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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "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
31 #ifdef SUPPORTD3D
32 #include <d3d9.h>
33 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
34 #endif
35
36 mempool_t *r_main_mempool;
37 rtexturepool_t *r_main_texturepool;
38
39 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
40
41 static qboolean r_loadnormalmap;
42 static qboolean r_loadgloss;
43 qboolean r_loadfog;
44 static qboolean r_loaddds;
45 static qboolean r_savedds;
46
47 //
48 // screen size info
49 //
50 r_refdef_t r_refdef;
51
52 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
53 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
54 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
55 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
56 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
57 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
59 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
60
61 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
62 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"};
63 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
64 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)"};
65 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
66
67 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"};
68 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
69 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
70 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
71 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
72 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
73 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)"};
74 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
75 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
76 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"};
77 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"};
78 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
79 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"};
80 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"};
81 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"};
82 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
83 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
84 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
85 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
86 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
87 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
88 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
89 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)"};
90 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)"};
91 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
92 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
93 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
94 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
95
96 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
97 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
98 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
99
100 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
101 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
102 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
103 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."};
104 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
105 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
106 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
107 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."};
108 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
109 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
110 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
111 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
112 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"};
113 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"};
114 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
115 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
116 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
117 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
118 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"};
119
120 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
121 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
122 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
123 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
124 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
125 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
126 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
127 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
128
129 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)"};
130 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"};
131
132 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
133 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
134 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
135 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
136 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
137
138 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
139 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
140 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
141
142 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)"};
143 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
144 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
145 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
146 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
147 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)"};
148 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)"};
149 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)"};
150 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)"};
151
152 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)"};
153 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
154 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"};
155 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
156 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
157 cvar_t r_water_scissormode = {CVAR_SAVE, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
158
159 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
160 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
161 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
162 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
163
164 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
165 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
166 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
167 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
168 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
169 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
170 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
171
172 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
173 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
174 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
175 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
176
177 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"};
178
179 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"};
180
181 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
182
183 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
184 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
185 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
186 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
187 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
188 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
189 cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "16", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
190
191 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
192
193 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "1", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
194
195 extern cvar_t v_glslgamma;
196
197 extern qboolean v_flipped_state;
198
199 static struct r_bloomstate_s
200 {
201         qboolean enabled;
202         qboolean hdr;
203
204         int bloomwidth, bloomheight;
205
206         int screentexturewidth, screentextureheight;
207         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
208
209         int bloomtexturewidth, bloomtextureheight;
210         rtexture_t *texture_bloom;
211
212         // arrays for rendering the screen passes
213         float screentexcoord2f[8];
214         float bloomtexcoord2f[8];
215         float offsettexcoord2f[8];
216
217         r_viewport_t viewport;
218 }
219 r_bloomstate;
220
221 r_waterstate_t r_waterstate;
222
223 /// shadow volume bsp struct with automatically growing nodes buffer
224 svbsp_t r_svbsp;
225
226 rtexture_t *r_texture_blanknormalmap;
227 rtexture_t *r_texture_white;
228 rtexture_t *r_texture_grey128;
229 rtexture_t *r_texture_black;
230 rtexture_t *r_texture_notexture;
231 rtexture_t *r_texture_whitecube;
232 rtexture_t *r_texture_normalizationcube;
233 rtexture_t *r_texture_fogattenuation;
234 rtexture_t *r_texture_fogheighttexture;
235 rtexture_t *r_texture_gammaramps;
236 unsigned int r_texture_gammaramps_serial;
237 //rtexture_t *r_texture_fogintensity;
238 rtexture_t *r_texture_reflectcube;
239
240 // TODO: hash lookups?
241 typedef struct cubemapinfo_s
242 {
243         char basename[64];
244         rtexture_t *texture;
245 }
246 cubemapinfo_t;
247
248 int r_texture_numcubemaps;
249 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
250
251 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
252 unsigned int r_numqueries;
253 unsigned int r_maxqueries;
254
255 typedef struct r_qwskincache_s
256 {
257         char name[MAX_QPATH];
258         skinframe_t *skinframe;
259 }
260 r_qwskincache_t;
261
262 static r_qwskincache_t *r_qwskincache;
263 static int r_qwskincache_size;
264
265 /// vertex coordinates for a quad that covers the screen exactly
266 extern const float r_screenvertex3f[12];
267 extern const float r_d3dscreenvertex3f[12];
268 const float r_screenvertex3f[12] =
269 {
270         0, 0, 0,
271         1, 0, 0,
272         1, 1, 0,
273         0, 1, 0
274 };
275 const float r_d3dscreenvertex3f[12] =
276 {
277         0, 1, 0,
278         1, 1, 0,
279         1, 0, 0,
280         0, 0, 0
281 };
282
283 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
284 {
285         int i;
286         for (i = 0;i < verts;i++)
287         {
288                 out[0] = in[0] * r;
289                 out[1] = in[1] * g;
290                 out[2] = in[2] * b;
291                 out[3] = in[3];
292                 in += 4;
293                 out += 4;
294         }
295 }
296
297 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
298 {
299         int i;
300         for (i = 0;i < verts;i++)
301         {
302                 out[0] = r;
303                 out[1] = g;
304                 out[2] = b;
305                 out[3] = a;
306                 out += 4;
307         }
308 }
309
310 // FIXME: move this to client?
311 void FOG_clear(void)
312 {
313         if (gamemode == GAME_NEHAHRA)
314         {
315                 Cvar_Set("gl_fogenable", "0");
316                 Cvar_Set("gl_fogdensity", "0.2");
317                 Cvar_Set("gl_fogred", "0.3");
318                 Cvar_Set("gl_foggreen", "0.3");
319                 Cvar_Set("gl_fogblue", "0.3");
320         }
321         r_refdef.fog_density = 0;
322         r_refdef.fog_red = 0;
323         r_refdef.fog_green = 0;
324         r_refdef.fog_blue = 0;
325         r_refdef.fog_alpha = 1;
326         r_refdef.fog_start = 0;
327         r_refdef.fog_end = 16384;
328         r_refdef.fog_height = 1<<30;
329         r_refdef.fog_fadedepth = 128;
330         memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
331 }
332
333 static void R_BuildBlankTextures(void)
334 {
335         unsigned char data[4];
336         data[2] = 128; // normal X
337         data[1] = 128; // normal Y
338         data[0] = 255; // normal Z
339         data[3] = 128; // height
340         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
341         data[0] = 255;
342         data[1] = 255;
343         data[2] = 255;
344         data[3] = 255;
345         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
346         data[0] = 128;
347         data[1] = 128;
348         data[2] = 128;
349         data[3] = 255;
350         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
351         data[0] = 0;
352         data[1] = 0;
353         data[2] = 0;
354         data[3] = 255;
355         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
356 }
357
358 static void R_BuildNoTexture(void)
359 {
360         int x, y;
361         unsigned char pix[16][16][4];
362         // this makes a light grey/dark grey checkerboard texture
363         for (y = 0;y < 16;y++)
364         {
365                 for (x = 0;x < 16;x++)
366                 {
367                         if ((y < 8) ^ (x < 8))
368                         {
369                                 pix[y][x][0] = 128;
370                                 pix[y][x][1] = 128;
371                                 pix[y][x][2] = 128;
372                                 pix[y][x][3] = 255;
373                         }
374                         else
375                         {
376                                 pix[y][x][0] = 64;
377                                 pix[y][x][1] = 64;
378                                 pix[y][x][2] = 64;
379                                 pix[y][x][3] = 255;
380                         }
381                 }
382         }
383         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
384 }
385
386 static void R_BuildWhiteCube(void)
387 {
388         unsigned char data[6*1*1*4];
389         memset(data, 255, sizeof(data));
390         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
391 }
392
393 static void R_BuildNormalizationCube(void)
394 {
395         int x, y, side;
396         vec3_t v;
397         vec_t s, t, intensity;
398 #define NORMSIZE 64
399         unsigned char *data;
400         data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
401         for (side = 0;side < 6;side++)
402         {
403                 for (y = 0;y < NORMSIZE;y++)
404                 {
405                         for (x = 0;x < NORMSIZE;x++)
406                         {
407                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
408                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
409                                 switch(side)
410                                 {
411                                 default:
412                                 case 0:
413                                         v[0] = 1;
414                                         v[1] = -t;
415                                         v[2] = -s;
416                                         break;
417                                 case 1:
418                                         v[0] = -1;
419                                         v[1] = -t;
420                                         v[2] = s;
421                                         break;
422                                 case 2:
423                                         v[0] = s;
424                                         v[1] = 1;
425                                         v[2] = t;
426                                         break;
427                                 case 3:
428                                         v[0] = s;
429                                         v[1] = -1;
430                                         v[2] = -t;
431                                         break;
432                                 case 4:
433                                         v[0] = s;
434                                         v[1] = -t;
435                                         v[2] = 1;
436                                         break;
437                                 case 5:
438                                         v[0] = -s;
439                                         v[1] = -t;
440                                         v[2] = -1;
441                                         break;
442                                 }
443                                 intensity = 127.0f / sqrt(DotProduct(v, v));
444                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
445                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
446                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
447                                 data[((side*64+y)*64+x)*4+3] = 255;
448                         }
449                 }
450         }
451         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
452         Mem_Free(data);
453 }
454
455 static void R_BuildFogTexture(void)
456 {
457         int x, b;
458 #define FOGWIDTH 256
459         unsigned char data1[FOGWIDTH][4];
460         //unsigned char data2[FOGWIDTH][4];
461         double d, r, alpha;
462
463         r_refdef.fogmasktable_start = r_refdef.fog_start;
464         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
465         r_refdef.fogmasktable_range = r_refdef.fogrange;
466         r_refdef.fogmasktable_density = r_refdef.fog_density;
467
468         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
469         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
470         {
471                 d = (x * r - r_refdef.fogmasktable_start);
472                 if(developer_extra.integer)
473                         Con_DPrintf("%f ", d);
474                 d = max(0, d);
475                 if (r_fog_exp2.integer)
476                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
477                 else
478                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
479                 if(developer_extra.integer)
480                         Con_DPrintf(" : %f ", alpha);
481                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
482                 if(developer_extra.integer)
483                         Con_DPrintf(" = %f\n", alpha);
484                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
485         }
486
487         for (x = 0;x < FOGWIDTH;x++)
488         {
489                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
490                 data1[x][0] = b;
491                 data1[x][1] = b;
492                 data1[x][2] = b;
493                 data1[x][3] = 255;
494                 //data2[x][0] = 255 - b;
495                 //data2[x][1] = 255 - b;
496                 //data2[x][2] = 255 - b;
497                 //data2[x][3] = 255;
498         }
499         if (r_texture_fogattenuation)
500         {
501                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
502                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
503         }
504         else
505         {
506                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
507                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
508         }
509 }
510
511 static void R_BuildFogHeightTexture(void)
512 {
513         unsigned char *inpixels;
514         int size;
515         int x;
516         int y;
517         int j;
518         float c[4];
519         float f;
520         inpixels = NULL;
521         strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
522         if (r_refdef.fogheighttexturename[0])
523                 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
524         if (!inpixels)
525         {
526                 r_refdef.fog_height_tablesize = 0;
527                 if (r_texture_fogheighttexture)
528                         R_FreeTexture(r_texture_fogheighttexture);
529                 r_texture_fogheighttexture = NULL;
530                 if (r_refdef.fog_height_table2d)
531                         Mem_Free(r_refdef.fog_height_table2d);
532                 r_refdef.fog_height_table2d = NULL;
533                 if (r_refdef.fog_height_table1d)
534                         Mem_Free(r_refdef.fog_height_table1d);
535                 r_refdef.fog_height_table1d = NULL;
536                 return;
537         }
538         size = image_width;
539         r_refdef.fog_height_tablesize = size;
540         r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
541         r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
542         memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
543         Mem_Free(inpixels);
544         // LordHavoc: now the magic - what is that table2d for?  it is a cooked
545         // average fog color table accounting for every fog layer between a point
546         // and the camera.  (Note: attenuation is handled separately!)
547         for (y = 0;y < size;y++)
548         {
549                 for (x = 0;x < size;x++)
550                 {
551                         Vector4Clear(c);
552                         f = 0;
553                         if (x < y)
554                         {
555                                 for (j = x;j <= y;j++)
556                                 {
557                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
558                                         f++;
559                                 }
560                         }
561                         else
562                         {
563                                 for (j = x;j >= y;j--)
564                                 {
565                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
566                                         f++;
567                                 }
568                         }
569                         f = 1.0f / f;
570                         r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
571                         r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
572                         r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
573                         r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
574                 }
575         }
576         r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
577 }
578
579 //=======================================================================================================================================================
580
581 static const char *builtinshaderstring =
582 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
583 "// written by Forest 'LordHavoc' Hale\n"
584 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
585 "\n"
586 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
587 "# define USEFOG\n"
588 "#endif\n"
589 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
590 "#define USELIGHTMAP\n"
591 "#endif\n"
592 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
593 "#define USEEYEVECTOR\n"
594 "#endif\n"
595 "\n"
596 "#ifdef USESHADOWMAP2D\n"
597 "# ifdef GL_EXT_gpu_shader4\n"
598 "#   extension GL_EXT_gpu_shader4 : enable\n"
599 "# endif\n"
600 "# ifdef GL_ARB_texture_gather\n"
601 "#   extension GL_ARB_texture_gather : enable\n"
602 "# else\n"
603 "#   ifdef GL_AMD_texture_texture4\n"
604 "#     extension GL_AMD_texture_texture4 : enable\n"
605 "#   endif\n"
606 "# endif\n"
607 "#endif\n"
608 "\n"
609 "//#ifdef USESHADOWSAMPLER\n"
610 "//# extension GL_ARB_shadow : enable\n"
611 "//#endif\n"
612 "\n"
613 "//#ifdef __GLSL_CG_DATA_TYPES\n"
614 "//# define myhalf half\n"
615 "//# define myhalf2 half2\n"
616 "//# define myhalf3 half3\n"
617 "//# define myhalf4 half4\n"
618 "//#else\n"
619 "# define myhalf float\n"
620 "# define myhalf2 vec2\n"
621 "# define myhalf3 vec3\n"
622 "# define myhalf4 vec4\n"
623 "//#endif\n"
624 "\n"
625 "#ifdef VERTEX_SHADER\n"
626 "uniform mat4 ModelViewProjectionMatrix;\n"
627 "#endif\n"
628 "\n"
629 "#ifdef MODE_DEPTH_OR_SHADOW\n"
630 "#ifdef VERTEX_SHADER\n"
631 "void main(void)\n"
632 "{\n"
633 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
634 "}\n"
635 "#endif\n"
636 "#else // !MODE_DEPTH_ORSHADOW\n"
637 "\n"
638 "\n"
639 "\n"
640 "\n"
641 "#ifdef MODE_SHOWDEPTH\n"
642 "#ifdef VERTEX_SHADER\n"
643 "void main(void)\n"
644 "{\n"
645 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
646 "       gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
647 "}\n"
648 "#endif\n"
649 "\n"
650 "#ifdef FRAGMENT_SHADER\n"
651 "void main(void)\n"
652 "{\n"
653 "       gl_FragColor = gl_Color;\n"
654 "}\n"
655 "#endif\n"
656 "#else // !MODE_SHOWDEPTH\n"
657 "\n"
658 "\n"
659 "\n"
660 "\n"
661 "#ifdef MODE_POSTPROCESS\n"
662 "varying vec2 TexCoord1;\n"
663 "varying vec2 TexCoord2;\n"
664 "\n"
665 "#ifdef VERTEX_SHADER\n"
666 "void main(void)\n"
667 "{\n"
668 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
669 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
670 "#ifdef USEBLOOM\n"
671 "       TexCoord2 = gl_MultiTexCoord4.xy;\n"
672 "#endif\n"
673 "}\n"
674 "#endif\n"
675 "\n"
676 "#ifdef FRAGMENT_SHADER\n"
677 "uniform sampler2D Texture_First;\n"
678 "#ifdef USEBLOOM\n"
679 "uniform sampler2D Texture_Second;\n"
680 "uniform vec4 BloomColorSubtract;\n"
681 "#endif\n"
682 "#ifdef USEGAMMARAMPS\n"
683 "uniform sampler2D Texture_GammaRamps;\n"
684 "#endif\n"
685 "#ifdef USESATURATION\n"
686 "uniform float Saturation;\n"
687 "#endif\n"
688 "#ifdef USEVIEWTINT\n"
689 "uniform vec4 ViewTintColor;\n"
690 "#endif\n"
691 "//uncomment these if you want to use them:\n"
692 "uniform vec4 UserVec1;\n"
693 "uniform vec4 UserVec2;\n"
694 "// uniform vec4 UserVec3;\n"
695 "// uniform vec4 UserVec4;\n"
696 "// uniform float ClientTime;\n"
697 "uniform vec2 PixelSize;\n"
698 "void main(void)\n"
699 "{\n"
700 "       gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
701 "#ifdef USEBLOOM\n"
702 "       gl_FragColor += max(vec4(0,0,0,0), texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
703 "#endif\n"
704 "#ifdef USEVIEWTINT\n"
705 "       gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
706 "#endif\n"
707 "\n"
708 "#ifdef USEPOSTPROCESSING\n"
709 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
710 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
711 "       float sobel = 1.0;\n"
712 "       // vec2 ts = textureSize(Texture_First, 0);\n"
713 "       // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
714 "       vec2 px = PixelSize;\n"
715 "       vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
716 "       vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;\n"
717 "       vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
718 "       vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
719 "       vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;\n"
720 "       vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
721 "       vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
722 "       vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;\n"
723 "       vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
724 "       vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
725 "       vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;\n"
726 "       vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
727 "       float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
728 "       float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
729 "       float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
730 "       float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
731 "       float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
732 "       float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
733 "       float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
734 "       float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
735 "       float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
736 "       float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
737 "       float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
738 "       float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
739 "       sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
740 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
741 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
742 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
743 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
744 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
745 "       gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
746 "       gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
747 "#endif\n"
748 "\n"
749 "#ifdef USESATURATION\n"
750 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
751 "       float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
752 "       //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
753 "       gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
754 "#endif\n"
755 "\n"
756 "#ifdef USEGAMMARAMPS\n"
757 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
758 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
759 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
760 "#endif\n"
761 "}\n"
762 "#endif\n"
763 "#else // !MODE_POSTPROCESS\n"
764 "\n"
765 "\n"
766 "\n"
767 "\n"
768 "#ifdef MODE_GENERIC\n"
769 "#ifdef USEDIFFUSE\n"
770 "varying vec2 TexCoord1;\n"
