Exemplo n.º 1
0
/*
=============
RB_CapShadowMap

=============
*/
const void *RB_CapShadowMap(const void *data)
{
	const capShadowmapCommand_t *cmd = data;

	// finish any 2D drawing if needed
	if(tess.numIndexes)
		RB_EndSurface();

	if (cmd->map != -1)
	{
		GL_SelectTexture(0);
		if (cmd->cubeSide != -1)
		{
			if (tr.shadowCubemaps[cmd->map])
			{
				GL_Bind(tr.shadowCubemaps[cmd->map]);
				qglCopyTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + cmd->cubeSide, 0, GL_RGBA8, backEnd.refdef.x, glConfig.vidHeight - ( backEnd.refdef.y + PSHADOW_MAP_SIZE ), PSHADOW_MAP_SIZE, PSHADOW_MAP_SIZE, 0);
			}
		}
		else
		{
			if (tr.pshadowMaps[cmd->map])
			{
				GL_Bind(tr.pshadowMaps[cmd->map]);
				qglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, backEnd.refdef.x, glConfig.vidHeight - ( backEnd.refdef.y + PSHADOW_MAP_SIZE ), PSHADOW_MAP_SIZE, PSHADOW_MAP_SIZE, 0);
			}
		}
	}

	return (const void *)(cmd + 1);
}
Exemplo n.º 2
0
/*
 * RB_CapShadowMap
 *
 */
const void *
RB_CapShadowMap(const void *data)
{
	const capShadowmapCommand_t *cmd = data;

	if(cmd->map != -1){
		GL_SelectTexture(0);
		if(cmd->cubeSide != -1){
			GL_BindCubemap(tr.shadowCubemaps[cmd->map]);
			qglCopyTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + cmd->cubeSide, 0, GL_RGBA8,
				backEnd.refdef.x, glConfig.vidHeight - (backEnd.refdef.y + 256), 256, 256,
				0);
		}else{
			GL_Bind(tr.pshadowMaps[cmd->map]);
			qglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, backEnd.refdef.x, glConfig.vidHeight -
				(backEnd.refdef.y + 256), 256, 256, 0);
		}
	}

	return (const void*)(cmd + 1);
}
Exemplo n.º 3
0
/**
 * @brief RB_RenderToTexture
 * @param[in] data
 * @return
 */
const void *RB_RenderToTexture(const void *data)
{
	const renderToTextureCommand_t *cmd = ( const renderToTextureCommand_t * ) data;

	//ri.Printf( PRINT_ALL, "RB_RenderToTexture\n" );

	GL_Bind(cmd->image);
	qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_LINEAR);
	qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_LINEAR);
	qglTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
	qglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, cmd->x, cmd->y, cmd->w, cmd->h, 0);
	//qglCopyTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, cmd->x, cmd->y, cmd->w, cmd->h );

	return ( const void * ) (cmd + 1);
}
Exemplo n.º 4
0
void R_ScreenGamma(void)
{
	if (gammaProgram.program)
	{
		glUseProgramObjectARB(gammaProgram.program);

		qglActiveTextureARB(GL_TEXTURE0_ARB);
		qglClientActiveTextureARB(GL_TEXTURE0_ARB);

		GL_Bind(screenImage);
		// We will copy the current buffer into the screenImage
		qglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 0, 0, glConfig.vidWidth, glConfig.vidHeight, 0);

		qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
		qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

		qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
		qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

		glUniform1f(gammaProgram.gammaUniform, r_gamma->value);

		// Draw a simple quad, We could have done this in the GLSL code directly but that is version 130 upwards
		// and we want to be sure that R1 runs even with a toaster.
		glBegin(GL_QUADS);
		{
			glTexCoord2f(0.0, 0.0);
			glVertex3f(-1.0f, -1.0f, 0.0f);
			glTexCoord2f(1.0, 0.0);
			glVertex3f(1.0f, -1.0f, 0.0f);
			glTexCoord2f(1.0, 1.0);
			glVertex3f(1.0f, 1.0f, 0.0f);
			glTexCoord2f(0.0, 1.0);
			glVertex3f(-1.0f, 1.0f, 0.0f);
		}
		glEnd();

		glUseProgramObjectARB(0);
	}
}
Exemplo n.º 5
0
//update tr.screenImage
void RB_CaptureScreenImage(void)
{
	int radX = 2048;
	int radY = 2048;
	int x = glConfig.vidWidth/2;
	int y = glConfig.vidHeight/2;
	int cX, cY;

