
10804 extern cvar_t cl_decals_bias;
10805 extern cvar_t cl_decals_models;
10806 extern cvar_t cl_decals_newsystem_intensitymultiplier;
10807 // baseparms, parms, temps
10808 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)
10809 {
10810         int cornerindex;
10811         int index;
10812         float v[9][3];
10813         const float *vertex3f;
10814         const float *normal3f;
10815         int numpoints;
10816         float points[2][9][3];
10817         float temp[3];
10818         float tc[9][2];
10819         float f;
10820         float c[9][4];
10821         const int *e;
10822
10823         e = rsurface.modelelement3i + 3*triangleindex;
10824
10825         vertex3f = rsurface.modelvertex3f;
10826         normal3f = rsurface.modelnormal3f;
10827
10828         if (normal3f)
10829         {
10830                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10831                 {
10832                         index = 3*e[cornerindex];
10833                         VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
10834                 }
10835         }
10836         else
10837         {
10838                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10839                 {
10840                         index = 3*e[cornerindex];
10841                         VectorCopy(vertex3f + index, v[cornerindex]);
10842                 }
10843         }
10844
10845         // cull backfaces
10846         //TriangleNormal(v[0], v[1], v[2], normal);
10847         //if (DotProduct(normal, localnormal) < 0.0f)
10848         //      continue;
10849         // clip by each of the box planes formed from the projection matrix
10850         // if anything survives, we emit the decal
10851         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]);
10852         if (numpoints < 3)
10853                 return;
10854         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]);
10855         if (numpoints < 3)
10856                 return;
10857         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]);
10858         if (numpoints < 3)
10859                 return;
10860         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]);
10861         if (numpoints < 3)
10862                 return;
10863         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]);
10864         if (numpoints < 3)
10865                 return;
10866         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]);
10867         if (numpoints < 3)
10868                 return;
10869         // some part of the triangle survived, so we have to accept it...
10870         if (dynamic)
10871         {
10872                 // dynamic always uses the original triangle
10873                 numpoints = 3;
10874                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10875                 {
10876                         index = 3*e[cornerindex];
10877                         VectorCopy(vertex3f + index, v[cornerindex]);
10878                 }
10879         }
10880         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
10881         {
10882                 // convert vertex positions to texcoords
10883                 Matrix4x4_Transform(projection, v[cornerindex], temp);
10884                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
10885                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
10886                 // calculate distance fade from the projection origin
10887                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
10888                 f = bound(0.0f, f, 1.0f);
10889                 c[cornerindex][0] = r * f;
10890                 c[cornerindex][1] = g * f;
10891                 c[cornerindex][2] = b * f;
10892                 c[cornerindex][3] = 1.0f;
10893                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
10894         }
10895         if (dynamic)
10896                 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);
10897         else
10898                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
10899                         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);
10900 }
10901 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)
10902 {
10903         matrix4x4_t projection;
10904         decalsystem_t *decalsystem;
10905         qboolean dynamic;
10906         dp_model_t *model;
10907         const msurface_t *surface;
10908         const msurface_t *surfaces;
10909         const int *surfacelist;
10910         const texture_t *texture;
10911         int numtriangles;
10912         int numsurfacelist;
10913         int surfacelistindex;
10914         int surfaceindex;
10915         int triangleindex;
10916         float localorigin[3];
10917         float localnormal[3];
10918         float localmins[3];
10919         float localmaxs[3];
10920         float localsize;
10921         //float normal[3];
10922         float planes[6][4];
10923         float angles[3];
10924         bih_t *bih;
10925         int bih_triangles_count;
10926         int bih_triangles[256];
10927         int bih_surfaces[256];
10928
10929         decalsystem = &ent->decalsystem;
10930         model = ent->model;
10931         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
10932         {
10933                 R_DecalSystem_Reset(&ent->decalsystem);
10934                 return;
10935         }
10936