771 "#endif\n"
772 "#ifdef USESPECULAR\n"
773 "varying vec2 TexCoord2;\n"
774 "#endif\n"
775 "#ifdef VERTEX_SHADER\n"
776 "void main(void)\n"
777 "{\n"
778 "       gl_FrontColor = gl_Color;\n"
779 "#ifdef USEDIFFUSE\n"
780 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
781 "#endif\n"
782 "#ifdef USESPECULAR\n"
783 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
784 "#endif\n"
785 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
786 "}\n"
787 "#endif\n"
788 "\n"
789 "#ifdef FRAGMENT_SHADER\n"
790 "#ifdef USEDIFFUSE\n"
791 "uniform sampler2D Texture_First;\n"
792 "#endif\n"
793 "#ifdef USESPECULAR\n"
794 "uniform sampler2D Texture_Second;\n"
795 "#endif\n"
796 "\n"
797 "void main(void)\n"
798 "{\n"
799 "       gl_FragColor = gl_Color;\n"
800 "#ifdef USEDIFFUSE\n"
801 "       gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
802 "#endif\n"
803 "\n"
804 "#ifdef USESPECULAR\n"
805 "       vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
806 "# ifdef USECOLORMAPPING\n"
807 "       gl_FragColor *= tex2;\n"
808 "# endif\n"
809 "# ifdef USEGLOW\n"
810 "       gl_FragColor += tex2;\n"
811 "# endif\n"
812 "# ifdef USEVERTEXTEXTUREBLEND\n"
813 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
814 "# endif\n"
815 "#endif\n"
816 "}\n"
817 "#endif\n"
818 "#else // !MODE_GENERIC\n"
819 "\n"
820 "\n"
821 "\n"
822 "\n"
823 "#ifdef MODE_BLOOMBLUR\n"
824 "varying TexCoord;\n"
825 "#ifdef VERTEX_SHADER\n"
826 "void main(void)\n"
827 "{\n"
828 "       gl_FrontColor = gl_Color;\n"
829 "       TexCoord = gl_MultiTexCoord0.xy;\n"
830 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
831 "}\n"
832 "#endif\n"
833 "\n"
834 "#ifdef FRAGMENT_SHADER\n"
835 "uniform sampler2D Texture_First;\n"
836 "uniform vec4 BloomBlur_Parameters;\n"
837 "\n"
838 "void main(void)\n"
839 "{\n"
840 "       int i;\n"
841 "       vec2 tc = TexCoord;\n"
842 "       vec3 color = texture2D(Texture_First, tc).rgb;\n"
843 "       tc += BloomBlur_Parameters.xy;\n"
844 "       for (i = 1;i < SAMPLES;i++)\n"
845 "       {\n"
846 "               color += texture2D(Texture_First, tc).rgb;\n"
847 "               tc += BloomBlur_Parameters.xy;\n"
848 "       }\n"
849 "       gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
850 "}\n"
851 "#endif\n"
852 "#else // !MODE_BLOOMBLUR\n"
853 "#ifdef MODE_REFRACTION\n"
854 "varying vec2 TexCoord;\n"
855 "varying vec4 ModelViewProjectionPosition;\n"
856 "uniform mat4 TexMatrix;\n"
857 "#ifdef VERTEX_SHADER\n"
858 "\n"
859 "void main(void)\n"
860 "{\n"
861 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
862 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
863 "       ModelViewProjectionPosition = gl_Position;\n"
864 "}\n"
865 "#endif\n"
866 "\n"
867 "#ifdef FRAGMENT_SHADER\n"
868 "uniform sampler2D Texture_Normal;\n"
869 "uniform sampler2D Texture_Refraction;\n"
870 "uniform sampler2D Texture_Reflection;\n"
871 "\n"
872 "uniform vec4 DistortScaleRefractReflect;\n"
873 "uniform vec4 ScreenScaleRefractReflect;\n"
874 "uniform vec4 ScreenCenterRefractReflect;\n"
875 "uniform vec4 RefractColor;\n"
876 "uniform vec4 ReflectColor;\n"
877 "uniform float ReflectFactor;\n"
878 "uniform float ReflectOffset;\n"
879 "\n"
880 "void main(void)\n"
881 "{\n"
882 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
883 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
884 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
885 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
886 "       // FIXME temporary hack to detect the case that the reflection\n"
887 "       // gets blackened at edges due to leaving the area that contains actual\n"
888 "       // content.\n"
889 "       // Remove this 'ack once we have a better way to stop this thing from\n"
890 "       // 'appening.\n"
891 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
892 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
893 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
894 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
895 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
896 "       gl_FragColor = vec4(texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * RefractColor;\n"
897 "}\n"
898 "#endif\n"
899 "#else // !MODE_REFRACTION\n"
900 "\n"
901 "\n"
902 "\n"
903 "\n"
904 "#ifdef MODE_WATER\n"
905 "varying vec2 TexCoord;\n"
906 "varying vec3 EyeVector;\n"
907 "varying vec4 ModelViewProjectionPosition;\n"
908 "#ifdef VERTEX_SHADER\n"
909 "uniform vec3 EyePosition;\n"
910 "uniform mat4 TexMatrix;\n"
911 "\n"
912 "void main(void)\n"
913 "{\n"
914 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
915 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
916 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
917 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
918 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
919 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
920 "       ModelViewProjectionPosition = gl_Position;\n"
921 "}\n"
922 "#endif\n"
923 "\n"
924 "#ifdef FRAGMENT_SHADER\n"
925 "uniform sampler2D Texture_Normal;\n"
926 "uniform sampler2D Texture_Refraction;\n"
927 "uniform sampler2D Texture_Reflection;\n"
928 "\n"
929 "uniform vec4 DistortScaleRefractReflect;\n"
930 "uniform vec4 ScreenScaleRefractReflect;\n"
931 "uniform vec4 ScreenCenterRefractReflect;\n"
932 "uniform vec4 RefractColor;\n"
933 "uniform vec4 ReflectColor;\n"
934 "uniform float ReflectFactor;\n"
935 "uniform float ReflectOffset;\n"
936 "\n"
937 "void main(void)\n"
938 "{\n"
939 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
940 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
941 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
942 "       //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
943 "       vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
944 "       // FIXME temporary hack to detect the case that the reflection\n"
945 "       // gets blackened at edges due to leaving the area that contains actual\n"
946 "       // content.\n"
947 "       // Remove this 'ack once we have a better way to stop this thing from\n"
948 "       // 'appening.\n"
949 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
950 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
951 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
952 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
953 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
954 "       f       = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
955 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
956 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
957 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
958 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
959 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
960 "       gl_FragColor = mix(vec4(texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, vec4(texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
961 "}\n"
962 "#endif\n"
963 "#else // !MODE_WATER\n"
964 "\n"
965 "\n"
966 "\n"
967 "\n"
968 "// common definitions between vertex shader and fragment shader:\n"
969 "\n"
970 "varying vec2 TexCoord;\n"
971 "#ifdef USEVERTEXTEXTUREBLEND\n"
972 "varying vec2 TexCoord2;\n"
973 "#endif\n"
974 "#ifdef USELIGHTMAP\n"
975 "varying vec2 TexCoordLightmap;\n"
976 "#endif\n"
977 "\n"
978 "#ifdef MODE_LIGHTSOURCE\n"
979 "varying vec3 CubeVector;\n"
980 "#endif\n"
981 "\n"
982 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
983 "varying vec3 LightVector;\n"
984 "#endif\n"
985 "\n"
986 "#ifdef USEEYEVECTOR\n"
987 "varying vec3 EyeVector;\n"
988 "#endif\n"
989 "#ifdef USEFOG\n"
990 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
991 "#endif\n"
992 "\n"
993 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
994 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
995 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
996 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
997 "#endif\n"
998 "\n"
999 "#ifdef USEREFLECTION\n"
1000 "varying vec4 ModelViewProjectionPosition;\n"
1001 "#endif\n"
1002 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1003 "uniform vec3 LightPosition;\n"
1004 "varying vec4 ModelViewPosition;\n"
1005 "#endif\n"
1006 "\n"
1007 "#ifdef MODE_LIGHTSOURCE\n"
1008 "uniform vec3 LightPosition;\n"
1009 "#endif\n"
1010 "uniform vec3 EyePosition;\n"
1011 "#ifdef MODE_LIGHTDIRECTION\n"
1012 "uniform vec3 LightDir;\n"
1013 "#endif\n"
1014 "uniform vec4 FogPlane;\n"
1015 "\n"
1016 "#ifdef USESHADOWMAPORTHO\n"
1017 "varying vec3 ShadowMapTC;\n"
1018 "#endif\n"
1019 "\n"
1020 "\n"
1021 "\n"
1022 "\n"
1023 "\n"
1024 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
1025 "\n"
1026 "// fragment shader specific:\n"
1027 "#ifdef FRAGMENT_SHADER\n"
1028 "\n"
1029 "uniform sampler2D Texture_Normal;\n"
1030 "uniform sampler2D Texture_Color;\n"
1031 "uniform sampler2D Texture_Gloss;\n"
1032 "#ifdef USEGLOW\n"
1033 "uniform sampler2D Texture_Glow;\n"
1034 "#endif\n"
1035 "#ifdef USEVERTEXTEXTUREBLEND\n"
1036 "uniform sampler2D Texture_SecondaryNormal;\n"
1037 "uniform sampler2D Texture_SecondaryColor;\n"
1038 "uniform sampler2D Texture_SecondaryGloss;\n"
1039 "#ifdef USEGLOW\n"
1040 "uniform sampler2D Texture_SecondaryGlow;\n"
1041 "#endif\n"
1042 "#endif\n"
1043 "#ifdef USECOLORMAPPING\n"
1044 "uniform sampler2D Texture_Pants;\n"
1045 "uniform sampler2D Texture_Shirt;\n"
1046 "#endif\n"
1047 "#ifdef USEFOG\n"
1048 "#ifdef USEFOGHEIGHTTEXTURE\n"
1049 "uniform sampler2D Texture_FogHeightTexture;\n"
1050 "#endif\n"
1051 "uniform sampler2D Texture_FogMask;\n"
1052 "#endif\n"
1053 "#ifdef USELIGHTMAP\n"
1054 "uniform sampler2D Texture_Lightmap;\n"
1055 "#endif\n"
1056 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1057 "uniform sampler2D Texture_Deluxemap;\n"
1058 "#endif\n"
1059 "#ifdef USEREFLECTION\n"
1060 "uniform sampler2D Texture_Reflection;\n"
1061 "#endif\n"
1062 "\n"
1063 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1064 "uniform sampler2D Texture_ScreenDepth;\n"
1065 "uniform sampler2D Texture_ScreenNormalMap;\n"
1066 "#endif\n"
1067 "#ifdef USEDEFERREDLIGHTMAP\n"
1068 "uniform sampler2D Texture_ScreenDiffuse;\n"
1069 "uniform sampler2D Texture_ScreenSpecular;\n"
1070 "#endif\n"
1071 "\n"
1072 "uniform myhalf3 Color_Pants;\n"
1073 "uniform myhalf3 Color_Shirt;\n"
1074 "uniform myhalf3 FogColor;\n"
1075 "\n"
1076 "#ifdef USEFOG\n"
1077 "uniform float FogRangeRecip;\n"
1078 "uniform float FogPlaneViewDist;\n"
1079 "uniform float FogHeightFade;\n"
1080 "vec3 FogVertex(vec3 surfacecolor)\n"
1081 "{\n"
1082 "       vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1083 "       float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1084 "       float fogfrac;\n"
1085 "#ifdef USEFOGHEIGHTTEXTURE\n"
1086 "       vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1087 "       fogfrac = fogheightpixel.a;\n"
1088 "       return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1089 "#else\n"
1090 "# ifdef USEFOGOUTSIDE\n"
1091 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1092 "# else\n"
1093 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1094 "# endif\n"
1095 "       return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1096 "#endif\n"
1097 "}\n"
1098 "#endif\n"
1099 "\n"
1100 "#ifdef USEOFFSETMAPPING\n"
1101 "uniform float OffsetMapping_Scale;\n"
1102 "vec2 OffsetMapping(vec2 TexCoord)\n"
1103 "{\n"
1104 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1105 "       // 14 sample relief mapping: linear search and then binary search\n"
1106 "       // this basically steps forward a small amount repeatedly until it finds\n"
1107 "       // itself inside solid, then jitters forward and back using decreasing\n"
1108 "       // amounts to find the impact\n"
1109 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1110 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1111 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1112 "       vec3 RT = vec3(TexCoord, 1);\n"
1113 "       OffsetVector *= 0.1;\n"
1114 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1115 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1116 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1117 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1118 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1119 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1120 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1121 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1122 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1123 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
1124 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
1125 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
1126 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
1127 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1128 "       return RT.xy;\n"
1129 "#else\n"
1130 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1131 "       // this basically moves forward the full distance, and then backs up based\n"
1132 "       // on height of samples\n"
1133 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1134 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1135 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1136 "       TexCoord += OffsetVector;\n"
1137 "       OffsetVector *= 0.333;\n"
1138 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1139 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1140 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1141 "       return TexCoord;\n"
1142 "#endif\n"
1143 "}\n"
1144 "#endif // USEOFFSETMAPPING\n"
1145 "\n"
1146 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1147 "uniform sampler2D Texture_Attenuation;\n"
1148 "uniform samplerCube Texture_Cube;\n"
1149 "#endif\n"
1150 "\n"
1151 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1152 "\n"
1153 "#ifdef USESHADOWMAP2D\n"
1154 "# ifdef USESHADOWSAMPLER\n"
1155 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1156 "# else\n"
1157 "uniform sampler2D Texture_ShadowMap2D;\n"
1158 "# endif\n"
1159 "#endif\n"
1160 "\n"
1161 "#ifdef USESHADOWMAPVSDCT\n"
1162 "uniform samplerCube Texture_CubeProjection;\n"
1163 "#endif\n"
1164 "\n"
1165 "#if defined(USESHADOWMAP2D)\n"
1166 "uniform vec2 ShadowMap_TextureScale;\n"
1167 "uniform vec4 ShadowMap_Parameters;\n"
1168 "#endif\n"
1169 "\n"
1170 "#if defined(USESHADOWMAP2D)\n"
1171 "# ifdef USESHADOWMAPORTHO\n"
1172 "#  define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1173 "# else\n"
1174 "#  ifdef USESHADOWMAPVSDCT\n"
1175 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1176 "{\n"
1177 "       vec3 adir = abs(dir);\n"
1178 "       vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1179 "       vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1180 "       return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1181 "}\n"
1182 "#  else\n"
1183 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1184 "{\n"
1185 "       vec3 adir = abs(dir);\n"
1186 "       float ma = adir.z;\n"
1187 "       vec4 proj = vec4(dir, 2.5);\n"
1188 "       if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1189 "       if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1190 "       vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1191 "       return vec3(proj.xy * aparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1192 "}\n"
1193 "#  endif\n"
1194 "# endif\n"
1195 "#endif // defined(USESHADOWMAP2D)\n"
1196 "\n"
1197 "# ifdef USESHADOWMAP2D\n"
1198 "float ShadowMapCompare(vec3 dir)\n"
1199 "{\n"
1200 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1201 "       float f;\n"
1202 "\n"
1203 "#  ifdef USESHADOWSAMPLER\n"
1204 "#    ifdef USESHADOWMAPPCF\n"
1205 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
1206 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1207 "       f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1208 "#    else\n"
1209 "       f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1210 "#    endif\n"
1211 "#  else\n"
1212 "#    ifdef USESHADOWMAPPCF\n"
1213 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1214 "#      ifdef GL_ARB_texture_gather\n"
1215 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1216 "#      else\n"
1217 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1218 "#      endif\n"
1219 "       vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1220 "#      if USESHADOWMAPPCF > 1\n"
1221 "   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1222 "   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1223 "   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1224 "   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));\n"
1225 "   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));\n"
1226 "   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));\n"
1227 "   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));\n"
1228 "   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));\n"
1229 "   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));\n"
1230 "       vec4 locols = vec4(group1.ab, group3.ab);\n"
1231 "       vec4 hicols = vec4(group7.rg, group9.rg);\n"
1232 "       locols.yz += group2.ab;\n"
1233 "       hicols.yz += group8.rg;\n"
1234 "       vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1235 "                               vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1236 "                               mix(locols, hicols, offset.y);\n"
1237 "       vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1238 "       cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1239 "       f = dot(cols, vec4(1.0/25.0));\n"
1240 "#      else\n"
1241 "       vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1242 "       vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1243 "       vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
1244 "       vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
1245 "       vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1246 "                               mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1247 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1248 "#      endif\n"
1249 "#     else\n"
1250 "#      ifdef GL_EXT_gpu_shader4\n"
1251 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1252 "#      else\n"
1253 "#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
1254 "#      endif\n"
1255 "#      if USESHADOWMAPPCF > 1\n"
1256 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1257 "       center *= ShadowMap_TextureScale;\n"
1258 "       vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1259 "       vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
1260 "       vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
1261 "       vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
1262 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1263 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1264 "#      else\n"
1265 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1266 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1267 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1268 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1269 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1270 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1271 "#      endif\n"
1272 "#     endif\n"
1273 "#    else\n"
1274 "       f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1275 "#    endif\n"
1276 "#  endif\n"
1277 "#  ifdef USESHADOWMAPORTHO\n"
1278 "       return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1279 "#  else\n"
1280 "       return f;\n"
1281 "#  endif\n"
1282 "}\n"
1283 "# endif\n"
1284 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1285 "#endif // FRAGMENT_SHADER\n"
1286 "\n"
1287 "\n"
1288 "\n"
1289 "\n"
1290 "#ifdef MODE_DEFERREDGEOMETRY\n"
1291 "#ifdef VERTEX_SHADER\n"
1292 "uniform mat4 TexMatrix;\n"
1293 "#ifdef USEVERTEXTEXTUREBLEND\n"
1294 "uniform mat4 BackgroundTexMatrix;\n"
1295 "#endif\n"
1296 "uniform mat4 ModelViewMatrix;\n"
1297 "void main(void)\n"
1298 "{\n"
1299 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1300 "#ifdef USEVERTEXTEXTUREBLEND\n"
1301 "       gl_FrontColor = gl_Color;\n"
1302 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1303 "#endif\n"
1304 "\n"
1305 "       // transform unnormalized eye direction into tangent space\n"
1306 "#ifdef USEOFFSETMAPPING\n"
1307 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1308 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1309 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1310 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1311 "#endif\n"
1312 "\n"
1313 "       VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1314 "       VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1315 "       VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1316 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1317 "}\n"
1318 "#endif // VERTEX_SHADER\n"
1319 "\n"
1320 "#ifdef FRAGMENT_SHADER\n"
1321 "void main(void)\n"
1322 "{\n"
1323 "#ifdef USEOFFSETMAPPING\n"
1324 "       // apply offsetmapping\n"
1325 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1326 "#define TexCoord TexCoordOffset\n"
1327 "#endif\n"
1328 "\n"
1329 "#ifdef USEALPHAKILL\n"
1330 "       if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1331 "               discard;\n"
1332 "#endif\n"
1333 "\n"
1334 "#ifdef USEVERTEXTEXTUREBLEND\n"
1335 "       float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1336 "       float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1337 "       //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1338 "       //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1339 "#endif\n"
1340 "\n"
1341 "#ifdef USEVERTEXTEXTUREBLEND\n"
1342 "       vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1343 "       float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1344 "#else\n"
1345 "       vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1346 "       float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1347 "#endif\n"
1348 "\n"
1349 "       gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1350 "}\n"
1351 "#endif // FRAGMENT_SHADER\n"
1352 "#else // !MODE_DEFERREDGEOMETRY\n"
1353 "\n"
1354 "\n"
1355 "\n"
1356 "\n"
1357 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1358 "#ifdef VERTEX_SHADER\n"
1359 "uniform mat4 ModelViewMatrix;\n"
1360 "void main(void)\n"
1361 "{\n"
1362 "       ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1363 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1364 "}\n"
1365 "#endif // VERTEX_SHADER\n"
1366 "\n"
1367 "#ifdef FRAGMENT_SHADER\n"
1368 "uniform mat4 ViewToLight;\n"
1369 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1370 "uniform vec2 ScreenToDepth;\n"
1371 "uniform myhalf3 DeferredColor_Ambient;\n"
1372 "uniform myhalf3 DeferredColor_Diffuse;\n"
1373 "#ifdef USESPECULAR\n"
1374 "uniform myhalf3 DeferredColor_Specular;\n"
1375 "uniform myhalf SpecularPower;\n"
1376 "#endif\n"
1377 "uniform myhalf2 PixelToScreenTexCoord;\n"
1378 "void main(void)\n"
1379 "{\n"
1380 "       // calculate viewspace pixel position\n"
1381 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1382 "       vec3 position;\n"
1383 "       position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1384 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1385 "       // decode viewspace pixel normal\n"
1386 "       myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1387 "       myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1388 "       // surfacenormal = pixel normal in viewspace\n"
1389 "       // LightVector = pixel to light in viewspace\n"
1390 "       // CubeVector = position in lightspace\n"
1391 "       // eyevector = pixel to view in viewspace\n"
1392 "       vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1393 "       myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1394 "#ifdef USEDIFFUSE\n"
1395 "       // calculate diffuse shading\n"
1396 "       myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1397 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1398 "#endif\n"
1399 "#ifdef USESPECULAR\n"
1400 "       // calculate directional shading\n"
1401 "       vec3 eyevector = position * -1.0;\n"
1402 "#  ifdef USEEXACTSPECULARMATH\n"
1403 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1404 "#  else\n"
1405 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1406 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1407 "#  endif\n"
1408 "#endif\n"
1409 "\n"
1410 "#if defined(USESHADOWMAP2D)\n"
1411 "       fade *= ShadowMapCompare(CubeVector);\n"
1412 "#endif\n"
1413 "\n"
1414 "#ifdef USEDIFFUSE\n"
1415 "       gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1416 "#else\n"
1417 "       gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1418 "#endif\n"
1419 "#ifdef USESPECULAR\n"
1420 "       gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1421 "#else\n"
1422 "       gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1423 "#endif\n"
1424 "\n"
1425 "# ifdef USECUBEFILTER\n"
1426 "       vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1427 "       gl_FragData[0].rgb *= cubecolor;\n"
1428 "       gl_FragData[1].rgb *= cubecolor;\n"
1429 "# endif\n"
1430 "}\n"
1431 "#endif // FRAGMENT_SHADER\n"
1432 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1433 "\n"
1434 "\n"
1435 "\n"
1436 "\n"
1437 "#ifdef VERTEX_SHADER\n"
1438 "uniform mat4 TexMatrix;\n"
1439 "#ifdef USEVERTEXTEXTUREBLEND\n"
1440 "uniform mat4 BackgroundTexMatrix;\n"
1441 "#endif\n"
1442 "#ifdef MODE_LIGHTSOURCE\n"
1443 "uniform mat4 ModelToLight;\n"
1444 "#endif\n"
1445 "#ifdef USESHADOWMAPORTHO\n"
1446 "uniform mat4 ShadowMapMatrix;\n"
1447 "#endif\n"
1448 "void main(void)\n"
1449 "{\n"
1450 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1451 "       gl_FrontColor = gl_Color;\n"
1452 "#endif\n"
1453 "       // copy the surface texcoord\n"
1454 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1455 "#ifdef USEVERTEXTEXTUREBLEND\n"
1456 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1457 "#endif\n"
1458 "#ifdef USELIGHTMAP\n"
1459 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1460 "#endif\n"
1461 "\n"
1462 "#ifdef MODE_LIGHTSOURCE\n"
1463 "       // transform vertex position into light attenuation/cubemap space\n"
1464 "       // (-1 to +1 across the light box)\n"
1465 "       CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1466 "\n"
1467 "# ifdef USEDIFFUSE\n"
1468 "       // transform unnormalized light direction into tangent space\n"
1469 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
1470 "       //  normalize it per pixel)\n"
1471 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1472 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1473 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1474 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1475 "# endif\n"
1476 "#endif\n"
1477 "\n"
1478 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1479 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1480 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1481 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1482 "#endif\n"
1483 "\n"
1484 "       // transform unnormalized eye direction into tangent space\n"
1485 "#ifdef USEEYEVECTOR\n"
1486 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1487 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1488 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1489 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1490 "#endif\n"
1491 "\n"
1492 "#ifdef USEFOG\n"
1493 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1494 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1495 "#endif\n"
1496 "\n"
1497 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1498 "       VectorS = gl_MultiTexCoord1.xyz;\n"
1499 "       VectorT = gl_MultiTexCoord2.xyz;\n"
1500 "       VectorR = gl_MultiTexCoord3.xyz;\n"
1501 "#endif\n"
1502 "\n"
1503 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1504 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1505 "\n"
1506 "#ifdef USESHADOWMAPORTHO\n"
1507 "       ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1508 "#endif\n"
1509 "\n"
1510 "#ifdef USEREFLECTION\n"
1511 "       ModelViewProjectionPosition = gl_Position;\n"
1512 "#endif\n"
1513 "}\n"
1514 "#endif // VERTEX_SHADER\n"
1515 "\n"
1516 "\n"
1517 "\n"
1518 "\n"
1519 "#ifdef FRAGMENT_SHADER\n"
1520 "#ifdef USEDEFERREDLIGHTMAP\n"
1521 "uniform myhalf2 PixelToScreenTexCoord;\n"
1522 "uniform myhalf3 DeferredMod_Diffuse;\n"
1523 "uniform myhalf3 DeferredMod_Specular;\n"
1524 "#endif\n"
1525 "uniform myhalf3 Color_Ambient;\n"
1526 "uniform myhalf3 Color_Diffuse;\n"
1527 "uniform myhalf3 Color_Specular;\n"
1528 "uniform myhalf SpecularPower;\n"
1529 "#ifdef USEGLOW\n"
1530 "uniform myhalf3 Color_Glow;\n"
1531 "#endif\n"
1532 "uniform myhalf Alpha;\n"
1533 "#ifdef USEREFLECTION\n"
1534 "uniform vec4 DistortScaleRefractReflect;\n"
1535 "uniform vec4 ScreenScaleRefractReflect;\n"
1536 "uniform vec4 ScreenCenterRefractReflect;\n"
1537 "uniform myhalf4 ReflectColor;\n"
1538 "#endif\n"
1539 "#ifdef USEREFLECTCUBE\n"
1540 "uniform mat4 ModelToReflectCube;\n"
1541 "uniform sampler2D Texture_ReflectMask;\n"
1542 "uniform samplerCube Texture_ReflectCube;\n"