	GL_Bind( tr.screenImage );
	//using this method, we could pixel-filter the texture and all sorts of crazy stuff.
	//but, it is slow as hell.
	/*
	static byte *tmp = NULL;
	if (!tmp)
	{
		tmp = (byte *)Z_Malloc((sizeof(byte)*4)*(glConfig.vidWidth*glConfig.vidHeight), TAG_ICARUS, qtrue);
	}
	qglReadPixels(0, 0, glConfig.vidWidth, glConfig.vidHeight, GL_RGBA, GL_UNSIGNED_BYTE, tmp);
	qglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 512, 512, 0, GL_RGBA, GL_UNSIGNED_BYTE, tmp);
	*/

	if (radX > glConfig.maxTextureSize)
	{
		radX = glConfig.maxTextureSize;
	}
	if (radY > glConfig.maxTextureSize)
	{
		radY = glConfig.maxTextureSize;
	}

	while (glConfig.vidWidth < radX)
	{
		radX /= 2;
	}
	while (glConfig.vidHeight < radY)
	{
		radY /= 2;
	}

	cX = x-(radX/2);
	cY = y-(radY/2);

	if (cX+radX > glConfig.vidWidth)
	{ //would it go off screen?
		cX = glConfig.vidWidth-radX;
	}
	else if (cX < 0)
	{ //cap it off at 0
		cX = 0;
	}

	if (cY+radY > glConfig.vidHeight)
	{ //would it go off screen?
		cY = glConfig.vidHeight-radY;
	}
	else if (cY < 0)
	{ //cap it off at 0
		cY = 0;
	}

#ifndef _XBOX
	qglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16, cX, cY, radX, radY, 0);
#else
	qglCopyBackBufferToTexEXT(radX, radY, cX, (480 - cY), (cX + radX), (480 - (cY + radY)));
#endif // _XBOX
}
Exemplo n.º 6
0
GLvoid APIENTRY GLDSA_CopyTextureImage2D(GLuint texture, GLenum target, GLint level, GLenum internalformat,
	GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
{
	GL_BindMultiTexture(glDsaState.texunit, target, texture);
	qglCopyTexImage2D(target, level, internalformat, x, y, width, height, border);
}
Exemplo n.º 7
0
/*
=============
RB_DrawSurfs

=============
*/
const void	*RB_DrawSurfs( const void *data ) {
	const drawSurfsCommand_t	*cmd;

	// finish any 2D drawing if needed
	if ( tess.numIndexes ) {
		RB_EndSurface();
	}

	cmd = (const drawSurfsCommand_t *)data;

	backEnd.refdef = cmd->refdef;
	backEnd.viewParms = cmd->viewParms;

	// clear the z buffer, set the modelview, etc
	RB_BeginDrawingView ();

	if (glRefConfig.framebufferObject && (backEnd.viewParms.flags & VPF_DEPTHCLAMP) && glRefConfig.depthClamp)
	{
		qglEnable(GL_DEPTH_CLAMP);
	}

	if (glRefConfig.framebufferObject && !(backEnd.refdef.rdflags & RDF_NOWORLDMODEL) && (r_depthPrepass->integer || (backEnd.viewParms.flags & VPF_DEPTHSHADOW)))
	{
		FBO_t *oldFbo = glState.currentFBO;

		backEnd.depthFill = qtrue;
		qglColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
		RB_RenderDrawSurfList( cmd->drawSurfs, cmd->numDrawSurfs );
		qglColorMask(!backEnd.colorMask[0], !backEnd.colorMask[1], !backEnd.colorMask[2], !backEnd.colorMask[3]);
		backEnd.depthFill = qfalse;

		if (tr.msaaResolveFbo)
		{
			// If we're using multisampling, resolve the depth first
			FBO_FastBlit(tr.renderFbo, NULL, tr.msaaResolveFbo, NULL, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
		}
		else if (tr.renderFbo == NULL)
		{
			// If we're rendering directly to the screen, copy the depth to a texture
			GL_BindToTMU(tr.renderDepthImage, 0);
			qglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, 0, 0, glConfig.vidWidth, glConfig.vidHeight, 0);
		}