10937         if (!model->brush.data_leafs && !cl_decals_models.integer)
10938         {
10939                 if (decalsystem->model)
10940                         R_DecalSystem_Reset(decalsystem);
10941                 return;
10942         }
10943
10944         if (decalsystem->model != model)
10945                 R_DecalSystem_Reset(decalsystem);
10946         decalsystem->model = model;
10947
10948         RSurf_ActiveModelEntity(ent, true, false, false);
10949
10950         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
10951         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
10952         VectorNormalize(localnormal);
10953         localsize = worldsize*rsurface.inversematrixscale;
10954         localmins[0] = localorigin[0] - localsize;
10955         localmins[1] = localorigin[1] - localsize;
10956         localmins[2] = localorigin[2] - localsize;
10957         localmaxs[0] = localorigin[0] + localsize;
10958         localmaxs[1] = localorigin[1] + localsize;
10959         localmaxs[2] = localorigin[2] + localsize;
10960
10961         //VectorCopy(localnormal, planes[4]);
10962         //VectorVectors(planes[4], planes[2], planes[0]);
10963         AnglesFromVectors(angles, localnormal, NULL, false);
10964         AngleVectors(angles, planes[0], planes[2], planes[4]);
10965         VectorNegate(planes[0], planes[1]);
10966         VectorNegate(planes[2], planes[3]);
10967         VectorNegate(planes[4], planes[5]);
10968         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
10969         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
10970         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
10971         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
10972         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
10973         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
10974
10975 #if 1
10976 // works
10977 {
10978         matrix4x4_t forwardprojection;
10979         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
10980         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
10981 }
10982 #else
10983 // broken
10984 {
10985         float projectionvector[4][3];
10986         VectorScale(planes[0], ilocalsize, projectionvector[0]);
10987         VectorScale(planes[2], ilocalsize, projectionvector[1]);
10988         VectorScale(planes[4], ilocalsize, projectionvector[2]);
10989         projectionvector[0][0] = planes[0][0] * ilocalsize;
10990         projectionvector[0][1] = planes[1][0] * ilocalsize;
10991         projectionvector[0][2] = planes[2][0] * ilocalsize;
10992         projectionvector[1][0] = planes[0][1] * ilocalsize;
10993         projectionvector[1][1] = planes[1][1] * ilocalsize;
10994         projectionvector[1][2] = planes[2][1] * ilocalsize;
10995         projectionvector[2][0] = planes[0][2] * ilocalsize;
10996         projectionvector[2][1] = planes[1][2] * ilocalsize;
10997         projectionvector[2][2] = planes[2][2] * ilocalsize;
10998         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
10999         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11000         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11001         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11002 }
11003 #endif
11004
11005         dynamic = model->surfmesh.isanimated;
11006         numsurfacelist = model->nummodelsurfaces;
11007         surfacelist = model->sortedmodelsurfaces;
11008         surfaces = model->data_surfaces;
11009
11010         bih = NULL;
11011         bih_triangles_count = -1;
11012         if(!dynamic)
11013         {
11014                 if(model->render_bih.numleafs)
11015                         bih = &model->render_bih;
11016                 else if(model->collision_bih.numleafs)
11017                         bih = &model->collision_bih;
11018         }
11019         if(bih)
11020                 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
11021         if(bih_triangles_count == 0)
11022                 return;
11023         if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11024                 return;
11025         if(bih_triangles_count > 0)
11026         {
11027                 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11028                 {
11029                         surfaceindex = bih_surfaces[triangleindex];
11030                         surface = surfaces + surfaceindex;
11031                         texture = surface->texture;
11032                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11033                                 continue;
11034                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11035                                 continue;
11036                         R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11037                 }
11038         }
11039         else
11040         {
11041                 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11042                 {
11043                         surfaceindex = surfacelist[surfacelistindex];
11044                         surface = surfaces + surfaceindex;
11045                         // check cull box first because it rejects more than any other check
11046                         if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11047                                 continue;
11048                         // skip transparent surfaces
11049                         texture = surface->texture;