1543 "#endif\n"
1544 "#ifdef MODE_LIGHTDIRECTION\n"
1545 "uniform myhalf3 LightColor;\n"
1546 "#endif\n"
1547 "#ifdef MODE_LIGHTSOURCE\n"
1548 "uniform myhalf3 LightColor;\n"
1549 "#endif\n"
1550 "void main(void)\n"
1551 "{\n"
1552 "#ifdef USEOFFSETMAPPING\n"
1553 "       // apply offsetmapping\n"
1554 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1555 "#define TexCoord TexCoordOffset\n"
1556 "#endif\n"
1557 "\n"
1558 "       // combine the diffuse textures (base, pants, shirt)\n"
1559 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1560 "#ifdef USEALPHAKILL\n"
1561 "       if (color.a < 0.5)\n"
1562 "               discard;\n"
1563 "#endif\n"
1564 "       color.a *= Alpha;\n"
1565 "#ifdef USECOLORMAPPING\n"
1566 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1567 "#endif\n"
1568 "#ifdef USEVERTEXTEXTUREBLEND\n"
1569 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1570 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1571 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1572 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1573 "       color.a = 1.0;\n"
1574 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1575 "#endif\n"
1576 "\n"
1577 "       // get the surface normal\n"
1578 "#ifdef USEVERTEXTEXTUREBLEND\n"
1579 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1580 "#else\n"
1581 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1582 "#endif\n"
1583 "\n"
1584 "       // get the material colors\n"
1585 "       myhalf3 diffusetex = color.rgb;\n"
1586 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1587 "# ifdef USEVERTEXTEXTUREBLEND\n"
1588 "       myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1589 "# else\n"
1590 "       myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1591 "# endif\n"
1592 "#endif\n"
1593 "\n"
1594 "#ifdef USEREFLECTCUBE\n"
1595 "       vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1596 "       vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1597 "       vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1598 "       diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1599 "#endif\n"
1600 "\n"
1601 "\n"
1602 "\n"
1603 "\n"
1604 "#ifdef MODE_LIGHTSOURCE\n"
1605 "       // light source\n"
1606 "#ifdef USEDIFFUSE\n"
1607 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1608 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1609 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1610 "#ifdef USESPECULAR\n"
1611 "#ifdef USEEXACTSPECULARMATH\n"
1612 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1613 "#else\n"
1614 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1615 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1616 "#endif\n"
1617 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1618 "#endif\n"
1619 "#else\n"
1620 "       color.rgb = diffusetex * Color_Ambient;\n"
1621 "#endif\n"
1622 "       color.rgb *= LightColor;\n"
1623 "       color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1624 "#if defined(USESHADOWMAP2D)\n"
1625 "       color.rgb *= ShadowMapCompare(CubeVector);\n"
1626 "#endif\n"
1627 "# ifdef USECUBEFILTER\n"
1628 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1629 "# endif\n"
1630 "#endif // MODE_LIGHTSOURCE\n"
1631 "\n"
1632 "\n"
1633 "\n"
1634 "\n"
1635 "#ifdef MODE_LIGHTDIRECTION\n"
1636 "#define SHADING\n"
1637 "#ifdef USEDIFFUSE\n"
1638 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1639 "#endif\n"
1640 "#define lightcolor LightColor\n"
1641 "#endif // MODE_LIGHTDIRECTION\n"
1642 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1643 "#define SHADING\n"
1644 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1645 "       myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1646 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1647 "       // convert modelspace light vector to tangentspace\n"
1648 "       myhalf3 lightnormal;\n"
1649 "       lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1650 "       lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1651 "       lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1652 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1653 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1654 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1655 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1656 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1657 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1658 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1659 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1660 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1661 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1662 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1663 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1664 "#define SHADING\n"
1665 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1666 "       myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1667 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1668 "#endif\n"
1669 "\n"
1670 "\n"
1671 "\n"
1672 "\n"
1673 "#ifdef MODE_FAKELIGHT\n"
1674 "#define SHADING\n"
1675 "myhalf3 lightnormal = myhalf3(normalize(EyeVector));\n"
1676 "myhalf3 lightcolor = myhalf3(1.0);\n"
1677 "#endif // MODE_FAKELIGHT\n"
1678 "\n"
1679 "\n"
1680 "\n"
1681 "\n"
1682 "#ifdef MODE_LIGHTMAP\n"
1683 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1684 "#endif // MODE_LIGHTMAP\n"
1685 "#ifdef MODE_VERTEXCOLOR\n"
1686 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1687 "#endif // MODE_VERTEXCOLOR\n"
1688 "#ifdef MODE_FLATCOLOR\n"
1689 "       color.rgb = diffusetex * Color_Ambient;\n"
1690 "#endif // MODE_FLATCOLOR\n"
1691 "\n"
1692 "\n"
1693 "\n"
1694 "\n"
1695 "#ifdef SHADING\n"
1696 "# ifdef USEDIFFUSE\n"
1697 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1698 "#  ifdef USESPECULAR\n"
1699 "#   ifdef USEEXACTSPECULARMATH\n"
1700 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1701 "#   else\n"
1702 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1703 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1704 "#   endif\n"
1705 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1706 "#  else\n"
1707 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1708 "#  endif\n"
1709 "# else\n"
1710 "       color.rgb = diffusetex * Color_Ambient;\n"
1711 "# endif\n"
1712 "#endif\n"
1713 "\n"
1714 "#ifdef USESHADOWMAPORTHO\n"
1715 "       color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1716 "#endif\n"
1717 "\n"
1718 "#ifdef USEDEFERREDLIGHTMAP\n"
1719 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1720 "       color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1721 "       color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1722 "#endif\n"
1723 "\n"
1724 "#ifdef USEGLOW\n"
1725 "#ifdef USEVERTEXTEXTUREBLEND\n"
1726 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1727 "#else\n"
1728 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1729 "#endif\n"
1730 "#endif\n"
1731 "\n"
1732 "#ifdef USEFOG\n"
1733 "       color.rgb = FogVertex(color.rgb);\n"
1734 "#endif\n"
1735 "\n"
1736 "       // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1737 "#ifdef USEREFLECTION\n"
1738 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1739 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1740 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1741 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1742 "       // FIXME temporary hack to detect the case that the reflection\n"
1743 "       // gets blackened at edges due to leaving the area that contains actual\n"
1744 "       // content.\n"
1745 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1746 "       // 'appening.\n"
1747 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1748 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1749 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1750 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1751 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1752 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1753 "#endif\n"
1754 "\n"
1755 "       gl_FragColor = vec4(color);\n"
1756 "}\n"
1757 "#endif // FRAGMENT_SHADER\n"
1758 "\n"
1759 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1760 "#endif // !MODE_DEFERREDGEOMETRY\n"
1761 "#endif // !MODE_WATER\n"
1762 "#endif // !MODE_REFRACTION\n"
1763 "#endif // !MODE_BLOOMBLUR\n"
1764 "#endif // !MODE_GENERIC\n"
1765 "#endif // !MODE_POSTPROCESS\n"
1766 "#endif // !MODE_SHOWDEPTH\n"
1767 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1768 ;
1769
1770 /*
1771 =========================================================================================================================================================
1772
1773
1774
1775 =========================================================================================================================================================
1776
1777
1778
1779 =========================================================================================================================================================
1780
1781
1782
1783 =========================================================================================================================================================
1784
1785
1786
1787 =========================================================================================================================================================
1788
1789
1790
1791 =========================================================================================================================================================
1792
1793
1794
1795 =========================================================================================================================================================
1796 */
1797
1798 const char *builtincgshaderstring =
1799 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1800 "// written by Forest 'LordHavoc' Hale\n"
1801 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1802 "\n"
1803 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1804 "#if defined(USEREFLECTION)\n"
1805 "#undef USESHADOWMAPORTHO\n"
1806 "#endif\n"
1807 "\n"
1808 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1809 "# define USEFOG\n"
1810 "#endif\n"
1811 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1812 "#define USELIGHTMAP\n"
1813 "#endif\n"
1814 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
1815 "#define USEEYEVECTOR\n"
1816 "#endif\n"
1817 "\n"
1818 "#ifdef FRAGMENT_SHADER\n"
1819 "#ifdef HLSL\n"
1820 "//#undef USESHADOWMAPPCF\n"
1821 "//#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1822 "#define texDepth2D(tex,texcoord) dot(tex2D(tex,texcoord).rgb, float3(1.0, 255.0/65536.0, 255.0/16777216.0))\n"
1823 "#else\n"
1824 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1825 "#endif\n"
1826 "#endif\n"
1827 "\n"
1828 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1829 "#ifdef VERTEX_SHADER\n"
1830 "void main\n"
1831 "(\n"
1832 "float4 gl_Vertex : POSITION,\n"
1833 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1834 "out float4 gl_Position : POSITION,\n"
1835 "out float Depth : TEXCOORD0\n"
1836 ")\n"
1837 "{\n"
1838 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1839 "       Depth = gl_Position.z;\n"
1840 "}\n"
1841 "#endif\n"
1842 "\n"
1843 "#ifdef FRAGMENT_SHADER\n"
1844 "void main\n"
1845 "(\n"
1846 "float Depth : TEXCOORD0,\n"
1847 "out float4 gl_FragColor : COLOR\n"
1848 ")\n"
1849 "{\n"
1850 "//     float3 temp = float3(Depth,Depth*(65536.0/255.0),Depth*(16777216.0/255.0));\n"
1851 "       float4 temp = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
1852 "       temp.yz -= floor(temp.yz);\n"
1853 "       gl_FragColor = temp;\n"
1854 "//     gl_FragColor = float4(Depth,0,0,0);\n"
1855 "}\n"
1856 "#endif\n"
1857 "#else // !MODE_DEPTH_ORSHADOW\n"
1858 "\n"
1859 "\n"
1860 "\n"
1861 "\n"
1862 "#ifdef MODE_SHOWDEPTH\n"
1863 "#ifdef VERTEX_SHADER\n"
1864 "void main\n"
1865 "(\n"
1866 "float4 gl_Vertex : POSITION,\n"
1867 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1868 "out float4 gl_Position : POSITION,\n"
1869 "out float4 gl_FrontColor : COLOR0\n"
1870 ")\n"
1871 "{\n"
1872 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1873 "       gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1874 "}\n"
1875 "#endif\n"
1876 "\n"
1877 "#ifdef FRAGMENT_SHADER\n"
1878 "void main\n"
1879 "(\n"
1880 "float4 gl_FrontColor : COLOR0,\n"
1881 "out float4 gl_FragColor : COLOR\n"
1882 ")\n"
1883 "{\n"
1884 "       gl_FragColor = gl_FrontColor;\n"
1885 "}\n"
1886 "#endif\n"
1887 "#else // !MODE_SHOWDEPTH\n"
1888 "\n"
1889 "\n"
1890 "\n"
1891 "\n"
1892 "#ifdef MODE_POSTPROCESS\n"
1893 "\n"
1894 "#ifdef VERTEX_SHADER\n"
1895 "void main\n"
1896 "(\n"
1897 "float4 gl_Vertex : POSITION,\n"
1898 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1899 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1900 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
1901 "out float4 gl_Position : POSITION,\n"
1902 "out float2 TexCoord1 : TEXCOORD0,\n"
1903 "out float2 TexCoord2 : TEXCOORD1\n"
1904 ")\n"
1905 "{\n"
1906 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1907 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
1908 "#ifdef USEBLOOM\n"
1909 "       TexCoord2 = gl_MultiTexCoord4.xy;\n"
1910 "#endif\n"
1911 "}\n"
1912 "#endif\n"
1913 "\n"
1914 "#ifdef FRAGMENT_SHADER\n"
1915 "void main\n"
1916 "(\n"
1917 "float2 TexCoord1 : TEXCOORD0,\n"
1918 "float2 TexCoord2 : TEXCOORD1,\n"
1919 "uniform sampler Texture_First : register(s0),\n"
1920 "#ifdef USEBLOOM\n"
1921 "uniform sampler Texture_Second : register(s1),\n"
1922 "#endif\n"
1923 "#ifdef USEGAMMARAMPS\n"
1924 "uniform sampler Texture_GammaRamps : register(s2),\n"
1925 "#endif\n"
1926 "#ifdef USESATURATION\n"
1927 "uniform float Saturation : register(c30),\n"
1928 "#endif\n"
1929 "#ifdef USEVIEWTINT\n"
1930 "uniform float4 ViewTintColor : register(c41),\n"
1931 "#endif\n"
1932 "uniform float4 UserVec1 : register(c37),\n"
1933 "uniform float4 UserVec2 : register(c38),\n"
1934 "uniform float4 UserVec3 : register(c39),\n"
1935 "uniform float4 UserVec4 : register(c40),\n"
1936 "uniform float ClientTime : register(c2),\n"
1937 "uniform float2 PixelSize : register(c25),\n"
1938 "uniform float4 BloomColorSubtract : register(c43),\n"
1939 "out float4 gl_FragColor : COLOR\n"
1940 ")\n"
1941 "{\n"
1942 "       gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1943 "#ifdef USEBLOOM\n"
1944 "       gl_FragColor += max(float4(0,0,0,0), tex2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
1945 "#endif\n"
1946 "#ifdef USEVIEWTINT\n"
1947 "       gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1948 "#endif\n"
1949 "\n"
1950 "#ifdef USEPOSTPROCESSING\n"
1951 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1952 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
1953 "       float sobel = 1.0;\n"
1954 "       // float2 ts = textureSize(Texture_First, 0);\n"
1955 "       // float2 px = float2(1/ts.x, 1/ts.y);\n"
1956 "       float2 px = PixelSize;\n"
1957 "       float3 x1 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
1958 "       float3 x2 = tex2D(Texture_First, TexCoord1 + float2(-px.x,  0.0)).rgb;\n"
1959 "       float3 x3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
1960 "       float3 x4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
1961 "       float3 x5 = tex2D(Texture_First, TexCoord1 + float2( px.x,  0.0)).rgb;\n"
1962 "       float3 x6 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
1963 "       float3 y1 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
1964 "       float3 y2 = tex2D(Texture_First, TexCoord1 + float2(  0.0,-px.y)).rgb;\n"
1965 "       float3 y3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
1966 "       float3 y4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
1967 "       float3 y5 = tex2D(Texture_First, TexCoord1 + float2(  0.0, px.y)).rgb;\n"
1968 "       float3 y6 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
1969 "       float px1 = -1.0 * dot(float3(0.3, 0.59, 0.11), x1);\n"
1970 "       float px2 = -2.0 * dot(float3(0.3, 0.59, 0.11), x2);\n"
1971 "       float px3 = -1.0 * dot(float3(0.3, 0.59, 0.11), x3);\n"
1972 "       float px4 =  1.0 * dot(float3(0.3, 0.59, 0.11), x4);\n"
1973 "       float px5 =  2.0 * dot(float3(0.3, 0.59, 0.11), x5);\n"
1974 "       float px6 =  1.0 * dot(float3(0.3, 0.59, 0.11), x6);\n"
1975 "       float py1 = -1.0 * dot(float3(0.3, 0.59, 0.11), y1);\n"
1976 "       float py2 = -2.0 * dot(float3(0.3, 0.59, 0.11), y2);\n"
1977 "       float py3 = -1.0 * dot(float3(0.3, 0.59, 0.11), y3);\n"
1978 "       float py4 =  1.0 * dot(float3(0.3, 0.59, 0.11), y4);\n"
1979 "       float py5 =  2.0 * dot(float3(0.3, 0.59, 0.11), y5);\n"
1980 "       float py6 =  1.0 * dot(float3(0.3, 0.59, 0.11), y6);\n"
1981 "       sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
1982 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1983 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1984 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1985 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107,  0.707107)) * UserVec1.y;\n"
1986 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990,  0.891007)) * UserVec1.y;\n"
1987 "       gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
1988 "       gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + float3(1,1,1)*max(0.0, sobel - UserVec2.z)*UserVec2.y;\n"
1989 "#endif\n"
1990 "\n"
1991 "#ifdef USESATURATION\n"
1992 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
1993 "       float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
1994 "       //gl_FragColor = float3(y,y,y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
1995 "       gl_FragColor.rgb = lerp(float3(y,y,y), gl_FragColor.rgb, Saturation);\n"
1996 "#endif\n"
1997 "\n"
1998 "#ifdef USEGAMMARAMPS\n"
1999 "       gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
2000 "       gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
2001 "       gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
2002 "#endif\n"
2003 "}\n"
2004 "#endif\n"
2005 "#else // !MODE_POSTPROCESS\n"
2006 "\n"
2007 "\n"
2008 "\n"
2009 "\n"
2010 "#ifdef MODE_GENERIC\n"
2011 "#ifdef VERTEX_SHADER\n"
2012 "void main\n"
2013 "(\n"
2014 "float4 gl_Vertex : POSITION,\n"
2015 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2016 "float4 gl_Color : COLOR0,\n"
2017 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2018 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2019 "out float4 gl_Position : POSITION,\n"
2020 "#ifdef USEDIFFUSE\n"
2021 "out float2 TexCoord1 : TEXCOORD0,\n"
2022 "#endif\n"
2023 "#ifdef USESPECULAR\n"
2024 "out float2 TexCoord2 : TEXCOORD1,\n"
2025 "#endif\n"
2026 "out float4 gl_FrontColor : COLOR\n"
2027 ")\n"
2028 "{\n"
2029 "#ifdef HLSL\n"
2030 "       gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2031 "#else\n"
2032 "       gl_FrontColor = gl_Color; // Cg is forward\n"
2033 "#endif\n"
2034 "#ifdef USEDIFFUSE\n"
2035 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
2036 "#endif\n"
2037 "#ifdef USESPECULAR\n"
2038 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
2039 "#endif\n"
2040 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2041 "}\n"
2042 "#endif\n"
2043 "\n"
2044 "#ifdef FRAGMENT_SHADER\n"
2045 "\n"
2046 "void main\n"
2047 "(\n"
2048 "float4 gl_FrontColor : COLOR0,\n"
2049 "float2 TexCoord1 : TEXCOORD0,\n"
2050 "float2 TexCoord2 : TEXCOORD1,\n"
2051 "#ifdef USEDIFFUSE\n"
2052 "uniform sampler Texture_First : register(s0),\n"
2053 "#endif\n"
2054 "#ifdef USESPECULAR\n"
2055 "uniform sampler Texture_Second : register(s1),\n"
2056 "#endif\n"
2057 "out float4 gl_FragColor : COLOR\n"
2058 ")\n"
2059 "{\n"
2060 "       gl_FragColor = gl_FrontColor;\n"
2061 "#ifdef USEDIFFUSE\n"
2062 "       gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2063 "#endif\n"
2064 "\n"
2065 "#ifdef USESPECULAR\n"
2066 "       float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2067 "# ifdef USECOLORMAPPING\n"
2068 "       gl_FragColor *= tex2;\n"
2069 "# endif\n"
2070 "# ifdef USEGLOW\n"
2071 "       gl_FragColor += tex2;\n"
2072 "# endif\n"
2073 "# ifdef USEVERTEXTEXTUREBLEND\n"
2074 "       gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2075 "# endif\n"
2076 "#endif\n"
2077 "}\n"
2078 "#endif\n"
2079 "#else // !MODE_GENERIC\n"
2080 "\n"
2081 "\n"
2082 "\n"
2083 "\n"
2084 "#ifdef MODE_BLOOMBLUR\n"
2085 "#ifdef VERTEX_SHADER\n"
2086 "void main\n"
2087 "(\n"
2088 "float4 gl_Vertex : POSITION,\n"
2089 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2090 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2091 "out float4 gl_Position : POSITION,\n"
2092 "out float2 TexCoord : TEXCOORD0\n"
2093 ")\n"
2094 "{\n"
2095 "       TexCoord = gl_MultiTexCoord0.xy;\n"
2096 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2097 "}\n"
2098 "#endif\n"
2099 "\n"
2100 "#ifdef FRAGMENT_SHADER\n"
2101 "\n"
2102 "void main\n"
2103 "(\n"
2104 "float2 TexCoord : TEXCOORD0,\n"
2105 "uniform sampler Texture_First : register(s0),\n"
2106 "uniform float4 BloomBlur_Parameters : register(c1),\n"
2107 "out float4 gl_FragColor : COLOR\n"
2108 ")\n"
2109 "{\n"
2110 "       int i;\n"
2111 "       float2 tc = TexCoord;\n"
2112 "       float3 color = tex2D(Texture_First, tc).rgb;\n"
2113 "       tc += BloomBlur_Parameters.xy;\n"
2114 "       for (i = 1;i < SAMPLES;i++)\n"
2115 "       {\n"
2116 "               color += tex2D(Texture_First, tc).rgb;\n"
2117 "               tc += BloomBlur_Parameters.xy;\n"
2118 "       }\n"
2119 "       gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2120 "}\n"
2121 "#endif\n"
2122 "#else // !MODE_BLOOMBLUR\n"
2123 "#ifdef MODE_REFRACTION\n"
2124 "#ifdef VERTEX_SHADER\n"
2125 "void main\n"
2126 "(\n"
2127 "float4 gl_Vertex : POSITION,\n"
2128 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2129 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2130 "uniform float4x4 TexMatrix : register(c0),\n"
2131 "uniform float3 EyePosition : register(c24),\n"
2132 "out float4 gl_Position : POSITION,\n"
2133 "out float2 TexCoord : TEXCOORD0,\n"
2134 "out float3 EyeVector : TEXCOORD1,\n"
2135 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2136 ")\n"
2137 "{\n"
2138 "       TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2139 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2140 "       ModelViewProjectionPosition = gl_Position;\n"
2141 "}\n"
2142 "#endif\n"
2143 "\n"
2144 "#ifdef FRAGMENT_SHADER\n"
2145 "void main\n"
2146 "(\n"
2147 "float2 TexCoord : TEXCOORD0,\n"
2148 "float3 EyeVector : TEXCOORD1,\n"
2149 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2150 "uniform sampler Texture_Normal : register(s0),\n"
2151 "uniform sampler Texture_Refraction : register(s3),\n"
2152 "uniform sampler Texture_Reflection : register(s7),\n"
2153 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2154 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2155 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2156 "uniform float4 RefractColor : register(c29),\n"
2157 "out float4 gl_FragColor : COLOR\n"
2158 ")\n"
2159 "{\n"
2160 "       float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2161 "       //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2162 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2163 "       float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.xy;\n"
2164 "       // FIXME temporary hack to detect the case that the reflection\n"
2165 "       // gets blackened at edges due to leaving the area that contains actual\n"
2166 "       // content.\n"
2167 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2168 "       // 'appening.\n"
2169 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2170 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2171 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2172 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2173 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2174 "       gl_FragColor = float4(tex2D(Texture_Refraction, ScreenTexCoord).rgb, 1) * RefractColor;\n"
2175 "}\n"
2176 "#endif\n"
2177 "#else // !MODE_REFRACTION\n"
2178 "\n"
2179 "\n"
2180 "\n"
2181 "\n"
2182 "#ifdef MODE_WATER\n"
2183 "#ifdef VERTEX_SHADER\n"
2184 "\n"
2185 "void main\n"
2186 "(\n"
2187 "float4 gl_Vertex : POSITION,\n"
2188 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2189 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2190 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2191 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2192 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2193 "uniform float4x4 TexMatrix : register(c0),\n"
2194 "uniform float3 EyePosition : register(c24),\n"
2195 "out float4 gl_Position : POSITION,\n"
2196 "out float2 TexCoord : TEXCOORD0,\n"
2197 "out float3 EyeVector : TEXCOORD1,\n"
2198 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2199 ")\n"
2200 "{\n"
2201 "       TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2202 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2203 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2204 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2205 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2206 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2207 "       ModelViewProjectionPosition = gl_Position;\n"
2208 "}\n"
2209 "#endif\n"
2210 "\n"
2211 "#ifdef FRAGMENT_SHADER\n"
2212 "void main\n"
2213 "(\n"
2214 "float2 TexCoord : TEXCOORD0,\n"
2215 "float3 EyeVector : TEXCOORD1,\n"
2216 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2217 "uniform sampler Texture_Normal : register(s0),\n"
2218 "uniform sampler Texture_Refraction : register(s3),\n"
2219 "uniform sampler Texture_Reflection : register(s7),\n"
2220 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2221 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2222 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2223 "uniform float4 RefractColor : register(c29),\n"
2224 "uniform float4 ReflectColor : register(c26),\n"
2225 "uniform float ReflectFactor : register(c27),\n"
2226 "uniform float ReflectOffset : register(c28),\n"
2227 "out float4 gl_FragColor : COLOR\n"
2228 ")\n"
2229 "{\n"
2230 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2231 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2232 "       float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2233 "       //SafeScreenTexCoord = gl_FragCoord.xyxy * float4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
2234 "       float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy).xyxy * DistortScaleRefractReflect;\n"
2235 "       // FIXME temporary hack to detect the case that the reflection\n"
2236 "       // gets blackened at edges due to leaving the area that contains actual\n"
2237 "       // content.\n"
2238 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2239 "       // 'appening.\n"
2240 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2241 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2242 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2243 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2244 "       ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2245 "       f       = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2246 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2247 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2248 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2249 "       ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2250 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2251 "       gl_FragColor = lerp(float4(tex2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, float4(tex2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
2252 "}\n"
2253 "#endif\n"
2254 "#else // !MODE_WATER\n"
2255 "\n"
2256 "\n"
2257 "\n"
2258 "\n"
2259 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
2260 "\n"
2261 "// fragment shader specific:\n"
2262 "#ifdef FRAGMENT_SHADER\n"
2263 "\n"
2264 "#ifdef USEFOG\n"
2265 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler Texture_FogMask, sampler Texture_FogHeightTexture)\n"
2266 "{\n"
2267 "       float fogfrac;\n"
2268 "#ifdef USEFOGHEIGHTTEXTURE\n"
2269 "       float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2270 "       fogfrac = fogheightpixel.a;\n"
2271 "       return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2272 "#else\n"
2273 "# ifdef USEFOGOUTSIDE\n"
2274 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2275 "# else\n"
2276 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2277 "# endif\n"
2278 "       return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2279 "#endif\n"
2280 "}\n"
2281 "#endif\n"
2282 "\n"
2283 "#ifdef USEOFFSETMAPPING\n"
2284 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler Texture_Normal)\n"
2285 "{\n"
2286 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2287 "       // 14 sample relief mapping: linear search and then binary search\n"
2288 "       // this basically steps forward a small amount repeatedly until it finds\n"
2289 "       // itself inside solid, then jitters forward and back using decreasing\n"
2290 "       // amounts to find the impact\n"