		if (r_ssao->integer)
		{
			// need the depth in a texture we can do GL_LINEAR sampling on, so copy it to an HDR image
			FBO_BlitFromTexture(tr.renderDepthImage, NULL, NULL, tr.hdrDepthFbo, NULL, NULL, NULL, 0);
		}

		if (r_sunlightMode->integer && backEnd.viewParms.flags & VPF_USESUNLIGHT)
		{
			vec4_t quadVerts[4];
			vec2_t texCoords[4];
			vec4_t box;

			FBO_Bind(tr.screenShadowFbo);

			box[0] = backEnd.viewParms.viewportX      * tr.screenShadowFbo->width  / (float)glConfig.vidWidth;
			box[1] = backEnd.viewParms.viewportY      * tr.screenShadowFbo->height / (float)glConfig.vidHeight;
			box[2] = backEnd.viewParms.viewportWidth  * tr.screenShadowFbo->width  / (float)glConfig.vidWidth;
			box[3] = backEnd.viewParms.viewportHeight * tr.screenShadowFbo->height / (float)glConfig.vidHeight;

			qglViewport(box[0], box[1], box[2], box[3]);
			qglScissor(box[0], box[1], box[2], box[3]);

			box[0] = backEnd.viewParms.viewportX               / (float)glConfig.vidWidth;
			box[1] = backEnd.viewParms.viewportY               / (float)glConfig.vidHeight;
			box[2] = box[0] + backEnd.viewParms.viewportWidth  / (float)glConfig.vidWidth;
			box[3] = box[1] + backEnd.viewParms.viewportHeight / (float)glConfig.vidHeight;

			texCoords[0][0] = box[0]; texCoords[0][1] = box[3];
			texCoords[1][0] = box[2]; texCoords[1][1] = box[3];
			texCoords[2][0] = box[2]; texCoords[2][1] = box[1];
			texCoords[3][0] = box[0]; texCoords[3][1] = box[1];

			box[0] = -1.0f;
			box[1] = -1.0f;
			box[2] =  1.0f;
			box[3] =  1.0f;

			VectorSet4(quadVerts[0], box[0], box[3], 0, 1);
			VectorSet4(quadVerts[1], box[2], box[3], 0, 1);
			VectorSet4(quadVerts[2], box[2], box[1], 0, 1);
			VectorSet4(quadVerts[3], box[0], box[1], 0, 1);

			GL_State( GLS_DEPTHTEST_DISABLE );

			GLSL_BindProgram(&tr.shadowmaskShader);

			GL_BindToTMU(tr.renderDepthImage, TB_COLORMAP);
			
			if (r_shadowCascadeZFar->integer != 0)
			{
				GL_BindToTMU(tr.sunShadowDepthImage[0], TB_SHADOWMAP);
				GL_BindToTMU(tr.sunShadowDepthImage[1], TB_SHADOWMAP2);
				GL_BindToTMU(tr.sunShadowDepthImage[2], TB_SHADOWMAP3);
				GL_BindToTMU(tr.sunShadowDepthImage[3], TB_SHADOWMAP4);

				GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP,  backEnd.refdef.sunShadowMvp[0]);
				GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP2, backEnd.refdef.sunShadowMvp[1]);
				GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP3, backEnd.refdef.sunShadowMvp[2]);
				GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP4, backEnd.refdef.sunShadowMvp[3]);
			}
			else
			{
				GL_BindToTMU(tr.sunShadowDepthImage[3], TB_SHADOWMAP);
				GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP, backEnd.refdef.sunShadowMvp[3]);
			}
			
			GLSL_SetUniformVec3(&tr.shadowmaskShader, UNIFORM_VIEWORIGIN,  backEnd.refdef.vieworg);
			{
				vec4_t viewInfo;
				vec3_t viewVector;

				float zmax = backEnd.viewParms.zFar;
				float ymax = zmax * tan(backEnd.viewParms.fovY * M_PI / 360.0f);
				float xmax = zmax * tan(backEnd.viewParms.fovX * M_PI / 360.0f);

				float zmin = r_znear->value;