11050                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11051                                 continue;
11052                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11053                                 continue;
11054                         numtriangles = surface->num_triangles;
11055                         for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11056                                 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11057                 }
11058         }
11059 }
11060
11061 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11062 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)
11063 {
11064         int renderentityindex;
11065         float worldmins[3];
11066         float worldmaxs[3];
11067         entity_render_t *ent;
11068
11069         if (!cl_decals_newsystem.integer)
11070                 return;
11071
11072         worldmins[0] = worldorigin[0] - worldsize;
11073         worldmins[1] = worldorigin[1] - worldsize;
11074         worldmins[2] = worldorigin[2] - worldsize;
11075         worldmaxs[0] = worldorigin[0] + worldsize;
11076         worldmaxs[1] = worldorigin[1] + worldsize;
11077         worldmaxs[2] = worldorigin[2] + worldsize;
11078
11079         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11080
11081         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11082         {
11083                 ent = r_refdef.scene.entities[renderentityindex];
11084                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11085                         continue;
11086
11087                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11088         }
11089 }
11090
11091 typedef struct r_decalsystem_splatqueue_s
11092 {
11093         vec3_t worldorigin;
11094         vec3_t worldnormal;
11095         float color[4];
11096         float tcrange[4];
11097         float worldsize;
11098         int decalsequence;
11099 }
11100 r_decalsystem_splatqueue_t;
11101
11102 int r_decalsystem_numqueued = 0;
11103 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11104
11105 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)
11106 {
11107         r_decalsystem_splatqueue_t *queue;
11108
11109         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11110                 return;
11111
11112         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11113         VectorCopy(worldorigin, queue->worldorigin);
11114         VectorCopy(worldnormal, queue->worldnormal);
11115         Vector4Set(queue->color, r, g, b, a);
11116         Vector4Set(queue->tcrange, s1, t1, s2, t2);
11117         queue->worldsize = worldsize;
11118         queue->decalsequence = cl.decalsequence++;
11119 }
11120
11121 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11122 {
11123         int i;
11124         r_decalsystem_splatqueue_t *queue;
11125
11126         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11127                 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);
11128         r_decalsystem_numqueued = 0;
11129 }
11130
11131 extern cvar_t cl_decals_max;
11132 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11133 {
11134         int i;
11135         decalsystem_t *decalsystem = &ent->decalsystem;
11136         int numdecals;
11137         int killsequence;
11138         tridecal_t *decal;
11139         float frametime;
11140         float lifetime;
11141
11142         if (!decalsystem->numdecals)
11143                 return;
11144
11145         if (r_showsurfaces.integer)
11146                 return;
11147
11148         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11149         {
11150                 R_DecalSystem_Reset(decalsystem);
11151                 return;
11152         }
11153
11154         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11155         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11156
11157         if (decalsystem->lastupdatetime)
11158                 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
11159         else
11160                 frametime = 0;
11161         decalsystem->lastupdatetime = r_refdef.scene.time;
11162         decal = decalsystem->decals;
11163         numdecals = decalsystem->numdecals;
11164
11165         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11166         {
11167                 if (decal->color4f[0][3])
11168                 {
11169                         decal->lived += frametime;
11170                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11171                         {
11172                                 memset(decal, 0, sizeof(*decal));
11173                                 if (decalsystem->freedecal > i)
11174                                         decalsystem->freedecal = i;
11175                         }
11176                 }
11177         }
11178         decal = decalsystem->decals;
11179         while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
11180                 numdecals--;
11181
11182         // collapse the array by shuffling the tail decals into the gaps
11183         for (;;)
11184         {
11185                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
11186                         decalsystem->freedecal++;
11187                 if (decalsystem->freedecal == numdecals)
11188                         break;
11189                 decal[decalsystem->freedecal] = decal[--numdecals];
11190         }