2291 "       //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2292 "       //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2293 "       float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2294 "       float3 RT = float3(TexCoord, 1);\n"
2295 "       OffsetVector *= 0.1;\n"
2296 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2297 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2298 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2299 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2300 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2301 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2302 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2303 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2304 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2305 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
2306 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
2307 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
2308 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
2309 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2310 "       return RT.xy;\n"
2311 "#else\n"
2312 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2313 "       // this basically moves forward the full distance, and then backs up based\n"
2314 "       // on height of samples\n"
2315 "       //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2316 "       //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2317 "       float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2318 "       TexCoord += OffsetVector;\n"
2319 "       OffsetVector *= 0.333;\n"
2320 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2321 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2322 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2323 "       return TexCoord;\n"
2324 "#endif\n"
2325 "}\n"
2326 "#endif // USEOFFSETMAPPING\n"
2327 "\n"
2328 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2329 "#if defined(USESHADOWMAP2D)\n"
2330 "# ifdef USESHADOWMAPORTHO\n"
2331 "#  define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2332 "# else\n"
2333 "#  ifdef USESHADOWMAPVSDCT\n"
2334 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2335 "{\n"
2336 "       float3 adir = abs(dir);\n"
2337 "       float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2338 "       float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2339 "       return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2340 "}\n"
2341 "#  else\n"
2342 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2343 "{\n"
2344 "       float3 adir = abs(dir);\n"
2345 "       float ma = adir.z;\n"
2346 "       float4 proj = float4(dir, 2.5);\n"
2347 "       if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2348 "       if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2349 "#ifdef HLSL\n"
2350 "       return float3(proj.xy * ShadowMap_Parameters.x / ma + float2(0.5,0.5) + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, ma + 64 * ShadowMap_Parameters.w);\n"
2351 "#else\n"
2352 "       float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2353 "       return float3(proj.xy * aparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2354 "#endif\n"
2355 "}\n"
2356 "#  endif\n"
2357 "# endif\n"
2358 "#endif // defined(USESHADOWMAP2D)\n"
2359 "\n"
2360 "# ifdef USESHADOWMAP2D\n"
2361 "#ifdef USESHADOWMAPVSDCT\n"
2362 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2363 "#else\n"
2364 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2365 "#endif\n"
2366 "{\n"
2367 "#ifdef USESHADOWMAPVSDCT\n"
2368 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2369 "#else\n"
2370 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2371 "#endif\n"
2372 "       float f;\n"
2373 "\n"
2374 "#  ifdef USESHADOWSAMPLER\n"
2375 "#    ifdef USESHADOWMAPPCF\n"
2376 "#      define texval(x, y) tex2Dproj(Texture_ShadowMap2D, float4(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r  \n"
2377 "       float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2378 "       f = dot(float4(0.25,0.25,0.25,0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2379 "#    else\n"
2380 "       f = tex2Dproj(Texture_ShadowMap2D, float4(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r;\n"
2381 "#    endif\n"
2382 "#  else\n"
2383 "#    ifdef USESHADOWMAPPCF\n"
2384 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2385 "#      ifdef GL_ARB_texture_gather\n"
2386 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, int2(x, y))\n"
2387 "#      else\n"
2388 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)\n"
2389 "#      endif\n"
2390 "       float2 offset = frac(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
2391 "#      if USESHADOWMAPPCF > 1\n"
2392 "       float4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
2393 "       float4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
2394 "       float4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
2395 "       float4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));\n"
2396 "       float4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));\n"
2397 "       float4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));\n"
2398 "       float4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));\n"
2399 "       float4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));\n"
2400 "       float4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));\n"
2401 "       float4 locols = float4(group1.ab, group3.ab);\n"
2402 "       float4 hicols = float4(group7.rg, group9.rg);\n"
2403 "       locols.yz += group2.ab;\n"
2404 "       hicols.yz += group8.rg;\n"
2405 "       float4 midcols = float4(group1.rg, group3.rg) + float4(group7.ab, group9.ab) +\n"
2406 "                               float4(group4.rg, group6.rg) + float4(group4.ab, group6.ab) +\n"
2407 "                               lerp(locols, hicols, offset.y);\n"
2408 "       float4 cols = group5 + float4(group2.rg, group8.ab);\n"
2409 "       cols.xyz += lerp(midcols.xyz, midcols.yzw, offset.x);\n"
2410 "       f = dot(cols, float4(1.0/25.0));\n"
2411 "#      else\n"
2412 "       float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2413 "       float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2414 "       float4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
2415 "       float4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
2416 "       float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2417 "                               lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2418 "       f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2419 "#      endif\n"
2420 "#     else\n"
2421 "#      ifdef GL_EXT_gpu_shader4\n"
2422 "#        define texval(x, y) tex2DOffset(Texture_ShadowMap2D, center, int2(x, y)).r\n"
2423 "#      else\n"
2424 "#        define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale).r  \n"
2425 "#      endif\n"
2426 "#      if USESHADOWMAPPCF > 1\n"
2427 "       float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2428 "       center *= ShadowMap_TextureScale;\n"
2429 "       float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
2430 "       float4 row2 = step(shadowmaptc.z, float4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
2431 "       float4 row3 = step(shadowmaptc.z, float4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
2432 "       float4 row4 = step(shadowmaptc.z, float4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
2433 "       float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2434 "       f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2435 "#      else\n"
2436 "       float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2437 "       float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2438 "       float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2439 "       float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2440 "       float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2441 "       f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n"
2442 "#      endif\n"
2443 "#     endif\n"
2444 "#    else\n"
2445 "       f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2446 "#    endif\n"
2447 "#  endif\n"
2448 "#  ifdef USESHADOWMAPORTHO\n"
2449 "       return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2450 "#  else\n"
2451 "       return f;\n"
2452 "#  endif\n"
2453 "}\n"
2454 "# endif\n"
2455 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
2456 "#endif // FRAGMENT_SHADER\n"
2457 "\n"
2458 "\n"
2459 "\n"
2460 "\n"
2461 "#ifdef MODE_DEFERREDGEOMETRY\n"
2462 "#ifdef VERTEX_SHADER\n"
2463 "void main\n"
2464 "(\n"
2465 "float4 gl_Vertex : POSITION,\n"
2466 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2467 "#ifdef USEVERTEXTEXTUREBLEND\n"
2468 "float4 gl_Color : COLOR0,\n"
2469 "#endif\n"
2470 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2471 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2472 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2473 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2474 "uniform float4x4 TexMatrix : register(c0),\n"
2475 "#ifdef USEVERTEXTEXTUREBLEND\n"
2476 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2477 "#endif\n"
2478 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2479 "#ifdef USEOFFSETMAPPING\n"
2480 "uniform float3 EyePosition : register(c24),\n"
2481 "#endif\n"
2482 "out float4 gl_Position : POSITION,\n"
2483 "#ifdef USEVERTEXTEXTUREBLEND\n"
2484 "out float4 gl_FrontColor : COLOR,\n"
2485 "#endif\n"
2486 "out float4 TexCoordBoth : TEXCOORD0,\n"
2487 "#ifdef USEOFFSETMAPPING\n"
2488 "out float3 EyeVector : TEXCOORD2,\n"
2489 "#endif\n"
2490 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2491 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2492 "out float4 VectorR : TEXCOORD7 // direction of R texcoord (surface normal), Depth value\n"
2493 ")\n"
2494 "{\n"
2495 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2496 "#ifdef USEVERTEXTEXTUREBLEND\n"
2497 "#ifdef HLSL\n"
2498 "       gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2499 "#else\n"
2500 "       gl_FrontColor = gl_Color; // Cg is forward\n"
2501 "#endif\n"
2502 "       TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2503 "#endif\n"
2504 "\n"
2505 "       // transform unnormalized eye direction into tangent space\n"
2506 "#ifdef USEOFFSETMAPPING\n"
2507 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2508 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2509 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2510 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2511 "#endif\n"
2512 "\n"
2513 "       VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2514 "       VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2515 "       VectorR.xyz = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2516 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2517 "       VectorR.w = gl_Position.z;\n"
2518 "}\n"
2519 "#endif // VERTEX_SHADER\n"
2520 "\n"
2521 "#ifdef FRAGMENT_SHADER\n"
2522 "void main\n"
2523 "(\n"
2524 "float4 TexCoordBoth : TEXCOORD0,\n"
2525 "float3 EyeVector : TEXCOORD2,\n"
2526 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2527 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2528 "float4 VectorR : TEXCOORD7, // direction of R texcoord (surface normal), Depth value\n"
2529 "uniform sampler Texture_Normal : register(s0),\n"
2530 "#ifdef USEALPHAKILL\n"
2531 "uniform sampler Texture_Color : register(s1),\n"
2532 "#endif\n"
2533 "uniform sampler Texture_Gloss : register(s2),\n"
2534 "#ifdef USEVERTEXTEXTUREBLEND\n"
2535 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
2536 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
2537 "#endif\n"
2538 "#ifdef USEOFFSETMAPPING\n"
2539 "uniform float OffsetMapping_Scale : register(c24),\n"
2540 "#endif\n"
2541 "uniform half SpecularPower : register(c36),\n"
2542 "#ifdef HLSL\n"
2543 "out float4 gl_FragData0 : COLOR0,\n"
2544 "out float4 gl_FragData1 : COLOR1\n"
2545 "#else\n"
2546 "out float4 gl_FragColor : COLOR\n"
2547 "#endif\n"
2548 ")\n"
2549 "{\n"
2550 "       float2 TexCoord = TexCoordBoth.xy;\n"
2551 "#ifdef USEOFFSETMAPPING\n"
2552 "       // apply offsetmapping\n"
2553 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2554 "#define TexCoord TexCoordOffset\n"
2555 "#endif\n"
2556 "\n"
2557 "#ifdef USEALPHAKILL\n"
2558 "       if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2559 "               discard;\n"
2560 "#endif\n"
2561 "\n"
2562 "#ifdef USEVERTEXTEXTUREBLEND\n"
2563 "       float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2564 "       float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2565 "       //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2566 "       //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2567 "#endif\n"
2568 "\n"
2569 "#ifdef USEVERTEXTEXTUREBLEND\n"
2570 "       float3 surfacenormal = lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend) - float3(0.5, 0.5, 0.5);\n"
2571 "       float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2).a, tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2572 "#else\n"
2573 "       float3 surfacenormal = tex2D(Texture_Normal, TexCoord).rgb - float3(0.5, 0.5, 0.5);\n"
2574 "       float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2575 "#endif\n"
2576 "\n"
2577 "#ifdef HLSL\n"
2578 "       gl_FragData0 = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR.xyz) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
2579 "       float Depth = VectorR.w / 256.0;\n"
2580 "       float4 depthcolor = float4(Depth,Depth*65536.0/255.0,Depth*16777216.0/255.0,0.0);\n"
2581 "//     float4 depthcolor = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
2582 "       depthcolor.yz -= floor(depthcolor.yz);\n"
2583 "       gl_FragData1 = depthcolor;\n"
2584 "#else\n"
2585 "       gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
2586 "#endif\n"
2587 "}\n"
2588 "#endif // FRAGMENT_SHADER\n"
2589 "#else // !MODE_DEFERREDGEOMETRY\n"
2590 "\n"
2591 "\n"
2592 "\n"
2593 "\n"
2594 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2595 "#ifdef VERTEX_SHADER\n"
2596 "void main\n"
2597 "(\n"
2598 "float4 gl_Vertex : POSITION,\n"
2599 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2600 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2601 "out float4 gl_Position : POSITION,\n"
2602 "out float4 ModelViewPosition : TEXCOORD0\n"
2603 ")\n"
2604 "{\n"
2605 "       ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2606 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2607 "}\n"
2608 "#endif // VERTEX_SHADER\n"
2609 "\n"
2610 "#ifdef FRAGMENT_SHADER\n"
2611 "void main\n"
2612 "(\n"
2613 "#ifdef HLSL\n"
2614 "float2 Pixel : VPOS,\n"
2615 "#else\n"
2616 "float2 Pixel : WPOS,\n"
2617 "#endif\n"
2618 "float4 ModelViewPosition : TEXCOORD0,\n"
2619 "uniform float4x4 ViewToLight : register(c44),\n"
2620 "uniform float2 ScreenToDepth : register(c33), // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2621 "uniform float3 LightPosition : register(c23),\n"
2622 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
2623 "uniform half3 DeferredColor_Ambient : register(c9),\n"
2624 "uniform half3 DeferredColor_Diffuse : register(c10),\n"
2625 "#ifdef USESPECULAR\n"
2626 "uniform half3 DeferredColor_Specular : register(c11),\n"
2627 "uniform half SpecularPower : register(c36),\n"
2628 "#endif\n"
2629 "uniform sampler Texture_Attenuation : register(s9),\n"
2630 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2631 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2632 "\n"
2633 "#ifdef USECUBEFILTER\n"
2634 "uniform samplerCUBE Texture_Cube : register(s10),\n"
2635 "#endif\n"
2636 "\n"
2637 "#ifdef USESHADOWMAP2D\n"
2638 "# ifdef USESHADOWSAMPLER\n"
2639 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
2640 "# else\n"
2641 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
2642 "# endif\n"
2643 "#endif\n"
2644 "\n"
2645 "#ifdef USESHADOWMAPVSDCT\n"
2646 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
2647 "#endif\n"
2648 "\n"
2649 "#if defined(USESHADOWMAP2D)\n"
2650 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
2651 "uniform float4 ShadowMap_Parameters : register(c34),\n"
2652 "#endif\n"
2653 "\n"
2654 "out float4 gl_FragData0 : COLOR0,\n"
2655 "out float4 gl_FragData1 : COLOR1\n"
2656 ")\n"
2657 "{\n"
2658 "       // calculate viewspace pixel position\n"
2659 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2660 "       //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2661 "       float3 position;\n"
2662 "#ifdef HLSL\n"
2663 "       position.z = texDepth2D(Texture_ScreenDepth, ScreenTexCoord) * 256.0;\n"
2664 "#else\n"
2665 "       position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2666 "#endif\n"
2667 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2668 "       // decode viewspace pixel normal\n"
2669 "       half4 normalmap = half4(tex2D(Texture_ScreenNormalMap, ScreenTexCoord));\n"
2670 "       half3 surfacenormal = half3(normalize(normalmap.rgb - half3(0.5,0.5,0.5)));\n"
2671 "       // surfacenormal = pixel normal in viewspace\n"
2672 "       // LightVector = pixel to light in viewspace\n"
2673 "       // CubeVector = position in lightspace\n"
2674 "       // eyevector = pixel to view in viewspace\n"
2675 "       float3 CubeVector = mul(ViewToLight, float4(position,1)).xyz;\n"
2676 "       half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
2677 "#ifdef USEDIFFUSE\n"
2678 "       // calculate diffuse shading\n"
2679 "       half3 lightnormal = half3(normalize(LightPosition - position));\n"
2680 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2681 "#endif\n"
2682 "#ifdef USESPECULAR\n"
2683 "       // calculate directional shading\n"
2684 "       float3 eyevector = position * -1.0;\n"
2685 "#  ifdef USEEXACTSPECULARMATH\n"
2686 "       half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a));\n"
2687 "#  else\n"
2688 "       half3 specularnormal = half3(normalize(lightnormal + half3(normalize(eyevector))));\n"
2689 "       half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a));\n"
2690 "#  endif\n"
2691 "#endif\n"
2692 "\n"
2693 "#if defined(USESHADOWMAP2D)\n"
2694 "       fade *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2695 "#ifdef USESHADOWMAPVSDCT\n"
2696 ", Texture_CubeProjection\n"
2697 "#endif\n"
2698 "       ));\n"
2699 "#endif\n"
2700 "\n"
2701 "#ifdef USEDIFFUSE\n"
2702 "       gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2703 "#else\n"
2704 "       gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2705 "#endif\n"
2706 "#ifdef USESPECULAR\n"
2707 "       gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2708 "#else\n"
2709 "       gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2710 "#endif\n"
2711 "\n"
2712 "# ifdef USECUBEFILTER\n"
2713 "       float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2714 "       gl_FragData0.rgb *= cubecolor;\n"
2715 "       gl_FragData1.rgb *= cubecolor;\n"
2716 "# endif\n"
2717 "}\n"
2718 "#endif // FRAGMENT_SHADER\n"
2719 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2720 "\n"
2721 "\n"
2722 "\n"
2723 "\n"
2724 "#ifdef VERTEX_SHADER\n"
2725 "void main\n"
2726 "(\n"
2727 "float4 gl_Vertex : POSITION,\n"
2728 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2729 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2730 "float4 gl_Color : COLOR0,\n"
2731 "#endif\n"
2732 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2733 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2734 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2735 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2736 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2737 "\n"
2738 "uniform float3 EyePosition : register(c24),\n"
2739 "uniform float4x4 TexMatrix : register(c0),\n"
2740 "#ifdef USEVERTEXTEXTUREBLEND\n"
2741 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2742 "#endif\n"
2743 "#ifdef MODE_LIGHTSOURCE\n"
2744 "uniform float4x4 ModelToLight : register(c20),\n"
2745 "#endif\n"
2746 "#ifdef MODE_LIGHTSOURCE\n"
2747 "uniform float3 LightPosition : register(c27),\n"
2748 "#endif\n"
2749 "#ifdef MODE_LIGHTDIRECTION\n"
2750 "uniform float3 LightDir : register(c26),\n"
2751 "#endif\n"
2752 "uniform float4 FogPlane : register(c25),\n"
2753 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2754 "uniform float3 LightPosition : register(c27),\n"
2755 "#endif\n"
2756 "#ifdef USESHADOWMAPORTHO\n"
2757 "uniform float4x4 ShadowMapMatrix : register(c16),\n"
2758 "#endif\n"
2759 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2760 "out float4 gl_FrontColor : COLOR,\n"
2761 "#endif\n"
2762 "out float4 TexCoordBoth : TEXCOORD0,\n"
2763 "#ifdef USELIGHTMAP\n"
2764 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2765 "#endif\n"
2766 "#ifdef USEEYEVECTOR\n"
2767 "out float3 EyeVector : TEXCOORD2,\n"
2768 "#endif\n"
2769 "#ifdef USEREFLECTION\n"
2770 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2771 "#endif\n"
2772 "#ifdef USEFOG\n"
2773 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2774 "#endif\n"
2775 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) || defined(USEDIFFUSE)\n"
2776 "out float3 LightVector : TEXCOORD1,\n"
2777 "#endif\n"
2778 "#ifdef MODE_LIGHTSOURCE\n"
2779 "out float3 CubeVector : TEXCOORD3,\n"
2780 "#endif\n"
2781 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2782 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2783 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2784 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2785 "#endif\n"
2786 "#ifdef USESHADOWMAPORTHO\n"
2787 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2788 "#endif\n"
2789 "out float4 gl_Position : POSITION\n"
2790 ")\n"
2791 "{\n"
2792 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2793 "#ifdef HLSL\n"
2794 "       gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2795 "#else\n"
2796 "       gl_FrontColor = gl_Color; // Cg is forward\n"
2797 "#endif\n"
2798 "#endif\n"
2799 "       // copy the surface texcoord\n"
2800 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2801 "#ifdef USEVERTEXTEXTUREBLEND\n"
2802 "       TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2803 "#endif\n"
2804 "#ifdef USELIGHTMAP\n"
2805 "       TexCoordLightmap = gl_MultiTexCoord4.xy;\n"
2806 "#endif\n"
2807 "\n"
2808 "#ifdef MODE_LIGHTSOURCE\n"
2809 "       // transform vertex position into light attenuation/cubemap space\n"
2810 "       // (-1 to +1 across the light box)\n"
2811 "       CubeVector = mul(ModelToLight, gl_Vertex).xyz;\n"
2812 "\n"
2813 "# ifdef USEDIFFUSE\n"
2814 "       // transform unnormalized light direction into tangent space\n"
2815 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
2816 "       //  normalize it per pixel)\n"
2817 "       float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2818 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2819 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2820 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2821 "# endif\n"
2822 "#endif\n"
2823 "\n"
2824 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2825 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2826 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2827 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2828 "#endif\n"
2829 "\n"
2830 "       // transform unnormalized eye direction into tangent space\n"
2831 "#ifdef USEEYEVECTOR\n"
2832 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2833 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2834 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2835 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2836 "#endif\n"
2837 "\n"
2838 "#ifdef USEFOG\n"
2839 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2840 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2841 "#endif\n"
2842 "\n"
2843 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2844 "       VectorS = gl_MultiTexCoord1.xyz;\n"
2845 "       VectorT = gl_MultiTexCoord2.xyz;\n"
2846 "       VectorR = gl_MultiTexCoord3.xyz;\n"
2847 "#endif\n"
2848 "\n"
2849 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2850 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2851 "\n"
2852 "#ifdef USESHADOWMAPORTHO\n"
2853 "       ShadowMapTC = mul(ShadowMapMatrix, gl_Position).xyz;\n"
2854 "#endif\n"
2855 "\n"
2856 "#ifdef USEREFLECTION\n"
2857 "       ModelViewProjectionPosition = gl_Position;\n"
2858 "#endif\n"
2859 "}\n"
2860 "#endif // VERTEX_SHADER\n"
2861 "\n"
2862 "\n"
2863 "\n"
2864 "\n"
2865 "#ifdef FRAGMENT_SHADER\n"
2866 "void main\n"
2867 "(\n"
2868 "#ifdef USEDEFERREDLIGHTMAP\n"
2869 "#ifdef HLSL\n"
2870 "float2 Pixel : VPOS,\n"
2871 "#else\n"
2872 "float2 Pixel : WPOS,\n"
2873 "#endif\n"
2874 "#endif\n"
2875 "float4 gl_FrontColor : COLOR,\n"
2876 "float4 TexCoordBoth : TEXCOORD0,\n"
2877 "#ifdef USELIGHTMAP\n"
2878 "float2 TexCoordLightmap : TEXCOORD1,\n"
2879 "#endif\n"
2880 "#ifdef USEEYEVECTOR\n"
2881 "float3 EyeVector : TEXCOORD2,\n"
2882 "#endif\n"
2883 "#ifdef USEREFLECTION\n"
2884 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2885 "#endif\n"
2886 "#ifdef USEFOG\n"
2887 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2888 "#endif\n"
2889 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2890 "float3 LightVector : TEXCOORD1,\n"
2891 "#endif\n"
2892 "#ifdef MODE_LIGHTSOURCE\n"
2893 "float3 CubeVector : TEXCOORD3,\n"
2894 "#endif\n"
2895 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2896 "float4 ModelViewPosition : TEXCOORD0,\n"
2897 "#endif\n"
2898 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2899 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2900 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2901 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2902 "#endif\n"
2903 "#ifdef USESHADOWMAPORTHO\n"
2904 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2905 "#endif\n"
2906 "\n"
2907 "uniform sampler Texture_Normal : register(s0),\n"
2908 "uniform sampler Texture_Color : register(s1),\n"
2909 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2910 "uniform sampler Texture_Gloss : register(s2),\n"
2911 "#endif\n"
2912 "#ifdef USEGLOW\n"
2913 "uniform sampler Texture_Glow : register(s3),\n"
2914 "#endif\n"
2915 "#ifdef USEVERTEXTEXTUREBLEND\n"
2916 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
2917 "uniform sampler Texture_SecondaryColor : register(s5),\n"
2918 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2919 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
2920 "#endif\n"
2921 "#ifdef USEGLOW\n"
2922 "uniform sampler Texture_SecondaryGlow : register(s7),\n"
2923 "#endif\n"
2924 "#endif\n"
2925 "#ifdef USECOLORMAPPING\n"
2926 "uniform sampler Texture_Pants : register(s4),\n"
2927 "uniform sampler Texture_Shirt : register(s7),\n"
2928 "#endif\n"
2929 "#ifdef USEFOG\n"
2930 "uniform sampler Texture_FogHeightTexture : register(s14),\n"
2931 "uniform sampler Texture_FogMask : register(s8),\n"
2932 "#endif\n"
2933 "#ifdef USELIGHTMAP\n"
2934 "uniform sampler Texture_Lightmap : register(s9),\n"
2935 "#endif\n"
2936 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2937 "uniform sampler Texture_Deluxemap : register(s10),\n"
2938 "#endif\n"
2939 "#ifdef USEREFLECTION\n"
2940 "uniform sampler Texture_Reflection : register(s7),\n"
2941 "#endif\n"
2942 "\n"
2943 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2944 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2945 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2946 "#endif\n"
2947 "#ifdef USEDEFERREDLIGHTMAP\n"
2948 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2949 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2950 "uniform sampler Texture_ScreenDiffuse : register(s11),\n"
2951 "uniform sampler Texture_ScreenSpecular : register(s12),\n"
2952 "#endif\n"
2953 "\n"
2954 "#ifdef USECOLORMAPPING\n"
2955 "uniform half3 Color_Pants : register(c7),\n"
2956 "uniform half3 Color_Shirt : register(c8),\n"
2957 "#endif\n"
2958 "#ifdef USEFOG\n"
2959 "uniform float3 FogColor : register(c16),\n"
2960 "uniform float FogRangeRecip : register(c20),\n"
2961 "uniform float FogPlaneViewDist : register(c19),\n"
2962 "uniform float FogHeightFade : register(c17),\n"
2963 "#endif\n"
2964 "\n"
2965 "#ifdef USEOFFSETMAPPING\n"
2966 "uniform float OffsetMapping_Scale : register(c24),\n"
2967 "#endif\n"
2968 "\n"
2969 "#ifdef USEDEFERREDLIGHTMAP\n"
2970 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
2971 "uniform half3 DeferredMod_Diffuse : register(c12),\n"
2972 "uniform half3 DeferredMod_Specular : register(c13),\n"
2973 "#endif\n"
2974 "uniform half3 Color_Ambient : register(c3),\n"
2975 "uniform half3 Color_Diffuse : register(c4),\n"
2976 "uniform half3 Color_Specular : register(c5),\n"
2977 "uniform half SpecularPower : register(c36),\n"
2978 "#ifdef USEGLOW\n"
2979 "uniform half3 Color_Glow : register(c6),\n"
2980 "#endif\n"
2981 "uniform half Alpha : register(c0),\n"
2982 "#ifdef USEREFLECTION\n"
2983 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2984 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2985 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2986 "uniform half4 ReflectColor : register(c26),\n"
2987 "#endif\n"