				VectorScale(backEnd.refdef.viewaxis[0], zmax, viewVector);
				GLSL_SetUniformVec3(&tr.shadowmaskShader, UNIFORM_VIEWFORWARD, viewVector);
				VectorScale(backEnd.refdef.viewaxis[1], xmax, viewVector);
				GLSL_SetUniformVec3(&tr.shadowmaskShader, UNIFORM_VIEWLEFT,    viewVector);
				VectorScale(backEnd.refdef.viewaxis[2], ymax, viewVector);
				GLSL_SetUniformVec3(&tr.shadowmaskShader, UNIFORM_VIEWUP,      viewVector);

				VectorSet4(viewInfo, zmax / zmin, zmax, 0.0, 0.0);

				GLSL_SetUniformVec4(&tr.shadowmaskShader, UNIFORM_VIEWINFO, viewInfo);
			}


			RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes);
		}

		if (r_ssao->integer)
		{
			vec4_t quadVerts[4];
			vec2_t texCoords[4];

			FBO_Bind(tr.quarterFbo[0]);

			qglViewport(0, 0, tr.quarterFbo[0]->width, tr.quarterFbo[0]->height);
			qglScissor(0, 0, tr.quarterFbo[0]->width, tr.quarterFbo[0]->height);

			VectorSet4(quadVerts[0], -1,  1, 0, 1);
			VectorSet4(quadVerts[1],  1,  1, 0, 1);
			VectorSet4(quadVerts[2],  1, -1, 0, 1);
			VectorSet4(quadVerts[3], -1, -1, 0, 1);

			texCoords[0][0] = 0; texCoords[0][1] = 1;
			texCoords[1][0] = 1; texCoords[1][1] = 1;
			texCoords[2][0] = 1; texCoords[2][1] = 0;
			texCoords[3][0] = 0; texCoords[3][1] = 0;

			GL_State( GLS_DEPTHTEST_DISABLE );

			GLSL_BindProgram(&tr.ssaoShader);

			GL_BindToTMU(tr.hdrDepthImage, TB_COLORMAP);

			{
				vec4_t viewInfo;

				float zmax = backEnd.viewParms.zFar;
				float zmin = r_znear->value;

				VectorSet4(viewInfo, zmax / zmin, zmax, 0.0, 0.0);

				GLSL_SetUniformVec4(&tr.ssaoShader, UNIFORM_VIEWINFO, viewInfo);
			}

			RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes);


			FBO_Bind(tr.quarterFbo[1]);

			qglViewport(0, 0, tr.quarterFbo[1]->width, tr.quarterFbo[1]->height);
			qglScissor(0, 0, tr.quarterFbo[1]->width, tr.quarterFbo[1]->height);

			GLSL_BindProgram(&tr.depthBlurShader[0]);

			GL_BindToTMU(tr.quarterImage[0],  TB_COLORMAP);
			GL_BindToTMU(tr.hdrDepthImage, TB_LIGHTMAP);

			{
				vec4_t viewInfo;

				float zmax = backEnd.viewParms.zFar;
				float zmin = r_znear->value;

				VectorSet4(viewInfo, zmax / zmin, zmax, 0.0, 0.0);

				GLSL_SetUniformVec4(&tr.depthBlurShader[0], UNIFORM_VIEWINFO, viewInfo);
			}

			RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes);


			FBO_Bind(tr.screenSsaoFbo);

			qglViewport(0, 0, tr.screenSsaoFbo->width, tr.screenSsaoFbo->height);
			qglScissor(0, 0, tr.screenSsaoFbo->width, tr.screenSsaoFbo->height);

			GLSL_BindProgram(&tr.depthBlurShader[1]);

			GL_BindToTMU(tr.quarterImage[1],  TB_COLORMAP);
			GL_BindToTMU(tr.hdrDepthImage, TB_LIGHTMAP);

			{
				vec4_t viewInfo;

				float zmax = backEnd.viewParms.zFar;
				float zmin = r_znear->value;

				VectorSet4(viewInfo, zmax / zmin, zmax, 0.0, 0.0);