11191
11192         decalsystem->numdecals = numdecals;
11193
11194         if (numdecals <= 0)
11195         {
11196                 // if there are no decals left, reset decalsystem
11197                 R_DecalSystem_Reset(decalsystem);
11198         }
11199 }
11200
11201 extern skinframe_t *decalskinframe;
11202 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11203 {
11204         int i;
11205         decalsystem_t *decalsystem = &ent->decalsystem;
11206         int numdecals;
11207         tridecal_t *decal;
11208         float faderate;
11209         float alpha;
11210         float *v3f;
11211         float *c4f;
11212         float *t2f;
11213         const int *e;
11214         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11215         int numtris = 0;
11216
11217         numdecals = decalsystem->numdecals;
11218         if (!numdecals)
11219                 return;
11220
11221         if (r_showsurfaces.integer)
11222                 return;
11223
11224         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11225         {
11226                 R_DecalSystem_Reset(decalsystem);
11227                 return;
11228         }
11229
11230         // if the model is static it doesn't matter what value we give for
11231         // wantnormals and wanttangents, so this logic uses only rules applicable
11232         // to a model, knowing that they are meaningless otherwise
11233         if (ent == r_refdef.scene.worldentity)
11234                 RSurf_ActiveWorldEntity();
11235         else
11236                 RSurf_ActiveModelEntity(ent, false, false, false);
11237
11238         decalsystem->lastupdatetime = r_refdef.scene.time;
11239         decal = decalsystem->decals;
11240
11241         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11242
11243         // update vertex positions for animated models
11244         v3f = decalsystem->vertex3f;
11245         c4f = decalsystem->color4f;
11246         t2f = decalsystem->texcoord2f;
11247         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11248         {
11249                 if (!decal->color4f[0][3])
11250                         continue;
11251
11252                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11253                         continue;
11254
11255                 // skip backfaces
11256                 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
11257                         continue;
11258
11259                 // update color values for fading decals
11260                 if (decal->lived >= cl_decals_time.value)
11261                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11262                 else
11263                         alpha = 1.0f;
11264
11265                 c4f[ 0] = decal->color4f[0][0] * alpha;
11266                 c4f[ 1] = decal->color4f[0][1] * alpha;
11267                 c4f[ 2] = decal->color4f[0][2] * alpha;
11268                 c4f[ 3] = 1;
11269                 c4f[ 4] = decal->color4f[1][0] * alpha;
11270                 c4f[ 5] = decal->color4f[1][1] * alpha;
11271                 c4f[ 6] = decal->color4f[1][2] * alpha;
11272                 c4f[ 7] = 1;
11273                 c4f[ 8] = decal->color4f[2][0] * alpha;
11274                 c4f[ 9] = decal->color4f[2][1] * alpha;
11275                 c4f[10] = decal->color4f[2][2] * alpha;
11276                 c4f[11] = 1;
11277
11278                 t2f[0] = decal->texcoord2f[0][0];
11279                 t2f[1] = decal->texcoord2f[0][1];
11280                 t2f[2] = decal->texcoord2f[1][0];
11281                 t2f[3] = decal->texcoord2f[1][1];
11282                 t2f[4] = decal->texcoord2f[2][0];
11283                 t2f[5] = decal->texcoord2f[2][1];
11284
11285                 // update vertex positions for animated models
11286                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
11287                 {
11288                         e = rsurface.modelelement3i + 3*decal->triangleindex;
11289                         VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
11290                         VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
11291                         VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
11292                 }
11293                 else
11294                 {
11295                         VectorCopy(decal->vertex3f[0], v3f);
11296                         VectorCopy(decal->vertex3f[1], v3f + 3);
11297                         VectorCopy(decal->vertex3f[2], v3f + 6);
11298                 }
11299
11300                 if (r_refdef.fogenabled)
11301                 {
11302                         alpha = RSurf_FogVertex(v3f);
11303                         VectorScale(c4f, alpha, c4f);
11304                         alpha = RSurf_FogVertex(v3f + 3);
11305                         VectorScale(c4f + 4, alpha, c4f + 4);
11306                         alpha = RSurf_FogVertex(v3f + 6);
11307                         VectorScale(c4f + 8, alpha, c4f + 8);
11308                 }
11309
11310                 v3f += 9;
11311                 c4f += 12;
11312                 t2f += 6;
11313                 numtris++;
11314         }
11315
11316         if (numtris > 0)
11317         {
11318                 r_refdef.stats.drawndecals += numtris;
11319
11320                 // now render the decals all at once
11321                 // (this assumes they all use one particle font texture!)