2988 "#ifdef USEREFLECTCUBE\n"
2989 "uniform float4x4 ModelToReflectCube : register(c48),\n"
2990 "uniform sampler Texture_ReflectMask : register(s5),\n"
2991 "uniform samplerCUBE Texture_ReflectCube : register(s6),\n"
2992 "#endif\n"
2993 "#ifdef MODE_LIGHTDIRECTION\n"
2994 "uniform half3 LightColor : register(c21),\n"
2995 "#endif\n"
2996 "#ifdef MODE_LIGHTSOURCE\n"
2997 "uniform half3 LightColor : register(c21),\n"
2998 "#endif\n"
2999 "\n"
3000 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3001 "uniform sampler Texture_Attenuation : register(s9),\n"
3002 "uniform samplerCUBE Texture_Cube : register(s10),\n"
3003 "#endif\n"
3004 "\n"
3005 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3006 "\n"
3007 "#ifdef USESHADOWMAP2D\n"
3008 "# ifdef USESHADOWSAMPLER\n"
3009 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
3010 "# else\n"
3011 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
3012 "# endif\n"
3013 "#endif\n"
3014 "\n"
3015 "#ifdef USESHADOWMAPVSDCT\n"
3016 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
3017 "#endif\n"
3018 "\n"
3019 "#if defined(USESHADOWMAP2D)\n"
3020 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
3021 "uniform float4 ShadowMap_Parameters : register(c34),\n"
3022 "#endif\n"
3023 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3024 "\n"
3025 "out float4 gl_FragColor : COLOR\n"
3026 ")\n"
3027 "{\n"
3028 "       float2 TexCoord = TexCoordBoth.xy;\n"
3029 "#ifdef USEVERTEXTEXTUREBLEND\n"
3030 "       float2 TexCoord2 = TexCoordBoth.zw;\n"
3031 "#endif\n"
3032 "#ifdef USEOFFSETMAPPING\n"
3033 "       // apply offsetmapping\n"
3034 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3035 "#define TexCoord TexCoordOffset\n"
3036 "#endif\n"
3037 "\n"
3038 "       // combine the diffuse textures (base, pants, shirt)\n"
3039 "       half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3040 "#ifdef USEALPHAKILL\n"
3041 "       if (color.a < 0.5)\n"
3042 "               discard;\n"
3043 "#endif\n"
3044 "       color.a *= Alpha;\n"
3045 "#ifdef USECOLORMAPPING\n"
3046 "       color.rgb += half3(tex2D(Texture_Pants, TexCoord).rgb) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord).rgb) * Color_Shirt;\n"
3047 "#endif\n"
3048 "#ifdef USEVERTEXTEXTUREBLEND\n"
3049 "       half terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3050 "       //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3051 "       //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3052 "       color.rgb = half3(lerp(tex2D(Texture_SecondaryColor, TexCoord2).rgb, float3(color.rgb), terrainblend));\n"
3053 "       color.a = 1.0;\n"
3054 "       //color = half4(lerp(float4(1, 0, 0, 1), color, terrainblend));\n"
3055 "#endif\n"
3056 "\n"
3057 "       // get the surface normal\n"
3058 "#ifdef USEVERTEXTEXTUREBLEND\n"
3059 "       half3 surfacenormal = normalize(half3(lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3060 "#else\n"
3061 "       half3 surfacenormal = half3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5, 0.5, 0.5)));\n"
3062 "#endif\n"
3063 "\n"
3064 "       // get the material colors\n"
3065 "       half3 diffusetex = color.rgb;\n"
3066 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3067 "# ifdef USEVERTEXTEXTUREBLEND\n"
3068 "       half4 glosstex = half4(lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord), terrainblend));\n"
3069 "# else\n"
3070 "       half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3071 "# endif\n"
3072 "#endif\n"
3073 "\n"
3074 "#ifdef USEREFLECTCUBE\n"
3075 "       float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3076 "       float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3077 "       float3 ReflectCubeTexCoord = mul(ModelToReflectCube, float4(ModelReflectVector, 0)).xyz;\n"
3078 "       diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord).rgb) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord).rgb);\n"
3079 "#endif\n"
3080 "\n"
3081 "\n"
3082 "\n"
3083 "\n"
3084 "#ifdef MODE_LIGHTSOURCE\n"
3085 "       // light source\n"
3086 "#ifdef USEDIFFUSE\n"
3087 "       half3 lightnormal = half3(normalize(LightVector));\n"
3088 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3089 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3090 "#ifdef USESPECULAR\n"
3091 "#ifdef USEEXACTSPECULARMATH\n"
3092 "       half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3093 "#else\n"
3094 "       half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3095 "       half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3096 "#endif\n"
3097 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3098 "#endif\n"
3099 "#else\n"
3100 "       color.rgb = diffusetex * Color_Ambient;\n"
3101 "#endif\n"
3102 "       color.rgb *= LightColor;\n"
3103 "       color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
3104 "#if defined(USESHADOWMAP2D)\n"
3105 "       color.rgb *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3106 "#ifdef USESHADOWMAPVSDCT\n"
3107 ", Texture_CubeProjection\n"
3108 "#endif\n"
3109 "       ));\n"
3110 "\n"
3111 "#endif\n"
3112 "# ifdef USECUBEFILTER\n"
3113 "       color.rgb *= half3(texCUBE(Texture_Cube, CubeVector).rgb);\n"
3114 "# endif\n"
3115 "\n"
3116 "#ifdef USESHADOWMAP2D\n"
3117 "#ifdef USESHADOWMAPVSDCT\n"
3118 "//     float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection);\n"
3119 "#else\n"
3120 "//     float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters);\n"
3121 "#endif\n"
3122 "//     color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3123 "//     color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
3124 "//     color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
3125 "//     color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3126 "//     color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3127 "//     color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
3128 "//     color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
3129 "//     color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3130 "//     color.r = half(shadowmaptc.z - texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3131 "//     color.r = half(shadowmaptc.z);\n"
3132 "//     color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3133 "//     color.r = half(shadowmaptc.z);\n"
3134 "//     color.r = 1;\n"
3135 "//     color.rgb = abs(CubeVector);\n"
3136 "#endif\n"
3137 "//     color.rgb = half3(1,1,1);\n"
3138 "#endif // MODE_LIGHTSOURCE\n"
3139 "\n"
3140 "\n"
3141 "\n"
3142 "\n"
3143 "#ifdef MODE_LIGHTDIRECTION\n"
3144 "#define SHADING\n"
3145 "#ifdef USEDIFFUSE\n"
3146 "       half3 lightnormal = half3(normalize(LightVector));\n"
3147 "#endif\n"
3148 "#define lightcolor LightColor\n"
3149 "#endif // MODE_LIGHTDIRECTION\n"
3150 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3151 "#define SHADING\n"
3152 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3153 "       half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3154 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3155 "       // convert modelspace light vector to tangentspace\n"
3156 "       half3 lightnormal;\n"
3157 "       lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3158 "       lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3159 "       lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3160 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3161 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3162 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3163 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3164 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3165 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3166 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3167 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3168 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3169 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3170 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3171 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3172 "#define SHADING\n"
3173 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3174 "       half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3175 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3176 "#endif\n"
3177 "\n"
3178 "\n"
3179 "\n"
3180 "\n"
3181 "#ifdef MODE_FAKELIGHT\n"
3182 "#define SHADING\n"
3183 "half3 lightnormal = half3(normalize(EyeVector));\n"
3184 "half3 lightcolor = half3(1.0);\n"
3185 "#endif // MODE_FAKELIGHT\n"
3186 "\n"
3187 "\n"
3188 "\n"
3189 "\n"
3190 "#ifdef MODE_LIGHTMAP\n"
3191 "       color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb) * Color_Diffuse);\n"
3192 "#endif // MODE_LIGHTMAP\n"
3193 "#ifdef MODE_VERTEXCOLOR\n"
3194 "       color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3195 "#endif // MODE_VERTEXCOLOR\n"
3196 "#ifdef MODE_FLATCOLOR\n"
3197 "       color.rgb = diffusetex * Color_Ambient;\n"
3198 "#endif // MODE_FLATCOLOR\n"
3199 "\n"
3200 "\n"
3201 "\n"
3202 "\n"
3203 "#ifdef SHADING\n"
3204 "# ifdef USEDIFFUSE\n"
3205 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3206 "#  ifdef USESPECULAR\n"
3207 "#   ifdef USEEXACTSPECULARMATH\n"
3208 "       half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3209 "#   else\n"
3210 "       half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3211 "       half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3212 "#   endif\n"
3213 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3214 "#  else\n"
3215 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3216 "#  endif\n"
3217 "# else\n"
3218 "       color.rgb = diffusetex * Color_Ambient;\n"
3219 "# endif\n"
3220 "#endif\n"
3221 "\n"
3222 "#ifdef USESHADOWMAPORTHO\n"
3223 "       color.rgb *= half(ShadowMapCompare(ShadowMapTC, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale));\n"
3224 "#endif\n"
3225 "\n"
3226 "#ifdef USEDEFERREDLIGHTMAP\n"
3227 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3228 "       color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord).rgb) * DeferredMod_Diffuse;\n"
3229 "       color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord).rgb) * DeferredMod_Specular;\n"
3230 "//     color.rgb = half3(tex2D(Texture_ScreenDepth, ScreenTexCoord).rgb);\n"
3231 "//     color.r = half(texDepth2D(Texture_ScreenDepth, ScreenTexCoord)) * 1.0;\n"
3232 "#endif\n"
3233 "\n"
3234 "#ifdef USEGLOW\n"
3235 "#ifdef USEVERTEXTEXTUREBLEND\n"
3236 "       color.rgb += half3(lerp(tex2D(Texture_SecondaryGlow, TexCoord2).rgb, tex2D(Texture_Glow, TexCoord).rgb, terrainblend)) * Color_Glow;\n"
3237 "#else\n"
3238 "       color.rgb += half3(tex2D(Texture_Glow, TexCoord).rgb) * Color_Glow;\n"
3239 "#endif\n"
3240 "#endif\n"
3241 "\n"
3242 "#ifdef USEFOG\n"
3243 "       color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3244 "#endif\n"
3245 "\n"
3246 "       // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
3247 "#ifdef USEREFLECTION\n"
3248 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3249 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3250 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3251 "       float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.zw;\n"
3252 "       // FIXME temporary hack to detect the case that the reflection\n"
3253 "       // gets blackened at edges due to leaving the area that contains actual\n"
3254 "       // content.\n"
3255 "       // Remove this 'ack once we have a better way to stop this thing from\n"
3256 "       // 'appening.\n"
3257 "       float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3258 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3259 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3260 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3261 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3262 "       color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord).rgb) * ReflectColor.rgb, ReflectColor.a);\n"
3263 "#endif\n"
3264 "\n"
3265 "       gl_FragColor = float4(color);\n"
3266 "}\n"
3267 "#endif // FRAGMENT_SHADER\n"
3268 "\n"
3269 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3270 "#endif // !MODE_DEFERREDGEOMETRY\n"
3271 "#endif // !MODE_WATER\n"
3272 "#endif // !MODE_REFRACTION\n"
3273 "#endif // !MODE_BLOOMBLUR\n"
3274 "#endif // !MODE_GENERIC\n"
3275 "#endif // !MODE_POSTPROCESS\n"
3276 "#endif // !MODE_SHOWDEPTH\n"
3277 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3278 ;
3279
3280 char *glslshaderstring = NULL;
3281 char *cgshaderstring = NULL;
3282 char *hlslshaderstring = NULL;
3283
3284 //=======================================================================================================================================================
3285
3286 typedef struct shaderpermutationinfo_s
3287 {
3288         const char *pretext;
3289         const char *name;
3290 }
3291 shaderpermutationinfo_t;
3292
3293 typedef struct shadermodeinfo_s
3294 {
3295         const char *vertexfilename;
3296         const char *geometryfilename;
3297         const char *fragmentfilename;
3298         const char *pretext;
3299         const char *name;
3300 }
3301 shadermodeinfo_t;
3302
3303 typedef enum shaderpermutation_e
3304 {
3305         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3306         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3307         SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3308         SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3309         SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3310         SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3311         SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3312         SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3313         SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3314         SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3315         SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3316         SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3317         SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3318         SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3319         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3320         SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3321         SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
3322         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3323         SHADERPERMUTATION_SHADOWMAP2D = 1<<18, ///< (lightsource) use shadowmap texture as light filter
3324         SHADERPERMUTATION_SHADOWMAPPCF = 1<<19, ///< (lightsource) use percentage closer filtering on shadowmap test results
3325         SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<20, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3326         SHADERPERMUTATION_SHADOWSAMPLER = 1<<21, ///< (lightsource) use hardware shadowmap test
3327         SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<22, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3328         SHADERPERMUTATION_SHADOWMAPORTHO = 1<<23, //< (lightsource) use orthographic shadowmap projection
3329         SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<24, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3330         SHADERPERMUTATION_ALPHAKILL = 1<<25, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3331         SHADERPERMUTATION_REFLECTCUBE = 1<<26, ///< fake reflections using global cubemap (not HDRI light probe)
3332         SHADERPERMUTATION_LIMIT = 1<<27, ///< size of permutations array
3333         SHADERPERMUTATION_COUNT = 27 ///< size of shaderpermutationinfo array
3334 }
3335 shaderpermutation_t;
3336
3337 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3338 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3339 {
3340         {"#define USEDIFFUSE\n", " diffuse"},
3341         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3342         {"#define USEVIEWTINT\n", " viewtint"},
3343         {"#define USECOLORMAPPING\n", " colormapping"},
3344         {"#define USESATURATION\n", " saturation"},
3345         {"#define USEFOGINSIDE\n", " foginside"},
3346         {"#define USEFOGOUTSIDE\n", " fogoutside"},
3347         {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3348         {"#define USEGAMMARAMPS\n", " gammaramps"},
3349         {"#define USECUBEFILTER\n", " cubefilter"},
3350         {"#define USEGLOW\n", " glow"},
3351         {"#define USEBLOOM\n", " bloom"},
3352         {"#define USESPECULAR\n", " specular"},
3353         {"#define USEPOSTPROCESSING\n", " postprocessing"},
3354         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3355         {"#define USEREFLECTION\n", " reflection"},
3356         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3357         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3358         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3359         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3360         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3361         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3362         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3363         {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3364         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3365         {"#define USEALPHAKILL\n", " alphakill"},
3366         {"#define USEREFLECTCUBE\n", " reflectcube"},
3367 };
3368
3369 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3370 typedef enum shadermode_e
3371 {
3372         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3373         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3374         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3375         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3376         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3377         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3378         SHADERMODE_FAKELIGHT, ///< (fakelight) modulate texture by "fake" lighting (no lightmaps, no nothing)
3379         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3380         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3381         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3382         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3383         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3384         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3385         SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3386         SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3387         SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3388         SHADERMODE_COUNT
3389 }
3390 shadermode_t;
3391
3392 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3393 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3394 {
3395         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3396         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3397         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3398         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3399         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3400         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3401         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
3402         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3403         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3404         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3405         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3406         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3407         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3408         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3409         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3410         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3411 };
3412
3413 #ifdef SUPPORTCG
3414 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3415 {
3416         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3417         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3418         {"cg/default.cg", NULL, NULL           , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3419         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3420         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3421         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3422         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FAKELIGHT\n", " fakelight"},
3423         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3424         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3425         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3426         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3427         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3428         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3429         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3430         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3431         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3432 };
3433 #endif
3434
3435 #ifdef SUPPORTD3D
3436 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
3437 {
3438         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
3439         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3440         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3441         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3442         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3443         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3444         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3445         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3446         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3447         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3448         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
3449         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
3450         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3451         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3452         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3453 };
3454 #endif
3455
3456 struct r_glsl_permutation_s;
3457 typedef struct r_glsl_permutation_s
3458 {
3459         /// hash lookup data
3460         struct r_glsl_permutation_s *hashnext;
3461         unsigned int mode;
3462         unsigned int permutation;
3463
3464         /// indicates if we have tried compiling this permutation already
3465         qboolean compiled;
3466         /// 0 if compilation failed
3467         int program;
3468         /// locations of detected uniforms in program object, or -1 if not found
3469         int loc_Texture_First;
3470         int loc_Texture_Second;
3471         int loc_Texture_GammaRamps;
3472         int loc_Texture_Normal;
3473         int loc_Texture_Color;
3474         int loc_Texture_Gloss;
3475         int loc_Texture_Glow;
3476         int loc_Texture_SecondaryNormal;
3477         int loc_Texture_SecondaryColor;
3478         int loc_Texture_SecondaryGloss;
3479         int loc_Texture_SecondaryGlow;
3480         int loc_Texture_Pants;
3481         int loc_Texture_Shirt;
3482         int loc_Texture_FogHeightTexture;
3483         int loc_Texture_FogMask;
3484         int loc_Texture_Lightmap;
3485         int loc_Texture_Deluxemap;
3486         int loc_Texture_Attenuation;
3487         int loc_Texture_Cube;
3488         int loc_Texture_Refraction;
3489         int loc_Texture_Reflection;
3490         int loc_Texture_ShadowMap2D;
3491         int loc_Texture_CubeProjection;
3492         int loc_Texture_ScreenDepth;
3493         int loc_Texture_ScreenNormalMap;
3494         int loc_Texture_ScreenDiffuse;
3495         int loc_Texture_ScreenSpecular;
3496         int loc_Texture_ReflectMask;
3497         int loc_Texture_ReflectCube;
3498         int loc_Alpha;
3499         int loc_BloomBlur_Parameters;
3500         int loc_ClientTime;
3501         int loc_Color_Ambient;
3502         int loc_Color_Diffuse;
3503         int loc_Color_Specular;
3504         int loc_Color_Glow;
3505         int loc_Color_Pants;
3506         int loc_Color_Shirt;
3507         int loc_DeferredColor_Ambient;
3508         int loc_DeferredColor_Diffuse;
3509         int loc_DeferredColor_Specular;
3510         int loc_DeferredMod_Diffuse;
3511         int loc_DeferredMod_Specular;
3512         int loc_DistortScaleRefractReflect;
3513         int loc_EyePosition;
3514         int loc_FogColor;
3515         int loc_FogHeightFade;
3516         int loc_FogPlane;
3517         int loc_FogPlaneViewDist;
3518         int loc_FogRangeRecip;
3519         int loc_LightColor;
3520         int loc_LightDir;
3521         int loc_LightPosition;
3522         int loc_OffsetMapping_Scale;
3523         int loc_PixelSize;
3524         int loc_ReflectColor;
3525         int loc_ReflectFactor;
3526         int loc_ReflectOffset;
3527         int loc_RefractColor;
3528         int loc_Saturation;
3529         int loc_ScreenCenterRefractReflect;
3530         int loc_ScreenScaleRefractReflect;
3531         int loc_ScreenToDepth;
3532         int loc_ShadowMap_Parameters;
3533         int loc_ShadowMap_TextureScale;
3534         int loc_SpecularPower;
3535         int loc_UserVec1;
3536         int loc_UserVec2;
3537         int loc_UserVec3;
3538         int loc_UserVec4;
3539         int loc_ViewTintColor;
3540         int loc_ViewToLight;
3541         int loc_ModelToLight;
3542         int loc_TexMatrix;
3543         int loc_BackgroundTexMatrix;
3544         int loc_ModelViewProjectionMatrix;
3545         int loc_ModelViewMatrix;
3546         int loc_PixelToScreenTexCoord;
3547         int loc_ModelToReflectCube;
3548         int loc_ShadowMapMatrix;
3549         int loc_BloomColorSubtract;
3550 }
3551 r_glsl_permutation_t;
3552
3553 #define SHADERPERMUTATION_HASHSIZE 256
3554
3555 /// information about each possible shader permutation
3556 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3557 /// currently selected permutation
3558 r_glsl_permutation_t *r_glsl_permutation;
3559 /// storage for permutations linked in the hash table
3560 memexpandablearray_t r_glsl_permutationarray;
3561
3562 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3563 {
3564         //unsigned int hashdepth = 0;
3565         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3566         r_glsl_permutation_t *p;
3567         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3568         {
3569                 if (p->mode == mode && p->permutation == permutation)
3570                 {
3571                         //if (hashdepth > 10)
3572                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3573                         return p;
3574                 }
3575                 //hashdepth++;
3576         }
3577         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3578         p->mode = mode;
3579         p->permutation = permutation;
3580         p->hashnext = r_glsl_permutationhash[mode][hashindex];
3581         r_glsl_permutationhash[mode][hashindex] = p;
3582         //if (hashdepth > 10)
3583         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3584         return p;
3585 }
3586
3587 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3588 {
3589         char *shaderstring;
3590         if (!filename || !filename[0])
3591                 return NULL;
3592         if (!strcmp(filename, "glsl/default.glsl"))
3593         {
3594                 if (!glslshaderstring)
3595                 {
3596                         glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3597                         if (glslshaderstring)
3598                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
3599                         else
3600                                 glslshaderstring = (char *)builtinshaderstring;
3601                 }
3602                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3603                 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3604                 return shaderstring;
3605         }
3606         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3607         if (shaderstring)
3608         {
3609                 if (printfromdisknotice)
3610                         Con_DPrintf("from disk %s... ", filename);
3611                 return shaderstring;
3612         }
3613         return shaderstring;
3614 }
3615
3616 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3617 {
3618         int i;
3619         shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3620         int vertstrings_count = 0;
3621         int geomstrings_count = 0;
3622         int fragstrings_count = 0;
3623         char *vertexstring, *geometrystring, *fragmentstring;
3624         const char *vertstrings_list[32+3];
3625         const char *geomstrings_list[32+3];
3626         const char *fragstrings_list[32+3];
3627         char permutationname[256];
3628
3629         if (p->compiled)
3630                 return;
3631         p->compiled = true;
3632         p->program = 0;
3633
3634         permutationname[0] = 0;
3635         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