				GLSL_SetUniformVec4(&tr.depthBlurShader[1], UNIFORM_VIEWINFO, viewInfo);
			}


			RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes);
		}

		// reset viewport and scissor
		FBO_Bind(oldFbo);
		SetViewportAndScissor();
	}

	if (glRefConfig.framebufferObject && (backEnd.viewParms.flags & VPF_DEPTHCLAMP) && glRefConfig.depthClamp)
	{
		qglDisable(GL_DEPTH_CLAMP);
	}

	if (!(backEnd.viewParms.flags & VPF_DEPTHSHADOW))
	{
		RB_RenderDrawSurfList( cmd->drawSurfs, cmd->numDrawSurfs );

		if (r_drawSun->integer)
		{
			RB_DrawSun(0.1, tr.sunShader);
		}

		if (r_drawSunRays->integer)
		{
			FBO_t *oldFbo = glState.currentFBO;
			FBO_Bind(tr.sunRaysFbo);
			
			qglClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
			qglClear( GL_COLOR_BUFFER_BIT );

			if (glRefConfig.occlusionQuery)
			{
				tr.sunFlareQueryActive[tr.sunFlareQueryIndex] = qtrue;
				qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, tr.sunFlareQuery[tr.sunFlareQueryIndex]);
			}

			RB_DrawSun(0.3, tr.sunFlareShader);

			if (glRefConfig.occlusionQuery)
			{
				qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
			}

			FBO_Bind(oldFbo);
		}

		// darken down any stencil shadows
		RB_ShadowFinish();		

		// add light flares on lights that aren't obscured
		RB_RenderFlares();
	}

	if (glRefConfig.framebufferObject && tr.renderCubeFbo && backEnd.viewParms.targetFbo == tr.renderCubeFbo)
	{
		FBO_Bind(NULL);
		GL_SelectTexture(TB_CUBEMAP);
		GL_BindToTMU(tr.cubemaps[backEnd.viewParms.targetFboCubemapIndex], TB_CUBEMAP);
		qglGenerateMipmapEXT(GL_TEXTURE_CUBE_MAP);
		GL_SelectTexture(0);
	}

	return (const void *)(cmd + 1);
}
Exemplo n.º 8
0
void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
	shader_t		*shader, *oldShader;
	int				fogNum, oldFogNum;
	int				entityNum, oldEntityNum;
	int				dlighted, oldDlighted;
	int				depthRange, oldDepthRange;
	int				i;
	drawSurf_t		*drawSurf;
	unsigned int	oldSort;
	float			originalTime;
	trRefEntity_t	*curEnt;
	postRender_t	*pRender;
	bool			didShadowPass = false;
#ifdef __MACOS__
	int				macEventTime;

	Sys_PumpEvents();		// crutch up the mac's limited buffer queue size

	// we don't want to pump the event loop too often and waste time, so
	// we are going to check every shader change
	macEventTime = ri.Milliseconds() + MAC_EVENT_PUMP_MSEC;
#endif

	if (g_bRenderGlowingObjects)
	{ //only shadow on initial passes
		didShadowPass = true;
	}

	// save original time for entity shader offsets
	originalTime = backEnd.refdef.floatTime;

	// clear the z buffer, set the modelview, etc
	RB_BeginDrawingView ();

	// draw everything
	oldEntityNum = -1;
	backEnd.currentEntity = &tr.worldEntity;
	oldShader = NULL;
	oldFogNum = -1;
	oldDepthRange = qfalse;
	oldDlighted = qfalse;
	oldSort = (unsigned int) -1;
	depthRange = qfalse;

	backEnd.pc.c_surfaces += numDrawSurfs;

	for (i = 0, drawSurf = drawSurfs ; i < numDrawSurfs ; i++, drawSurf++) {
		if ( drawSurf->sort == oldSort ) {
			// fast path, same as previous sort
			rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface );
			continue;
		}
		R_DecomposeSort( drawSurf->sort, &entityNum, &shader, &fogNum, &dlighted );

		// If we're rendering glowing objects, but this shader has no stages with glow, skip it!
		if ( g_bRenderGlowingObjects && !shader->hasGlow )
		{
			shader = oldShader;
			entityNum = oldEntityNum;
			fogNum = oldFogNum;
			dlighted = oldDlighted;
			continue;
		}

		oldSort = drawSurf->sort;