11322                 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);
11323 //              R_Mesh_ResetTextureState();
11324                 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
11325                 GL_DepthMask(false);
11326                 GL_DepthRange(0, 1);
11327                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11328                 GL_DepthTest(true);
11329                 GL_CullFace(GL_NONE);
11330                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11331                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
11332                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
11333         }
11334 }
11335
11336 static void R_DrawModelDecals(void)
11337 {
11338         int i, numdecals;
11339
11340         // fade faster when there are too many decals
11341         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11342         for (i = 0;i < r_refdef.scene.numentities;i++)
11343                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11344
11345         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11346         for (i = 0;i < r_refdef.scene.numentities;i++)
11347                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11348                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11349
11350         R_DecalSystem_ApplySplatEntitiesQueue();
11351
11352         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11353         for (i = 0;i < r_refdef.scene.numentities;i++)
11354                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11355
11356         r_refdef.stats.totaldecals += numdecals;
11357
11358         if (r_showsurfaces.integer)
11359                 return;
11360
11361         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11362
11363         for (i = 0;i < r_refdef.scene.numentities;i++)
11364         {
11365                 if (!r_refdef.viewcache.entityvisible[i])
11366                         continue;
11367                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11368                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11369         }
11370 }
11371
11372 extern cvar_t mod_collision_bih;
11373 static void R_DrawDebugModel(void)
11374 {
11375         entity_render_t *ent = rsurface.entity;
11376         int i, j, k, l, flagsmask;
11377         const msurface_t *surface;
11378         dp_model_t *model = ent->model;
11379         vec3_t v;
11380
11381         if (!sv.active  && !cls.demoplayback && ent != r_refdef.scene.worldentity)
11382                 return;
11383
11384         if (r_showoverdraw.value > 0)
11385         {
11386                 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
11387                 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11388                 R_SetupShader_Generic_NoTexture(false, false);
11389                 GL_DepthTest(false);
11390                 GL_DepthMask(false);
11391                 GL_DepthRange(0, 1);
11392                 GL_BlendFunc(GL_ONE, GL_ONE);
11393                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11394                 {
11395                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11396                                 continue;
11397                         rsurface.texture = R_GetCurrentTexture(surface->texture);
11398                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11399                         {
11400                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
11401                                 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11402                                 if (!rsurface.texture->currentlayers->depthmask)
11403                                         GL_Color(c, 0, 0, 1.0f);
11404                                 else if (ent == r_refdef.scene.worldentity)
11405                                         GL_Color(c, c, c, 1.0f);
11406                                 else
11407                                         GL_Color(0, c, 0, 1.0f);
11408                                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11409                                 RSurf_DrawBatch();
11410                         }
11411                 }
11412                 rsurface.texture = NULL;
11413         }
11414
11415         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11416
11417 //      R_Mesh_ResetTextureState();
11418         R_SetupShader_Generic_NoTexture(false, false);
11419         GL_DepthRange(0, 1);
11420         GL_DepthTest(!r_showdisabledepthtest.integer);
11421         GL_DepthMask(false);
11422         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11423
11424         if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
11425         {
11426                 int triangleindex;
11427                 int bihleafindex;
11428                 qboolean cullbox = ent == r_refdef.scene.worldentity;
11429                 const q3mbrush_t *brush;
11430                 const bih_t *bih = &model->collision_bih;
11431                 const bih_leaf_t *bihleaf;
11432                 float vertex3f[3][3];
11433                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
11434                 cullbox = false;
11435                 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
11436                 {
11437                         if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
11438                                 continue;
11439                         switch (bihleaf->type)
11440                         {
11441                         case BIH_BRUSH:
11442                                 brush = model->brush.data_brushes + bihleaf->itemindex;
11443                                 if (brush->colbrushf && brush->colbrushf->numtriangles)
11444                                 {
11445                                         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);
11446                                         R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
11447                                         R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
11448                                 }
11449                                 break;
11450                         case BIH_COLLISIONTRIANGLE:
11451                                 triangleindex = bihleaf->itemindex;
11452                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
11453                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
11454                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