3636         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3637         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3638
3639         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3640
3641         // the first pretext is which type of shader to compile as
3642         // (later these will all be bound together as a program object)
3643         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3644         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3645         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3646
3647         // the second pretext is the mode (for example a light source)
3648         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3649         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3650         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3651         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3652
3653         // now add all the permutation pretexts
3654         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3655         {
3656                 if (permutation & (1<<i))
3657                 {
3658                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3659                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3660                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3661                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3662                 }
3663                 else
3664                 {
3665                         // keep line numbers correct
3666                         vertstrings_list[vertstrings_count++] = "\n";
3667                         geomstrings_list[geomstrings_count++] = "\n";
3668                         fragstrings_list[fragstrings_count++] = "\n";
3669                 }
3670         }
3671
3672         // now append the shader text itself
3673         vertstrings_list[vertstrings_count++] = vertexstring;
3674         geomstrings_list[geomstrings_count++] = geometrystring;
3675         fragstrings_list[fragstrings_count++] = fragmentstring;
3676
3677         // if any sources were NULL, clear the respective list
3678         if (!vertexstring)
3679                 vertstrings_count = 0;
3680         if (!geometrystring)
3681                 geomstrings_count = 0;
3682         if (!fragmentstring)
3683                 fragstrings_count = 0;
3684
3685         // compile the shader program
3686         if (vertstrings_count + geomstrings_count + fragstrings_count)
3687                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3688         if (p->program)
3689         {
3690                 CHECKGLERROR
3691                 qglUseProgramObjectARB(p->program);CHECKGLERROR
3692                 // look up all the uniform variable names we care about, so we don't
3693                 // have to look them up every time we set them
3694
3695                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
3696                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
3697                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3698                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
3699                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
3700                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3701                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
3702                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3703                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3704                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3705                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3706                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
3707                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3708                 p->loc_Texture_FogHeightTexture   = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3709                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3710                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3711                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3712                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3713                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
3714                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3715                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3716                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3717                 p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3718                 p->loc_Texture_ScreenDepth        = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3719                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3720                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3721                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3722                 p->loc_Texture_ReflectMask        = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3723                 p->loc_Texture_ReflectCube        = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3724                 p->loc_Alpha                      = qglGetUniformLocationARB(p->program, "Alpha");
3725                 p->loc_BloomBlur_Parameters       = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3726                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
3727                 p->loc_Color_Ambient              = qglGetUniformLocationARB(p->program, "Color_Ambient");
3728                 p->loc_Color_Diffuse              = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3729                 p->loc_Color_Specular             = qglGetUniformLocationARB(p->program, "Color_Specular");
3730                 p->loc_Color_Glow                 = qglGetUniformLocationARB(p->program, "Color_Glow");
3731                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
3732                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
3733                 p->loc_DeferredColor_Ambient      = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3734                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3735                 p->loc_DeferredColor_Specular     = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3736                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3737                 p->loc_DeferredMod_Specular       = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3738                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3739                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
3740                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
3741                 p->loc_FogHeightFade              = qglGetUniformLocationARB(p->program, "FogHeightFade");
3742                 p->loc_FogPlane                   = qglGetUniformLocationARB(p->program, "FogPlane");
3743                 p->loc_FogPlaneViewDist           = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3744                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3745                 p->loc_LightColor                 = qglGetUniformLocationARB(p->program, "LightColor");
3746                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
3747                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
3748                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3749                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
3750                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
3751                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
3752                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
3753                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
3754                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
3755                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3756                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3757                 p->loc_ScreenToDepth              = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3758                 p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3759                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3760                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
3761                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
3762                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
3763                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
3764                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
3765                 p->loc_ViewTintColor              = qglGetUniformLocationARB(p->program, "ViewTintColor");
3766                 p->loc_ViewToLight                = qglGetUniformLocationARB(p->program, "ViewToLight");
3767                 p->loc_ModelToLight               = qglGetUniformLocationARB(p->program, "ModelToLight");
3768                 p->loc_TexMatrix                  = qglGetUniformLocationARB(p->program, "TexMatrix");
3769                 p->loc_BackgroundTexMatrix        = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3770                 p->loc_ModelViewMatrix            = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3771                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3772                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3773                 p->loc_ModelToReflectCube         = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3774                 p->loc_ShadowMapMatrix            = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3775                 p->loc_BloomColorSubtract         = qglGetUniformLocationARB(p->program, "BloomColorSubtract");
3776                 // initialize the samplers to refer to the texture units we use
3777                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
3778                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
3779                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
3780                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
3781                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
3782                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
3783                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
3784                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3785                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3786                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3787                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
3788                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
3789                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
3790                 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3791                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
3792                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
3793                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
3794                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
3795                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
3796                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
3797                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
3798                 if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , GL20TU_SHADOWMAP2D);
3799                 if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3800                 if (p->loc_Texture_ScreenDepth     >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth    , GL20TU_SCREENDEPTH);
3801                 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3802                 if (p->loc_Texture_ScreenDiffuse   >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse  , GL20TU_SCREENDIFFUSE);
3803                 if (p->loc_Texture_ScreenSpecular  >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3804                 if (p->loc_Texture_ReflectMask     >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask    , GL20TU_REFLECTMASK);
3805                 if (p->loc_Texture_ReflectCube     >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube    , GL20TU_REFLECTCUBE);
3806                 CHECKGLERROR
3807                 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3808         }
3809         else
3810                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
3811
3812         // free the strings
3813         if (vertexstring)
3814                 Mem_Free(vertexstring);
3815         if (geometrystring)
3816                 Mem_Free(geometrystring);
3817         if (fragmentstring)
3818                 Mem_Free(fragmentstring);
3819 }
3820
3821 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3822 {
3823         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3824         if (r_glsl_permutation != perm)
3825         {
3826                 r_glsl_permutation = perm;
3827                 if (!r_glsl_permutation->program)
3828                 {
3829                         if (!r_glsl_permutation->compiled)
3830                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3831                         if (!r_glsl_permutation->program)
3832                         {
3833                                 // remove features until we find a valid permutation
3834                                 int i;
3835                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3836                                 {
3837                                         // reduce i more quickly whenever it would not remove any bits
3838                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3839                                         if (!(permutation & j))
3840                                                 continue;
3841                                         permutation -= j;
3842                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3843                                         if (!r_glsl_permutation->compiled)
3844                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3845                                         if (r_glsl_permutation->program)
3846                                                 break;
3847                                 }
3848                                 if (i >= SHADERPERMUTATION_COUNT)
3849                                 {
3850                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3851                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3852                                         qglUseProgramObjectARB(0);CHECKGLERROR
3853                                         return; // no bit left to clear, entire mode is broken
3854                                 }
3855                         }
3856                 }
3857                 CHECKGLERROR
3858                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3859         }
3860         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3861         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3862         if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3863 }
3864
3865 #ifdef SUPPORTCG
3866 #include <Cg/cgGL.h>
3867 struct r_cg_permutation_s;
3868 typedef struct r_cg_permutation_s
3869 {
3870         /// hash lookup data
3871         struct r_cg_permutation_s *hashnext;
3872         unsigned int mode;
3873         unsigned int permutation;
3874
3875         /// indicates if we have tried compiling this permutation already
3876         qboolean compiled;
3877         /// 0 if compilation failed
3878         CGprogram vprogram;
3879         CGprogram fprogram;
3880         /// locations of detected parameters in programs, or NULL if not found
3881         CGparameter vp_EyePosition;
3882         CGparameter vp_FogPlane;
3883         CGparameter vp_LightDir;
3884         CGparameter vp_LightPosition;
3885         CGparameter vp_ModelToLight;
3886         CGparameter vp_TexMatrix;
3887         CGparameter vp_BackgroundTexMatrix;
3888         CGparameter vp_ModelViewProjectionMatrix;
3889         CGparameter vp_ModelViewMatrix;
3890         CGparameter vp_ShadowMapMatrix;
3891
3892         CGparameter fp_Texture_First;
3893         CGparameter fp_Texture_Second;
3894         CGparameter fp_Texture_GammaRamps;
3895         CGparameter fp_Texture_Normal;
3896         CGparameter fp_Texture_Color;
3897         CGparameter fp_Texture_Gloss;
3898         CGparameter fp_Texture_Glow;
3899         CGparameter fp_Texture_SecondaryNormal;
3900         CGparameter fp_Texture_SecondaryColor;
3901         CGparameter fp_Texture_SecondaryGloss;
3902         CGparameter fp_Texture_SecondaryGlow;
3903         CGparameter fp_Texture_Pants;
3904         CGparameter fp_Texture_Shirt;
3905         CGparameter fp_Texture_FogHeightTexture;
3906         CGparameter fp_Texture_FogMask;
3907         CGparameter fp_Texture_Lightmap;
3908         CGparameter fp_Texture_Deluxemap;
3909         CGparameter fp_Texture_Attenuation;
3910         CGparameter fp_Texture_Cube;
3911         CGparameter fp_Texture_Refraction;
3912         CGparameter fp_Texture_Reflection;
3913         CGparameter fp_Texture_ShadowMap2D;
3914         CGparameter fp_Texture_CubeProjection;
3915         CGparameter fp_Texture_ScreenDepth;
3916         CGparameter fp_Texture_ScreenNormalMap;
3917         CGparameter fp_Texture_ScreenDiffuse;
3918         CGparameter fp_Texture_ScreenSpecular;
3919         CGparameter fp_Texture_ReflectMask;
3920         CGparameter fp_Texture_ReflectCube;
3921         CGparameter fp_Alpha;
3922         CGparameter fp_BloomBlur_Parameters;
3923         CGparameter fp_ClientTime;
3924         CGparameter fp_Color_Ambient;
3925         CGparameter fp_Color_Diffuse;
3926         CGparameter fp_Color_Specular;
3927         CGparameter fp_Color_Glow;
3928         CGparameter fp_Color_Pants;
3929         CGparameter fp_Color_Shirt;
3930         CGparameter fp_DeferredColor_Ambient;
3931         CGparameter fp_DeferredColor_Diffuse;
3932         CGparameter fp_DeferredColor_Specular;
3933         CGparameter fp_DeferredMod_Diffuse;
3934         CGparameter fp_DeferredMod_Specular;
3935         CGparameter fp_DistortScaleRefractReflect;
3936         CGparameter fp_EyePosition;
3937         CGparameter fp_FogColor;
3938         CGparameter fp_FogHeightFade;
3939         CGparameter fp_FogPlane;
3940         CGparameter fp_FogPlaneViewDist;
3941         CGparameter fp_FogRangeRecip;
3942         CGparameter fp_LightColor;
3943         CGparameter fp_LightDir;
3944         CGparameter fp_LightPosition;
3945         CGparameter fp_OffsetMapping_Scale;
3946         CGparameter fp_PixelSize;
3947         CGparameter fp_ReflectColor;
3948         CGparameter fp_ReflectFactor;
3949         CGparameter fp_ReflectOffset;
3950         CGparameter fp_RefractColor;
3951         CGparameter fp_Saturation;
3952         CGparameter fp_ScreenCenterRefractReflect;
3953         CGparameter fp_ScreenScaleRefractReflect;
3954         CGparameter fp_ScreenToDepth;
3955         CGparameter fp_ShadowMap_Parameters;
3956         CGparameter fp_ShadowMap_TextureScale;
3957         CGparameter fp_SpecularPower;
3958         CGparameter fp_UserVec1;
3959         CGparameter fp_UserVec2;
3960         CGparameter fp_UserVec3;
3961         CGparameter fp_UserVec4;
3962         CGparameter fp_ViewTintColor;
3963         CGparameter fp_ViewToLight;
3964         CGparameter fp_PixelToScreenTexCoord;
3965         CGparameter fp_ModelToReflectCube;
3966         CGparameter fp_BloomColorSubtract;
3967 }
3968 r_cg_permutation_t;
3969
3970 /// information about each possible shader permutation
3971 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3972 /// currently selected permutation
3973 r_cg_permutation_t *r_cg_permutation;
3974 /// storage for permutations linked in the hash table
3975 memexpandablearray_t r_cg_permutationarray;
3976
3977 #define CHECKCGERROR {CGerror err = cgGetError(), err2 = err;if (err){Con_Printf("%s:%i CG error %i: %s : %s\n", __FILE__, __LINE__, err, cgGetErrorString(err), cgGetLastErrorString(&err2));if (err == 1) Con_Printf("last listing:\n%s\n", cgGetLastListing(vid.cgcontext));}}
3978
3979 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3980 {
3981         //unsigned int hashdepth = 0;
3982         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3983         r_cg_permutation_t *p;
3984         for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
3985         {
3986                 if (p->mode == mode && p->permutation == permutation)
3987                 {
3988                         //if (hashdepth > 10)
3989                         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3990                         return p;
3991                 }
3992                 //hashdepth++;
3993         }
3994         p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
3995         p->mode = mode;
3996         p->permutation = permutation;
3997         p->hashnext = r_cg_permutationhash[mode][hashindex];
3998         r_cg_permutationhash[mode][hashindex] = p;
3999         //if (hashdepth > 10)
4000         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4001         return p;
4002 }
4003
4004 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
4005 {
4006         char *shaderstring;
4007         if (!filename || !filename[0])
4008                 return NULL;
4009         if (!strcmp(filename, "cg/default.cg"))
4010         {
4011                 if (!cgshaderstring)
4012                 {
4013                         cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4014                         if (cgshaderstring)
4015                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
4016                         else
4017                                 cgshaderstring = (char *)builtincgshaderstring;
4018                 }
4019                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4020                 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4021                 return shaderstring;
4022         }
4023         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4024         if (shaderstring)
4025         {
4026                 if (printfromdisknotice)
4027                         Con_DPrintf("from disk %s... ", filename);
4028                 return shaderstring;
4029         }
4030         return shaderstring;
4031 }
4032
4033 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4034 {
4035         // TODO: load or create .fp and .vp shader files
4036 }
4037
4038 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4039 {
4040         int i;
4041         shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4042         int vertstrings_count = 0, vertstring_length = 0;
4043         int geomstrings_count = 0, geomstring_length = 0;
4044         int fragstrings_count = 0, fragstring_length = 0;
4045         char *t;
4046         char *vertexstring, *geometrystring, *fragmentstring;
4047         char *vertstring, *geomstring, *fragstring;
4048         const char *vertstrings_list[32+3];
4049         const char *geomstrings_list[32+3];
4050         const char *fragstrings_list[32+3];
4051         char permutationname[256];
4052         char cachename[256];
4053         CGprofile vertexProfile;
4054         CGprofile fragmentProfile;
4055
4056         if (p->compiled)
4057                 return;
4058         p->compiled = true;
4059         p->vprogram = NULL;
4060         p->fprogram = NULL;
4061
4062         permutationname[0] = 0;
4063         cachename[0] = 0;
4064         vertexstring   = R_CG_GetText(modeinfo->vertexfilename, true);
4065         geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4066         fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4067
4068         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4069         strlcat(cachename, "cg/", sizeof(cachename));
4070
4071         // the first pretext is which type of shader to compile as
4072         // (later these will all be bound together as a program object)
4073         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4074         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4075         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4076
4077         // the second pretext is the mode (for example a light source)
4078         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4079         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4080         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4081         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4082         strlcat(cachename, modeinfo->name, sizeof(cachename));
4083
4084         // now add all the permutation pretexts
4085         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4086         {
4087                 if (permutation & (1<<i))
4088                 {
4089                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4090                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4091                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4092                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4093                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4094                 }
4095                 else
4096                 {
4097                         // keep line numbers correct
4098                         vertstrings_list[vertstrings_count++] = "\n";
4099                         geomstrings_list[geomstrings_count++] = "\n";
4100                         fragstrings_list[fragstrings_count++] = "\n";
4101                 }
4102         }
4103
4104         // replace spaces in the cachename with _ characters
4105         for (i = 0;cachename[i];i++)
4106                 if (cachename[i] == ' ')
4107                         cachename[i] = '_';
4108
4109         // now append the shader text itself
4110         vertstrings_list[vertstrings_count++] = vertexstring;
4111         geomstrings_list[geomstrings_count++] = geometrystring;
4112         fragstrings_list[fragstrings_count++] = fragmentstring;
4113
4114         // if any sources were NULL, clear the respective list
4115         if (!vertexstring)
4116                 vertstrings_count = 0;
4117         if (!geometrystring)
4118                 geomstrings_count = 0;
4119         if (!fragmentstring)
4120                 fragstrings_count = 0;
4121
4122         vertstring_length = 0;
4123         for (i = 0;i < vertstrings_count;i++)
4124                 vertstring_length += strlen(vertstrings_list[i]);
4125         vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4126         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4127                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4128
4129         geomstring_length = 0;
4130         for (i = 0;i < geomstrings_count;i++)
4131                 geomstring_length += strlen(geomstrings_list[i]);
4132         geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4133         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4134                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4135
4136         fragstring_length = 0;
4137         for (i = 0;i < fragstrings_count;i++)
4138                 fragstring_length += strlen(fragstrings_list[i]);
4139         fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4140         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4141                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4142
4143         CHECKGLERROR
4144         CHECKCGERROR
4145         //vertexProfile = CG_PROFILE_ARBVP1;
4146         //fragmentProfile = CG_PROFILE_ARBFP1;
4147         vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4148         fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4149         //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4150         //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4151         //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4152         CHECKGLERROR
4153
4154         // try to load the cached shader, or generate one
4155         R_CG_CacheShader(p, cachename, vertstring, fragstring);
4156
4157         // if caching failed, do a dynamic compile for now
4158         CHECKCGERROR
4159         if (vertstring[0] && !p->vprogram)
4160                 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4161         CHECKCGERROR
4162         if (fragstring[0] && !p->fprogram)
4163                 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4164         CHECKCGERROR
4165
4166         // look up all the uniform variable names we care about, so we don't
4167         // have to look them up every time we set them
4168         if (p->vprogram)
4169         {
4170                 CHECKCGERROR
4171                 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4172                 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4173                 p->vp_EyePosition                = cgGetNamedParameter(p->vprogram, "EyePosition");