		//
		// change the tess parameters if needed
		// a "entityMergable" shader is a shader that can have surfaces from seperate
		// entities merged into a single batch, like smoke and blood puff sprites
		if (entityNum != TR_WORLDENT &&
			g_numPostRenders < MAX_POST_RENDERS)
		{
			if ( (backEnd.refdef.entities[entityNum].e.renderfx & RF_DISTORTION)/* ||
				(backEnd.refdef.entities[entityNum].e.renderfx & RF_FORCE_ENT_ALPHA)*/)
				//not sure if we need this alpha fix for sp or not, leaving it out for now -rww
			{ //must render last
				curEnt = &backEnd.refdef.entities[entityNum];
				pRender = &g_postRenders[g_numPostRenders];

				g_numPostRenders++;

				depthRange = 0;
				//figure this stuff out now and store it
				if ( curEnt->e.renderfx & RF_NODEPTH )
				{
					depthRange = 2;
				}
				else if ( curEnt->e.renderfx & RF_DEPTHHACK )
				{
					depthRange = 1;
				}
				pRender->depthRange = depthRange;

				//It is not necessary to update the old* values because
				//we are not updating now with the current values.
				depthRange = oldDepthRange;

				//store off the ent num
				pRender->entNum = entityNum;

				//remember the other values necessary for rendering this surf
				pRender->drawSurf = drawSurf;
				pRender->dlighted = dlighted;
				pRender->fogNum = fogNum;
				pRender->shader = shader;

				//assure the info is back to the last set state
				shader = oldShader;
				entityNum = oldEntityNum;
				fogNum = oldFogNum;
				dlighted = oldDlighted;

				oldSort = (unsigned int)-1; //invalidate this thing, cause we may want to postrender more surfs of the same sort

				//continue without bothering to begin a draw surf
				continue;
			}
		}

		if (shader != oldShader || fogNum != oldFogNum || dlighted != oldDlighted 
			|| ( entityNum != oldEntityNum && !shader->entityMergable ) )
		{
			if (oldShader != NULL) {
#ifdef __MACOS__	// crutch up the mac's limited buffer queue size
				int		t;

				t = ri.Milliseconds();
				if ( t > macEventTime ) {
					macEventTime = t + MAC_EVENT_PUMP_MSEC;
					Sys_PumpEvents();
				}
#endif
				RB_EndSurface();

				if (!didShadowPass && shader && shader->sort > SS_BANNER)
				{
					RB_ShadowFinish();
					didShadowPass = true;
				}
			}
			RB_BeginSurface( shader, fogNum );
			oldShader = shader;
			oldFogNum = fogNum;
			oldDlighted = dlighted;
		}

		//
		// change the modelview matrix if needed
		//
		if ( entityNum != oldEntityNum ) {
			depthRange = qfalse;

			if ( entityNum != TR_WORLDENT ) {
				backEnd.currentEntity = &backEnd.refdef.entities[entityNum];
				backEnd.refdef.floatTime = originalTime - backEnd.currentEntity->e.shaderTime;

				// set up the transformation matrix
				R_RotateForEntity( backEnd.currentEntity, &backEnd.viewParms, &backEnd.ori );

				// set up the dynamic lighting if needed
				if ( backEnd.currentEntity->needDlights ) {
#ifdef VV_LIGHTING
					VVLightMan.R_TransformDlights( &backEnd.ori );
#else
					R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.ori );
#endif
				}

				if ( backEnd.currentEntity->e.renderfx & RF_NODEPTH ) {
					// No depth at all, very rare but some things for seeing through walls
					depthRange = 2;
				}
				else if ( backEnd.currentEntity->e.renderfx & RF_DEPTHHACK ) {
					// hack the depth range to prevent view model from poking into walls
					depthRange = qtrue;
				}
			} else {
				backEnd.currentEntity = &tr.worldEntity;
				backEnd.refdef.floatTime = originalTime;
				backEnd.ori = backEnd.viewParms.world;
#ifdef VV_LIGHTING
				VVLightMan.R_TransformDlights( &backEnd.ori );
#else
				R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.ori );
#endif
			}

			qglLoadMatrixf( backEnd.ori.modelMatrix );