11455                                 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);
11456                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11457                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11458                                 break;
11459                         case BIH_RENDERTRIANGLE:
11460                                 triangleindex = bihleaf->itemindex;
11461                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
11462                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
11463                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
11464                                 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);
11465                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11466                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11467                                 break;
11468                         }
11469                 }
11470         }
11471
11472         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11473
11474 #ifndef USE_GLES2
11475         if (r_showtris.integer && qglPolygonMode)
11476         {
11477                 if (r_showdisabledepthtest.integer)
11478                 {
11479                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11480                         GL_DepthMask(false);
11481                 }
11482                 else
11483                 {
11484                         GL_BlendFunc(GL_ONE, GL_ZERO);
11485                         GL_DepthMask(true);
11486                 }
11487                 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
11488                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11489                 {
11490                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11491                                 continue;
11492                         rsurface.texture = R_GetCurrentTexture(surface->texture);
11493                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11494                         {
11495                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11496                                 if (!rsurface.texture->currentlayers->depthmask)
11497                                         GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
11498                                 else if (ent == r_refdef.scene.worldentity)
11499                                         GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
11500                                 else
11501                                         GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
11502                                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11503                                 RSurf_DrawBatch();
11504                         }
11505                 }
11506                 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
11507                 rsurface.texture = NULL;
11508         }
11509
11510         if (r_shownormals.value != 0 && qglBegin)
11511         {
11512                 if (r_showdisabledepthtest.integer)
11513                 {
11514                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11515                         GL_DepthMask(false);
11516                 }
11517                 else
11518                 {
11519                         GL_BlendFunc(GL_ONE, GL_ZERO);
11520                         GL_DepthMask(true);
11521                 }
11522                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11523                 {
11524                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11525                                 continue;
11526                         rsurface.texture = R_GetCurrentTexture(surface->texture);
11527                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11528                         {
11529                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11530                                 qglBegin(GL_LINES);
11531                                 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
11532                                 {
11533                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11534                                         {
11535                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11536                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11537                                                 qglVertex3f(v[0], v[1], v[2]);
11538                                                 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11539                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11540                                                 qglVertex3f(v[0], v[1], v[2]);
11541                                         }
11542                                 }
11543                                 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
11544                                 {
11545                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11546                                         {
11547                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11548                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11549                                                 qglVertex3f(v[0], v[1], v[2]);
11550                                                 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
11551                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11552                                                 qglVertex3f(v[0], v[1], v[2]);
11553                                         }
11554                                 }
11555                                 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
11556                                 {
11557                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11558                                         {
11559                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11560                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
11561                                                 qglVertex3f(v[0], v[1], v[2]);
11562                                                 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
11563                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11564                                                 qglVertex3f(v[0], v[1], v[2]);
11565                                         }
11566                                 }