4174                 p->vp_FogPlane                   = cgGetNamedParameter(p->vprogram, "FogPlane");
4175                 p->vp_LightDir                   = cgGetNamedParameter(p->vprogram, "LightDir");
4176                 p->vp_LightPosition              = cgGetNamedParameter(p->vprogram, "LightPosition");
4177                 p->vp_ModelToLight               = cgGetNamedParameter(p->vprogram, "ModelToLight");
4178                 p->vp_TexMatrix                  = cgGetNamedParameter(p->vprogram, "TexMatrix");
4179                 p->vp_BackgroundTexMatrix        = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4180                 p->vp_ModelViewProjectionMatrix  = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4181                 p->vp_ModelViewMatrix            = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4182                 p->vp_ShadowMapMatrix            = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4183                 CHECKCGERROR
4184         }
4185         if (p->fprogram)
4186         {
4187                 CHECKCGERROR
4188                 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4189                 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4190                 p->fp_Texture_First              = cgGetNamedParameter(p->fprogram, "Texture_First");
4191                 p->fp_Texture_Second             = cgGetNamedParameter(p->fprogram, "Texture_Second");
4192                 p->fp_Texture_GammaRamps         = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4193                 p->fp_Texture_Normal             = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4194                 p->fp_Texture_Color              = cgGetNamedParameter(p->fprogram, "Texture_Color");
4195                 p->fp_Texture_Gloss              = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4196                 p->fp_Texture_Glow               = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4197                 p->fp_Texture_SecondaryNormal    = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4198                 p->fp_Texture_SecondaryColor     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4199                 p->fp_Texture_SecondaryGloss     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4200                 p->fp_Texture_SecondaryGlow      = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4201                 p->fp_Texture_Pants              = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4202                 p->fp_Texture_Shirt              = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4203                 p->fp_Texture_FogHeightTexture   = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4204                 p->fp_Texture_FogMask            = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4205                 p->fp_Texture_Lightmap           = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4206                 p->fp_Texture_Deluxemap          = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4207                 p->fp_Texture_Attenuation        = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4208                 p->fp_Texture_Cube               = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4209                 p->fp_Texture_Refraction         = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4210                 p->fp_Texture_Reflection         = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4211                 p->fp_Texture_ShadowMap2D        = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4212                 p->fp_Texture_CubeProjection     = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4213                 p->fp_Texture_ScreenDepth        = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4214                 p->fp_Texture_ScreenNormalMap    = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4215                 p->fp_Texture_ScreenDiffuse      = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4216                 p->fp_Texture_ScreenSpecular     = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4217                 p->fp_Texture_ReflectMask        = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4218                 p->fp_Texture_ReflectCube        = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4219                 p->fp_Alpha                      = cgGetNamedParameter(p->fprogram, "Alpha");
4220                 p->fp_BloomBlur_Parameters       = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4221                 p->fp_ClientTime                 = cgGetNamedParameter(p->fprogram, "ClientTime");
4222                 p->fp_Color_Ambient              = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4223                 p->fp_Color_Diffuse              = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4224                 p->fp_Color_Specular             = cgGetNamedParameter(p->fprogram, "Color_Specular");
4225                 p->fp_Color_Glow                 = cgGetNamedParameter(p->fprogram, "Color_Glow");
4226                 p->fp_Color_Pants                = cgGetNamedParameter(p->fprogram, "Color_Pants");
4227                 p->fp_Color_Shirt                = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4228                 p->fp_DeferredColor_Ambient      = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4229                 p->fp_DeferredColor_Diffuse      = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4230                 p->fp_DeferredColor_Specular     = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4231                 p->fp_DeferredMod_Diffuse        = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4232                 p->fp_DeferredMod_Specular       = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4233                 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4234                 p->fp_EyePosition                = cgGetNamedParameter(p->fprogram, "EyePosition");
4235                 p->fp_FogColor                   = cgGetNamedParameter(p->fprogram, "FogColor");
4236                 p->fp_FogHeightFade              = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4237                 p->fp_FogPlane                   = cgGetNamedParameter(p->fprogram, "FogPlane");
4238                 p->fp_FogPlaneViewDist           = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4239                 p->fp_FogRangeRecip              = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4240                 p->fp_LightColor                 = cgGetNamedParameter(p->fprogram, "LightColor");
4241                 p->fp_LightDir                   = cgGetNamedParameter(p->fprogram, "LightDir");
4242                 p->fp_LightPosition              = cgGetNamedParameter(p->fprogram, "LightPosition");
4243                 p->fp_OffsetMapping_Scale        = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4244                 p->fp_PixelSize                  = cgGetNamedParameter(p->fprogram, "PixelSize");
4245                 p->fp_ReflectColor               = cgGetNamedParameter(p->fprogram, "ReflectColor");
4246                 p->fp_ReflectFactor              = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4247                 p->fp_ReflectOffset              = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4248                 p->fp_RefractColor               = cgGetNamedParameter(p->fprogram, "RefractColor");
4249                 p->fp_Saturation                 = cgGetNamedParameter(p->fprogram, "Saturation");
4250                 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4251                 p->fp_ScreenScaleRefractReflect  = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4252                 p->fp_ScreenToDepth              = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4253                 p->fp_ShadowMap_Parameters       = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4254                 p->fp_ShadowMap_TextureScale     = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4255                 p->fp_SpecularPower              = cgGetNamedParameter(p->fprogram, "SpecularPower");
4256                 p->fp_UserVec1                   = cgGetNamedParameter(p->fprogram, "UserVec1");
4257                 p->fp_UserVec2                   = cgGetNamedParameter(p->fprogram, "UserVec2");
4258                 p->fp_UserVec3                   = cgGetNamedParameter(p->fprogram, "UserVec3");
4259                 p->fp_UserVec4                   = cgGetNamedParameter(p->fprogram, "UserVec4");
4260                 p->fp_ViewTintColor              = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4261                 p->fp_ViewToLight                = cgGetNamedParameter(p->fprogram, "ViewToLight");
4262                 p->fp_PixelToScreenTexCoord      = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4263                 p->fp_ModelToReflectCube         = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4264                 p->fp_BloomColorSubtract         = cgGetNamedParameter(p->fprogram, "BloomColorSubtract");
4265                 CHECKCGERROR
4266         }
4267
4268         if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4269                 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4270         else
4271                 Con_Printf("^1CG shader %s failed!  some features may not work properly.\n", permutationname);
4272
4273         // free the strings
4274         if (vertstring)
4275                 Mem_Free(vertstring);
4276         if (geomstring)
4277                 Mem_Free(geomstring);
4278         if (fragstring)
4279                 Mem_Free(fragstring);
4280         if (vertexstring)
4281                 Mem_Free(vertexstring);
4282         if (geometrystring)
4283                 Mem_Free(geometrystring);
4284         if (fragmentstring)
4285                 Mem_Free(fragmentstring);
4286 }
4287
4288 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4289 {
4290         r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4291         CHECKGLERROR
4292         CHECKCGERROR
4293         if (r_cg_permutation != perm)
4294         {
4295                 r_cg_permutation = perm;
4296                 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4297                 {
4298                         if (!r_cg_permutation->compiled)
4299                                 R_CG_CompilePermutation(perm, mode, permutation);
4300                         if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4301                         {
4302                                 // remove features until we find a valid permutation
4303                                 int i;
4304                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4305                                 {
4306                                         // reduce i more quickly whenever it would not remove any bits
4307                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4308                                         if (!(permutation & j))
4309                                                 continue;
4310                                         permutation -= j;
4311                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4312                                         if (!r_cg_permutation->compiled)
4313                                                 R_CG_CompilePermutation(perm, mode, permutation);
4314                                         if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4315                                                 break;
4316                                 }
4317                                 if (i >= SHADERPERMUTATION_COUNT)
4318                                 {
4319                                         //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4320                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4321                                         return; // no bit left to clear, entire mode is broken
4322                                 }
4323                         }
4324                 }
4325                 CHECKGLERROR
4326                 CHECKCGERROR
4327                 if (r_cg_permutation->vprogram)
4328                 {
4329                         cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4330                         cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4331                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4332                 }
4333                 else
4334                 {
4335                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4336                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4337                 }
4338                 if (r_cg_permutation->fprogram)
4339                 {
4340                         cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4341                         cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4342                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4343                 }
4344                 else
4345                 {
4346                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4347                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4348                 }
4349         }
4350         CHECKCGERROR
4351         if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4352         if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4353         if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4354 }
4355
4356 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4357 {
4358         cgGLSetTextureParameter(param, R_GetTexture(tex));
4359         cgGLEnableTextureParameter(param);
4360 }
4361 #endif
4362
4363 #ifdef SUPPORTD3D
4364
4365 #ifdef SUPPORTD3D
4366 #include <d3d9.h>
4367 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
4368 extern D3DCAPS9 vid_d3d9caps;
4369 #endif
4370
4371 struct r_hlsl_permutation_s;
4372 typedef struct r_hlsl_permutation_s
4373 {
4374         /// hash lookup data
4375         struct r_hlsl_permutation_s *hashnext;
4376         unsigned int mode;
4377         unsigned int permutation;
4378
4379         /// indicates if we have tried compiling this permutation already
4380         qboolean compiled;
4381         /// NULL if compilation failed
4382         IDirect3DVertexShader9 *vertexshader;
4383         IDirect3DPixelShader9 *pixelshader;
4384 }
4385 r_hlsl_permutation_t;
4386
4387 typedef enum D3DVSREGISTER_e
4388 {
4389         D3DVSREGISTER_TexMatrix = 0, // float4x4
4390         D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
4391         D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
4392         D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
4393         D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
4394         D3DVSREGISTER_ModelToLight = 20, // float4x4
4395         D3DVSREGISTER_EyePosition = 24,
4396         D3DVSREGISTER_FogPlane = 25,
4397         D3DVSREGISTER_LightDir = 26,
4398         D3DVSREGISTER_LightPosition = 27,
4399 }
4400 D3DVSREGISTER_t;
4401
4402 typedef enum D3DPSREGISTER_e
4403 {
4404         D3DPSREGISTER_Alpha = 0,
4405         D3DPSREGISTER_BloomBlur_Parameters = 1,
4406         D3DPSREGISTER_ClientTime = 2,
4407         D3DPSREGISTER_Color_Ambient = 3,
4408         D3DPSREGISTER_Color_Diffuse = 4,
4409         D3DPSREGISTER_Color_Specular = 5,
4410         D3DPSREGISTER_Color_Glow = 6,
4411         D3DPSREGISTER_Color_Pants = 7,
4412         D3DPSREGISTER_Color_Shirt = 8,
4413         D3DPSREGISTER_DeferredColor_Ambient = 9,
4414         D3DPSREGISTER_DeferredColor_Diffuse = 10,
4415         D3DPSREGISTER_DeferredColor_Specular = 11,
4416         D3DPSREGISTER_DeferredMod_Diffuse = 12,
4417         D3DPSREGISTER_DeferredMod_Specular = 13,
4418         D3DPSREGISTER_DistortScaleRefractReflect = 14,
4419         D3DPSREGISTER_EyePosition = 15, // unused
4420         D3DPSREGISTER_FogColor = 16,
4421         D3DPSREGISTER_FogHeightFade = 17,
4422         D3DPSREGISTER_FogPlane = 18,
4423         D3DPSREGISTER_FogPlaneViewDist = 19,
4424         D3DPSREGISTER_FogRangeRecip = 20,
4425         D3DPSREGISTER_LightColor = 21,
4426         D3DPSREGISTER_LightDir = 22, // unused
4427         D3DPSREGISTER_LightPosition = 23,
4428         D3DPSREGISTER_OffsetMapping_Scale = 24,
4429         D3DPSREGISTER_PixelSize = 25,
4430         D3DPSREGISTER_ReflectColor = 26,
4431         D3DPSREGISTER_ReflectFactor = 27,
4432         D3DPSREGISTER_ReflectOffset = 28,
4433         D3DPSREGISTER_RefractColor = 29,
4434         D3DPSREGISTER_Saturation = 30,
4435         D3DPSREGISTER_ScreenCenterRefractReflect = 31,
4436         D3DPSREGISTER_ScreenScaleRefractReflect = 32,
4437         D3DPSREGISTER_ScreenToDepth = 33,
4438         D3DPSREGISTER_ShadowMap_Parameters = 34,
4439         D3DPSREGISTER_ShadowMap_TextureScale = 35,
4440         D3DPSREGISTER_SpecularPower = 36,
4441         D3DPSREGISTER_UserVec1 = 37,
4442         D3DPSREGISTER_UserVec2 = 38,
4443         D3DPSREGISTER_UserVec3 = 39,
4444         D3DPSREGISTER_UserVec4 = 40,
4445         D3DPSREGISTER_ViewTintColor = 41,
4446         D3DPSREGISTER_PixelToScreenTexCoord = 42,
4447         D3DPSREGISTER_BloomColorSubtract = 43,
4448         D3DPSREGISTER_ViewToLight = 44, // float4x4
4449         D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
4450         // next at 52
4451 }
4452 D3DPSREGISTER_t;
4453
4454 /// information about each possible shader permutation
4455 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
4456 /// currently selected permutation
4457 r_hlsl_permutation_t *r_hlsl_permutation;
4458 /// storage for permutations linked in the hash table
4459 memexpandablearray_t r_hlsl_permutationarray;
4460
4461 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
4462 {
4463         //unsigned int hashdepth = 0;
4464         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4465         r_hlsl_permutation_t *p;
4466         for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
4467         {
4468                 if (p->mode == mode && p->permutation == permutation)
4469                 {
4470                         //if (hashdepth > 10)
4471                         //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4472                         return p;
4473                 }
4474                 //hashdepth++;
4475         }
4476         p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
4477         p->mode = mode;
4478         p->permutation = permutation;
4479         p->hashnext = r_hlsl_permutationhash[mode][hashindex];
4480         r_hlsl_permutationhash[mode][hashindex] = p;
4481         //if (hashdepth > 10)
4482         //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4483         return p;
4484 }
4485
4486 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
4487 {
4488         char *shaderstring;
4489         if (!filename || !filename[0])
4490                 return NULL;
4491         if (!strcmp(filename, "hlsl/default.hlsl"))
4492         {
4493                 if (!hlslshaderstring)
4494                 {
4495                         hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4496                         if (hlslshaderstring)
4497                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
4498                         else
4499                                 hlslshaderstring = (char *)builtincgshaderstring;
4500                 }
4501                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
4502                 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
4503                 return shaderstring;
4504         }
4505         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4506         if (shaderstring)
4507         {
4508                 if (printfromdisknotice)
4509                         Con_DPrintf("from disk %s... ", filename);
4510                 return shaderstring;
4511         }
4512         return shaderstring;
4513 }
4514
4515 #include <d3dx9.h>
4516 //#include <d3dx9shader.h>
4517 //#include <d3dx9mesh.h>
4518
4519 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4520 {
4521         DWORD *vsbin = NULL;
4522         DWORD *psbin = NULL;
4523         fs_offset_t vsbinsize;
4524         fs_offset_t psbinsize;
4525 //      IDirect3DVertexShader9 *vs = NULL;
4526 //      IDirect3DPixelShader9 *ps = NULL;
4527         ID3DXBuffer *vslog = NULL;
4528         ID3DXBuffer *vsbuffer = NULL;
4529         ID3DXConstantTable *vsconstanttable = NULL;
4530         ID3DXBuffer *pslog = NULL;
4531         ID3DXBuffer *psbuffer = NULL;
4532         ID3DXConstantTable *psconstanttable = NULL;
4533         int vsresult = 0;
4534         int psresult = 0;
4535         char temp[MAX_INPUTLINE];
4536         const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
4537         qboolean debugshader = gl_paranoid.integer != 0;
4538         if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4539         if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4540         if (!debugshader)
4541         {
4542                 vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
4543                 psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
4544         }
4545         if ((!vsbin && vertstring) || (!psbin && fragstring))
4546         {
4547                 const char* dllnames_d3dx9 [] =
4548                 {
4549                         "d3dx9_43.dll",
4550                         "d3dx9_42.dll",
4551                         "d3dx9_41.dll",
4552                         "d3dx9_40.dll",
4553                         "d3dx9_39.dll",
4554                         "d3dx9_38.dll",
4555                         "d3dx9_37.dll",
4556                         "d3dx9_36.dll",
4557                         "d3dx9_35.dll",
4558                         "d3dx9_34.dll",
4559                         "d3dx9_33.dll",
4560                         "d3dx9_32.dll",
4561                         "d3dx9_31.dll",
4562                         "d3dx9_30.dll",
4563                         "d3dx9_29.dll",
4564                         "d3dx9_28.dll",
4565                         "d3dx9_27.dll",
4566                         "d3dx9_26.dll",
4567                         "d3dx9_25.dll",
4568                         "d3dx9_24.dll",
4569                         NULL
4570                 };
4571                 dllhandle_t d3dx9_dll = NULL;
4572                 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
4573                 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
4574                 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
4575                 dllfunction_t d3dx9_dllfuncs[] =
4576                 {
4577                         {"D3DXCompileShaderFromFileA",  (void **) &qD3DXCompileShaderFromFileA},
4578                         {"D3DXPreprocessShader",                (void **) &qD3DXPreprocessShader},
4579                         {"D3DXCompileShader",                   (void **) &qD3DXCompileShader},
4580                         {NULL, NULL}
4581                 };
4582                 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
4583                 {
4584                         DWORD shaderflags = 0;
4585                         if (debugshader)
4586                                 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
4587                         vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4588                         psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4589                         if (vertstring && vertstring[0])
4590                         {
4591                                 if (debugshader)
4592                                 {
4593 //                                      vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
4594 //                                      FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
4595                                         FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring));
4596                                         vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
4597                                 }
4598                                 else
4599                                         vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
4600                                 if (vsbuffer)
4601                                 {
4602                                         vsbinsize = vsbuffer->GetBufferSize();
4603                                         vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
4604                                         memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
4605                                         vsbuffer->Release();
4606                                 }
4607                                 if (vslog)
4608                                 {
4609                                         strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
4610                                         Con_Printf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
4611                                         vslog->Release();
4612                                 }
4613                         }
4614                         if (fragstring && fragstring[0])
4615                         {
4616                                 if (debugshader)
4617                                 {
4618 //                                      psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
4619 //                                      FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
4620                                         FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring));
4621                                         psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
4622                                 }
4623                                 else
4624                                         psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
4625                                 if (psbuffer)
4626                                 {
4627                                         psbinsize = psbuffer->GetBufferSize();
4628                                         psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
4629                                         memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
4630                                         psbuffer->Release();
4631                                 }
4632                                 if (pslog)
4633                                 {
4634                                         strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
4635                                         Con_Printf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
4636                                         pslog->Release();
4637                                 }
4638                         }
4639                         Sys_UnloadLibrary(&d3dx9_dll);
4640                 }
4641                 else
4642                         Con_Printf("Unable to compile shader - D3DXCompileShader function not found\n");
4643         }
4644         if (vsbin && psbin)
4645         {
4646                 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
4647                 if (FAILED(vsresult))
4648                         Con_Printf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
4649                 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
4650                 if (FAILED(psresult))
4651                         Con_Printf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
4652         }
4653         // free the shader data
4654         vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4655         psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4656 }
4657
4658 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
4659 {
4660         int i;
4661         shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
4662         int vertstrings_count = 0, vertstring_length = 0;
4663         int geomstrings_count = 0, geomstring_length = 0;
4664         int fragstrings_count = 0, fragstring_length = 0;
4665         char *t;
4666         char *vertexstring, *geometrystring, *fragmentstring;
4667         char *vertstring, *geomstring, *fragstring;
4668         const char *vertstrings_list[32+3];
4669         const char *geomstrings_list[32+3];
4670         const char *fragstrings_list[32+3];
4671         char permutationname[256];
4672         char cachename[256];
4673
4674         if (p->compiled)
4675                 return;
4676         p->compiled = true;
4677         p->vertexshader = NULL;
4678         p->pixelshader = NULL;
4679
4680         permutationname[0] = 0;
4681         cachename[0] = 0;
4682         vertexstring   = R_HLSL_GetText(modeinfo->vertexfilename, true);
4683         geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
4684         fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
4685
4686         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4687         strlcat(cachename, "hlsl/", sizeof(cachename));