			//
			// change depthrange if needed
			//
			if ( oldDepthRange != depthRange ) {
				switch ( depthRange ) {
					default:
					case 0:
						qglDepthRange (0, 1);	
						break;

					case 1:
						qglDepthRange (0, .3);	
						break;

					case 2:
						qglDepthRange (0, 0);
						break;
				}

				oldDepthRange = depthRange;
			}

			oldEntityNum = entityNum;
		}

		// add the triangles for this surface
		rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface );
	}

	// draw the contents of the last shader batch
	if (oldShader != NULL) {
		RB_EndSurface();
	}

	if (tr_stencilled && tr_distortionPrePost)
	{ //ok, cap it now
		RB_CaptureScreenImage();
		RB_DistortionFill();
	}

	//render distortion surfs (or anything else that needs to be post-rendered)
	if (g_numPostRenders > 0)
	{
		int lastPostEnt = -1;

		while (g_numPostRenders > 0)
		{
			g_numPostRenders--;
			pRender = &g_postRenders[g_numPostRenders];

			RB_BeginSurface( pRender->shader, pRender->fogNum );

			backEnd.currentEntity = &backEnd.refdef.entities[pRender->entNum];

			backEnd.refdef.floatTime = originalTime - backEnd.currentEntity->e.shaderTime;

			// set up the transformation matrix
			R_RotateForEntity( backEnd.currentEntity, &backEnd.viewParms, &backEnd.ori );

			// set up the dynamic lighting if needed
			if ( backEnd.currentEntity->needDlights )
			{
#ifdef VV_LIGHTING
				VVLightMan.R_TransformDlights( &backEnd.ori );
#else
				R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.ori );
#endif
			}

			qglLoadMatrixf( backEnd.ori.modelMatrix );

			depthRange = pRender->depthRange;
			switch ( depthRange )
			{
				default:
				case 0:
					qglDepthRange (0, 1);	
					break;

				case 1:
					qglDepthRange (0, .3);	
					break;

				case 2:
					qglDepthRange (0, 0);
					break;
			}

			if ((backEnd.currentEntity->e.renderfx & RF_DISTORTION) &&
				lastPostEnt != pRender->entNum)
			{ //do the capture now, we only need to do it once per ent
				int x, y;
				int rad = backEnd.currentEntity->e.radius;
				//We are going to just bind this, and then the CopyTexImage is going to
				//stomp over this texture num in texture memory.
				GL_Bind( tr.screenImage );

				if (R_WorldCoordToScreenCoord( backEnd.currentEntity->e.origin, &x, &y ))
				{
					int cX, cY;
					cX = glConfig.vidWidth-x-(rad/2);
					cY = glConfig.vidHeight-y-(rad/2);

					if (cX+rad > glConfig.vidWidth)
					{ //would it go off screen?
						cX = glConfig.vidWidth-rad;
					}
					else if (cX < 0)
					{ //cap it off at 0
						cX = 0;
					}

					if (cY+rad > glConfig.vidHeight)
					{ //would it go off screen?
						cY = glConfig.vidHeight-rad;
					}
					else if (cY < 0)
					{ //cap it off at 0
						cY = 0;
					}

					//now copy a portion of the screen to this texture
					qglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16, cX, cY, rad, rad, 0);

					lastPostEnt = pRender->entNum;
				}
			}

			rb_surfaceTable[ *pRender->drawSurf->surface ]( pRender->drawSurf->surface );
			RB_EndSurface();
		}
	}

	// go back to the world modelview matrix
	qglLoadMatrixf( backEnd.viewParms.world.modelMatrix );
	if ( depthRange ) {
		qglDepthRange (0, 1);
	}

#if 0
	RB_DrawSun();
#endif
	if (tr_stencilled && !tr_distortionPrePost)
	{ //draw in the stencil buffer's cutout
		RB_DistortionFill();
	}
	if (!didShadowPass)
	{
		// darken down any stencil shadows
		RB_ShadowFinish();
		didShadowPass = true;
	}

// add light flares on lights that aren't obscured
//	RB_RenderFlares();

#ifdef __MACOS__
	Sys_PumpEvents();		// crutch up the mac's limited buffer queue size
#endif
}