11567                                 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
11568                                 {
11569                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11570                                         {
11571                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11572                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11573                                                 qglVertex3f(v[0], v[1], v[2]);
11574                                                 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11575                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11576                                                 qglVertex3f(v[0], v[1], v[2]);
11577                                         }
11578                                 }
11579                                 qglEnd();
11580                                 CHECKGLERROR
11581                         }
11582                 }
11583                 rsurface.texture = NULL;
11584         }
11585 #endif
11586 }
11587
11588 int r_maxsurfacelist = 0;
11589 const msurface_t **r_surfacelist = NULL;
11590 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11591 {
11592         int i, j, endj, flagsmask;
11593         dp_model_t *model = r_refdef.scene.worldmodel;
11594         msurface_t *surfaces;
11595         unsigned char *update;
11596         int numsurfacelist = 0;
11597         if (model == NULL)
11598                 return;
11599
11600         if (r_maxsurfacelist < model->num_surfaces)
11601         {
11602                 r_maxsurfacelist = model->num_surfaces;
11603                 if (r_surfacelist)
11604                         Mem_Free((msurface_t**)r_surfacelist);
11605                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11606         }
11607
11608         RSurf_ActiveWorldEntity();
11609
11610         surfaces = model->data_surfaces;
11611         update = model->brushq1.lightmapupdateflags;
11612
11613         // update light styles on this submodel
11614         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11615         {
11616                 model_brush_lightstyleinfo_t *style;
11617                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11618                 {
11619                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
11620                         {
11621                                 int *list = style->surfacelist;
11622                                 style->value = r_refdef.scene.lightstylevalue[style->style];
11623                                 for (j = 0;j < style->numsurfaces;j++)
11624                                         update[list[j]] = true;
11625                         }
11626                 }
11627         }
11628
11629         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11630
11631         if (debug)
11632         {
11633                 R_DrawDebugModel();
11634                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11635                 return;
11636         }
11637
11638         rsurface.lightmaptexture = NULL;
11639         rsurface.deluxemaptexture = NULL;
11640         rsurface.uselightmaptexture = false;
11641         rsurface.texture = NULL;
11642         rsurface.rtlight = NULL;
11643         numsurfacelist = 0;
11644         // add visible surfaces to draw list
11645         for (i = 0;i < model->nummodelsurfaces;i++)
11646         {
11647                 j = model->sortedmodelsurfaces[i];
11648                 if (r_refdef.viewcache.world_surfacevisible[j])
11649                         r_surfacelist[numsurfacelist++] = surfaces + j;
11650         }
11651         // update lightmaps if needed
11652         if (model->brushq1.firstrender)
11653         {
11654                 model->brushq1.firstrender = false;
11655                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11656                         if (update[j])
11657                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11658         }
11659         else if (update)
11660         {
11661                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11662                         if (r_refdef.viewcache.world_surfacevisible[j])
11663                                 if (update[j])
11664                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11665         }
11666         // don't do anything if there were no surfaces
11667         if (!numsurfacelist)
11668         {
11669                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11670                 return;
11671         }
11672         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11673
11674         // add to stats if desired
11675         if (r_speeds.integer && !skysurfaces && !depthonly)
11676         {
11677                 r_refdef.stats.world_surfaces += numsurfacelist;
11678                 for (j = 0;j < numsurfacelist;j++)
11679                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
11680         }
11681
11682         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11683 }
11684
11685 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11686 {
11687         int i, j, endj, flagsmask;
11688         dp_model_t *model = ent->model;
11689         msurface_t *surfaces;
11690         unsigned char *update;
11691         int numsurfacelist = 0;
11692         if (model == NULL)
11693                 return;
11694
11695         if (r_maxsurfacelist < model->num_surfaces)
11696         {
11697                 r_maxsurfacelist = model->num_surfaces;
11698                 if (r_surfacelist)
11699                         Mem_Free((msurface_t **)r_surfacelist);
11700                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11701         }
11702
11703         // if the model is static it doesn't matter what value we give for
11704         // wantnormals and wanttangents, so this logic uses only rules applicable
11705         // to a model, knowing that they are meaningless otherwise
11706         if (ent == r_refdef.scene.worldentity)
11707                 RSurf_ActiveWorldEntity();
11708         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11709                 RSurf_ActiveModelEntity(ent, false, false, false);
11710         else if (prepass)
11711                 RSurf_ActiveModelEntity(ent, true, true, true);
11712         else if (depthonly)
11713         {
11714                 switch (vid.renderpath)
11715                 {
11716                 case RENDERPATH_GL20:
11717                 case RENDERPATH_D3D9:
11718                 case RENDERPATH_D3D10:
11719                 case RENDERPATH_D3D11:
11720                 case RENDERPATH_SOFT:
11721                 case RENDERPATH_GLES2:
11722                         RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
11723                         break;
11724                 case RENDERPATH_GL11:
11725                 case RENDERPATH_GL13:
11726                 case RENDERPATH_GLES1:
11727                         RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
11728                         break;
11729                 }
11730         }
11731         else
11732         {
11733                 switch (vid.renderpath)
11734                 {
11735                 case RENDERPATH_GL20:
11736                 case RENDERPATH_D3D9:
11737                 case RENDERPATH_D3D10:
11738                 case RENDERPATH_D3D11:
11739                 case RENDERPATH_SOFT:
11740                 case RENDERPATH_GLES2:
11741                         RSurf_ActiveModelEntity(ent, true, true, false);
11742                         break;
11743                 case RENDERPATH_GL11:
11744                 case RENDERPATH_GL13:
11745                 case RENDERPATH_GLES1:
11746                         RSurf_ActiveModelEntity(ent, true, false, false);
11747                         break;
11748                 }
11749         }
11750
11751         surfaces = model->data_surfaces;
11752         update = model->brushq1.lightmapupdateflags;
11753
11754         // update light styles
11755         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11756         {
11757                 model_brush_lightstyleinfo_t *style;
11758                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11759                 {
11760                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
11761                         {
11762                                 int *list = style->surfacelist;
11763                                 style->value = r_refdef.scene.lightstylevalue[style->style];
11764                                 for (j = 0;j < style->numsurfaces;j++)
11765                                         update[list[j]] = true;
11766                         }
11767                 }
11768         }
11769
11770         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11771
11772         if (debug)
11773         {
11774                 R_DrawDebugModel();
11775                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11776                 return;
11777         }
11778
11779         rsurface.lightmaptexture = NULL;
11780         rsurface.deluxemaptexture = NULL;
11781         rsurface.uselightmaptexture = false;
11782         rsurface.texture = NULL;
11783         rsurface.rtlight = NULL;
11784         numsurfacelist = 0;
11785         // add visible surfaces to draw list
11786         for (i = 0;i < model->nummodelsurfaces;i++)
11787                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
11788         // don't do anything if there were no surfaces
11789         if (!numsurfacelist)
11790         {
11791                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11792                 return;
11793         }
11794         // update lightmaps if needed
11795         if (update)
11796         {
11797                 int updated = 0;
11798                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11799                 {
11800                         if (update[j])
11801                         {
11802                                 updated++;
11803                                 R_BuildLightMap(ent, surfaces + j);
11804                         }
11805                 }
11806         }
11807         if (update)
11808                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11809                         if (update[j])
11810                                 R_BuildLightMap(ent, surfaces + j);
11811         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11812
11813         // add to stats if desired
11814         if (r_speeds.integer && !skysurfaces && !depthonly)
11815         {
11816                 r_refdef.stats.entities_surfaces += numsurfacelist;
11817                 for (j = 0;j < numsurfacelist;j++)
11818                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
11819         }
11820
11821         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11822 }
11823
11824 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11825 {
11826         static texture_t texture;
11827         static msurface_t surface;
11828         const msurface_t *surfacelist = &surface;
11829
11830         // fake enough texture and surface state to render this geometry
11831
11832         texture.update_lastrenderframe = -1; // regenerate this texture
11833         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
11834         texture.currentskinframe = skinframe;
11835         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
11836         texture.offsetmapping = OFFSETMAPPING_OFF;
11837         texture.offsetscale = 1;
11838         texture.specularscalemod = 1;
11839         texture.specularpowermod = 1;
11840
11841         surface.texture = &texture;
11842         surface.num_triangles = numtriangles;
11843         surface.num_firsttriangle = firsttriangle;
11844         surface.num_vertices = numvertices;
11845         surface.num_firstvertex = firstvertex;
11846
11847         // now render it
11848         rsurface.texture = R_GetCurrentTexture(surface.texture);
11849         rsurface.lightmaptexture = NULL;
11850         rsurface.deluxemaptexture = NULL;
11851         rsurface.uselightmaptexture = false;
11852         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11853 }
11854
11855 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)
11856 {
11857         static msurface_t surface;
11858         const msurface_t *surfacelist = &surface;
11859
11860         // fake enough texture and surface state to render this geometry
11861         surface.texture = texture;
11862         surface.num_triangles = numtriangles;
11863         surface.num_firsttriangle = firsttriangle;
11864         surface.num_vertices = numvertices;
11865         surface.num_firstvertex = firstvertex;
11866
11867         // now render it
11868         rsurface.texture = R_GetCurrentTexture(surface.texture);
11869         rsurface.lightmaptexture = NULL;
11870         rsurface.deluxemaptexture = NULL;
11871         rsurface.uselightmaptexture = false;
11872         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11873 }