4688
4689         // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
4690         vertstrings_list[vertstrings_count++] = "#define HLSL\n";
4691         geomstrings_list[geomstrings_count++] = "#define HLSL\n";
4692         fragstrings_list[fragstrings_count++] = "#define HLSL\n";
4693
4694         // the first pretext is which type of shader to compile as
4695         // (later these will all be bound together as a program object)
4696         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4697         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4698         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4699
4700         // the second pretext is the mode (for example a light source)
4701         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4702         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4703         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4704         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4705         strlcat(cachename, modeinfo->name, sizeof(cachename));
4706
4707         // now add all the permutation pretexts
4708         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4709         {
4710                 if (permutation & (1<<i))
4711                 {
4712                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4713                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4714                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4715                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4716                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4717                 }
4718                 else
4719                 {
4720                         // keep line numbers correct
4721                         vertstrings_list[vertstrings_count++] = "\n";
4722                         geomstrings_list[geomstrings_count++] = "\n";
4723                         fragstrings_list[fragstrings_count++] = "\n";
4724                 }
4725         }
4726
4727         // replace spaces in the cachename with _ characters
4728         for (i = 0;cachename[i];i++)
4729                 if (cachename[i] == ' ')
4730                         cachename[i] = '_';
4731
4732         // now append the shader text itself
4733         vertstrings_list[vertstrings_count++] = vertexstring;
4734         geomstrings_list[geomstrings_count++] = geometrystring;
4735         fragstrings_list[fragstrings_count++] = fragmentstring;
4736
4737         // if any sources were NULL, clear the respective list
4738         if (!vertexstring)
4739                 vertstrings_count = 0;
4740         if (!geometrystring)
4741                 geomstrings_count = 0;
4742         if (!fragmentstring)
4743                 fragstrings_count = 0;
4744
4745         vertstring_length = 0;
4746         for (i = 0;i < vertstrings_count;i++)
4747                 vertstring_length += strlen(vertstrings_list[i]);
4748         vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
4749         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4750                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4751
4752         geomstring_length = 0;
4753         for (i = 0;i < geomstrings_count;i++)
4754                 geomstring_length += strlen(geomstrings_list[i]);
4755         geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
4756         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4757                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4758
4759         fragstring_length = 0;
4760         for (i = 0;i < fragstrings_count;i++)
4761                 fragstring_length += strlen(fragstrings_list[i]);
4762         fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
4763         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4764                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4765
4766         // try to load the cached shader, or generate one
4767         R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
4768
4769         if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
4770                 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
4771         else
4772                 Con_Printf("^1HLSL shader %s failed!  some features may not work properly.\n", permutationname);
4773
4774         // free the strings
4775         if (vertstring)
4776                 Mem_Free(vertstring);
4777         if (geomstring)
4778                 Mem_Free(geomstring);
4779         if (fragstring)
4780                 Mem_Free(fragstring);
4781         if (vertexstring)
4782                 Mem_Free(vertexstring);
4783         if (geometrystring)
4784                 Mem_Free(geometrystring);
4785         if (fragmentstring)
4786                 Mem_Free(fragmentstring);
4787 }
4788
4789 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
4790 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
4791 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);}
4792 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);}
4793 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);}
4794 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);}
4795
4796 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
4797 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
4798 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);}
4799 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);}
4800 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);}
4801 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);}
4802
4803 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
4804 {
4805         r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
4806         if (r_hlsl_permutation != perm)
4807         {
4808                 r_hlsl_permutation = perm;
4809                 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4810                 {
4811                         if (!r_hlsl_permutation->compiled)
4812                                 R_HLSL_CompilePermutation(perm, mode, permutation);
4813                         if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4814                         {
4815                                 // remove features until we find a valid permutation
4816                                 int i;
4817                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4818                                 {
4819                                         // reduce i more quickly whenever it would not remove any bits
4820                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4821                                         if (!(permutation & j))
4822                                                 continue;
4823                                         permutation -= j;
4824                                         r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4825                                         if (!r_hlsl_permutation->compiled)
4826                                                 R_HLSL_CompilePermutation(perm, mode, permutation);
4827                                         if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
4828                                                 break;
4829                                 }
4830                                 if (i >= SHADERPERMUTATION_COUNT)
4831                                 {
4832                                         //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4833                                         r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4834                                         return; // no bit left to clear, entire mode is broken
4835                                 }
4836                         }
4837                 }
4838                 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
4839                 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
4840         }
4841         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
4842         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
4843         hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
4844 }
4845 #endif
4846
4847 void R_GLSL_Restart_f(void)
4848 {
4849         unsigned int i, limit;
4850         if (glslshaderstring && glslshaderstring != builtinshaderstring)
4851                 Mem_Free(glslshaderstring);
4852         glslshaderstring = NULL;
4853         if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4854                 Mem_Free(cgshaderstring);
4855         cgshaderstring = NULL;
4856         if (hlslshaderstring && hlslshaderstring != builtincgshaderstring)
4857                 Mem_Free(hlslshaderstring);
4858         hlslshaderstring = NULL;
4859         switch(vid.renderpath)
4860         {
4861         case RENDERPATH_D3D9:
4862 #ifdef SUPPORTD3D
4863                 {
4864                         r_hlsl_permutation_t *p;
4865                         r_hlsl_permutation = NULL;
4866 //                      cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4867 //                      cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4868 //                      cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4869 //                      cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4870                         limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
4871                         for (i = 0;i < limit;i++)
4872                         {
4873                                 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
4874                                 {
4875                                         if (p->vertexshader)
4876                                                 IDirect3DVertexShader9_Release(p->vertexshader);
4877                                         if (p->pixelshader)
4878                                                 IDirect3DPixelShader9_Release(p->pixelshader);
4879                                         Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
4880                                 }
4881                         }
4882                         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4883                 }
4884 #endif
4885                 break;
4886         case RENDERPATH_D3D10:
4887                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4888                 break;
4889         case RENDERPATH_D3D11:
4890                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4891                 break;
4892         case RENDERPATH_GL20:
4893                 {
4894                         r_glsl_permutation_t *p;
4895                         r_glsl_permutation = NULL;
4896                         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4897                         for (i = 0;i < limit;i++)
4898                         {
4899                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4900                                 {
4901                                         GL_Backend_FreeProgram(p->program);
4902                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4903                                 }
4904                         }
4905                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4906                 }
4907                 break;
4908         case RENDERPATH_CGGL:
4909 #ifdef SUPPORTCG
4910                 {
4911                         r_cg_permutation_t *p;
4912                         r_cg_permutation = NULL;
4913                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4914                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4915                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4916                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4917                         limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4918                         for (i = 0;i < limit;i++)
4919                         {
4920                                 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4921                                 {
4922                                         if (p->vprogram)
4923                                                 cgDestroyProgram(p->vprogram);
4924                                         if (p->fprogram)
4925                                                 cgDestroyProgram(p->fprogram);
4926                                         Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4927                                 }
4928                         }
4929                         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4930                 }
4931 #endif
4932                 break;
4933         case RENDERPATH_GL13:
4934         case RENDERPATH_GL11:
4935                 break;
4936         }
4937 }
4938
4939 void R_GLSL_DumpShader_f(void)
4940 {
4941         int i;
4942         qfile_t *file;
4943
4944         file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4945         if (file)
4946         {
4947                 FS_Print(file, "/* The engine may define the following macros:\n");
4948                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4949                 for (i = 0;i < SHADERMODE_COUNT;i++)
4950                         FS_Print(file, glslshadermodeinfo[i].pretext);
4951                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4952                         FS_Print(file, shaderpermutationinfo[i].pretext);
4953                 FS_Print(file, "*/\n");
4954                 FS_Print(file, builtinshaderstring);
4955                 FS_Close(file);
4956                 Con_Printf("glsl/default.glsl written\n");
4957         }
4958         else
4959                 Con_Printf("failed to write to glsl/default.glsl\n");
4960
4961 #ifdef SUPPORTCG
4962         file = FS_OpenRealFile("cg/default.cg", "w", false);
4963         if (file)
4964         {
4965                 FS_Print(file, "/* The engine may define the following macros:\n");
4966                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4967                 for (i = 0;i < SHADERMODE_COUNT;i++)
4968                         FS_Print(file, cgshadermodeinfo[i].pretext);
4969                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4970                         FS_Print(file, shaderpermutationinfo[i].pretext);
4971                 FS_Print(file, "*/\n");
4972                 FS_Print(file, builtincgshaderstring);
4973                 FS_Close(file);
4974                 Con_Printf("cg/default.cg written\n");
4975         }
4976         else
4977                 Con_Printf("failed to write to cg/default.cg\n");
4978 #endif
4979
4980 #ifdef SUPPORTD3D
4981         file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
4982         if (file)
4983         {
4984                 FS_Print(file, "/* The engine may define the following macros:\n");
4985                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4986                 for (i = 0;i < SHADERMODE_COUNT;i++)
4987                         FS_Print(file, hlslshadermodeinfo[i].pretext);
4988                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4989                         FS_Print(file, shaderpermutationinfo[i].pretext);
4990                 FS_Print(file, "*/\n");
4991                 FS_Print(file, builtincgshaderstring);
4992                 FS_Close(file);
4993                 Con_Printf("hlsl/default.hlsl written\n");
4994         }
4995         else
4996                 Con_Printf("failed to write to hlsl/default.hlsl\n");
4997 #endif
4998 }
4999
5000 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
5001 {
5002         if (!second)
5003                 texturemode = GL_MODULATE;
5004         switch (vid.renderpath)
5005         {
5006         case RENDERPATH_D3D9:
5007 #ifdef SUPPORTD3D
5008                 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
5009                 R_Mesh_TexBind(GL20TU_FIRST , first );
5010                 R_Mesh_TexBind(GL20TU_SECOND, second);
5011 #endif
5012                 break;
5013         case RENDERPATH_D3D10:
5014                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5015                 break;
5016         case RENDERPATH_D3D11:
5017                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5018                 break;
5019         case RENDERPATH_GL20:
5020                 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
5021                 R_Mesh_TexBind(GL20TU_FIRST , first );
5022                 R_Mesh_TexBind(GL20TU_SECOND, second);
5023                 break;
5024         case RENDERPATH_CGGL:
5025 #ifdef SUPPORTCG
5026                 CHECKCGERROR
5027                 R_SetupShader_SetPermutationCG(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
5028                 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
5029                 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
5030 #endif
5031                 break;
5032         case RENDERPATH_GL13:
5033                 R_Mesh_TexBind(0, first );
5034                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
5035                 R_Mesh_TexBind(1, second);
5036                 if (second)
5037                         R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
5038                 break;
5039         case RENDERPATH_GL11:
5040                 R_Mesh_TexBind(0, first );
5041                 break;
5042         }
5043 }
5044
5045 void R_SetupShader_DepthOrShadow(void)
5046 {
5047         switch (vid.renderpath)
5048         {
5049         case RENDERPATH_D3D9:
5050 #ifdef SUPPORTD3D
5051                 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5052 #endif
5053                 break;
5054         case RENDERPATH_D3D10:
5055                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5056                 break;
5057         case RENDERPATH_D3D11:
5058                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5059                 break;
5060         case RENDERPATH_GL20:
5061                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5062                 break;
5063         case RENDERPATH_CGGL:
5064 #ifdef SUPPORTCG
5065                 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
5066 #endif
5067                 break;
5068         case RENDERPATH_GL13:
5069                 R_Mesh_TexBind(0, 0);
5070                 R_Mesh_TexBind(1, 0);
5071                 break;
5072         case RENDERPATH_GL11:
5073                 R_Mesh_TexBind(0, 0);
5074                 break;
5075         }
5076 }
5077
5078 void R_SetupShader_ShowDepth(void)
5079 {
5080         switch (vid.renderpath)
5081         {
5082         case RENDERPATH_D3D9:
5083 #ifdef SUPPORTHLSL
5084                 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, 0);
5085 #endif
5086                 break;
5087         case RENDERPATH_D3D10:
5088                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5089                 break;
5090         case RENDERPATH_D3D11:
5091                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5092                 break;
5093         case RENDERPATH_GL20:
5094                 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
5095                 break;
5096         case RENDERPATH_CGGL:
5097 #ifdef SUPPORTCG
5098                 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
5099 #endif
5100                 break;
5101         case RENDERPATH_GL13:
5102                 break;
5103         case RENDERPATH_GL11:
5104                 break;
5105         }
5106 }
5107
5108 extern qboolean r_shadow_usingdeferredprepass;
5109 extern cvar_t r_shadow_deferred_8bitrange;
5110 extern rtexture_t *r_shadow_attenuationgradienttexture;
5111 extern rtexture_t *r_shadow_attenuation2dtexture;
5112 extern rtexture_t *r_shadow_attenuation3dtexture;
5113 extern qboolean r_shadow_usingshadowmap2d;
5114 extern qboolean r_shadow_usingshadowmaportho;
5115 extern float r_shadow_shadowmap_texturescale[2];
5116 extern float r_shadow_shadowmap_parameters[4];
5117 extern qboolean r_shadow_shadowmapvsdct;
5118 extern qboolean r_shadow_shadowmapsampler;
5119 extern int r_shadow_shadowmappcf;
5120 extern rtexture_t *r_shadow_shadowmap2dtexture;
5121 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
5122 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
5123 extern matrix4x4_t r_shadow_shadowmapmatrix;
5124 extern int r_shadow_shadowmaplod; // changes for each light based on distance
5125 extern int r_shadow_prepass_width;
5126 extern int r_shadow_prepass_height;
5127 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
5128 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
5129 extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
5130 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
5131 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
5132 extern cvar_t gl_mesh_separatearrays;
5133 static qboolean R_BlendFuncAllowsColormod(int src, int dst)
5134 {
5135         // a blendfunc allows colormod if:
5136         // a) it can never keep the destination pixel invariant, or
5137         // b) it can keep the destination pixel invariant, and still can do so if colormodded
5138         // this is to prevent unintended side effects from colormod
5139
5140         // in formulas:
5141         // IF there is a (s, sa) for which for all (d, da),
5142         //   s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
5143         // THEN, for this (s, sa) and all (colormod, d, da):
5144         //   s*colormod * src(s*colormod, d, sa, da) + d * dst(s*colormod, d, sa, da) == d
5145         // OBVIOUSLY, this means that
5146         //   s*colormod * src(s*colormod, d, sa, da) = 0
5147         //   dst(s*colormod, d, sa, da)              = 1
5148
5149         // note: not caring about GL_SRC_ALPHA_SATURATE and following here, these are unused in DP code
5150
5151         // main condition to leave dst color invariant:
5152         //   s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
5153         //   src == GL_ZERO:
5154         //     s * 0 + d * dst(s, d, sa, da) == d
5155         //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5156         //       => colormod is a problem for GL_SRC_COLOR only
5157         //   src == GL_ONE:
5158         //     s + d * dst(s, d, sa, da) == d
5159         //       => s == 0
5160         //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5161         //       => colormod is never problematic for these
5162         //   src == GL_SRC_COLOR:
5163         //     s*s + d * dst(s, d, sa, da) == d
5164         //       => s == 0
5165         //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5166         //       => colormod is never problematic for these
5167         //   src == GL_ONE_MINUS_SRC_COLOR:
5168         //     s*(1-s) + d * dst(s, d, sa, da) == d
5169         //       => s == 0 or s == 1
5170         //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5171         //       => colormod is a problem for GL_SRC_COLOR only
5172         //   src == GL_DST_COLOR
5173         //     s*d + d * dst(s, d, sa, da) == d
5174         //       => s == 1
5175         //       => dst == GL_ZERO/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5176         //       => colormod is always a problem
5177         //     or
5178         //       => s == 0
5179         //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5180         //       => colormod is never problematic for these
5181         //       => BUT, we do not know s! We must assume it is problematic
5182         //       then... except in GL_ONE case, where we know all invariant
5183         //       cases are fine
5184         //   src == GL_ONE_MINUS_DST_COLOR
5185         //     s*(1-d) + d * dst(s, d, sa, da) == d
5186         //       => s == 0 (1-d is impossible to handle for our desired result)
5187         //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5188         //       => colormod is never problematic for these
5189         //   src == GL_SRC_ALPHA
5190         //     s*sa + d * dst(s, d, sa, da) == d
5191         //       => s == 0, or sa == 0
5192         //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5193         //       => colormod breaks in the case GL_SRC_COLOR only
5194         //   src == GL_ONE_MINUS_SRC_ALPHA
5195         //     s*(1-sa) + d * dst(s, d, sa, da) == d
5196         //       => s == 0, or sa == 1
5197         //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5198         //       => colormod breaks in the case GL_SRC_COLOR only
5199         //   src == GL_DST_ALPHA
5200         //     s*da + d * dst(s, d, sa, da) == d
5201         //       => s == 0
5202         //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5203         //       => colormod is never problematic for these
5204
5205         switch(src)
5206         {
5207                 case GL_ZERO:
5208                 case GL_ONE_MINUS_SRC_COLOR:
5209                 case GL_SRC_ALPHA:
5210                 case GL_ONE_MINUS_SRC_ALPHA:
5211                         if(dst == GL_SRC_COLOR)
5212                                 return false;
5213                         return true;
5214                 case GL_ONE:
5215                 case GL_SRC_COLOR:
5216                 case GL_ONE_MINUS_DST_COLOR:
5217                 case GL_DST_ALPHA:
5218                 case GL_ONE_MINUS_DST_ALPHA:
5219                         return true;
5220                 case GL_DST_COLOR:
5221                         if(dst == GL_ONE)
5222                                 return true;
5223                         return false;
5224                 default:
5225                         return false;
5226         }
5227 }
5228 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)
5229 {
5230         // select a permutation of the lighting shader appropriate to this
5231         // combination of texture, entity, light source, and fogging, only use the
5232         // minimum features necessary to avoid wasting rendering time in the
5233         // fragment shader on features that are not being used
5234         unsigned int permutation = 0;
5235         unsigned int mode = 0;
5236         qboolean allow_colormod;
5237         static float dummy_colormod[3] = {1, 1, 1};
5238         float *colormod = rsurface.colormod;
5239         float m16f[16];
5240         r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
5241         if (rsurfacepass == RSURFPASS_BACKGROUND)
5242         {
5243                 // distorted background
5244                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
5245                 {
5246                         mode = SHADERMODE_WATER;
5247                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5248                         allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5249                 }
5250                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
5251                 {
5252                         mode = SHADERMODE_REFRACTION;
5253                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5254                         allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5255                 }
5256                 else
5257                 {
5258                         mode = SHADERMODE_GENERIC;
5259                         permutation |= SHADERPERMUTATION_DIFFUSE;
5260                         GL_BlendFunc(GL_ONE, GL_ZERO);
5261                         allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
5262                 }
5263                 GL_AlphaTest(false);
5264         }
5265         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
5266         {
5267                 if (r_glsl_offsetmapping.integer)
5268                 {
5269                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5270                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5271                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5272                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5273                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5274                         {
5275                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5276                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5277                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5278                         }
5279                 }
5280                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5281                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5282                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5283                         permutation |= SHADERPERMUTATION_ALPHAKILL;
5284                 // normalmap (deferred prepass), may use alpha test on diffuse
5285                 mode = SHADERMODE_DEFERREDGEOMETRY;
5286                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5287                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5288                 GL_AlphaTest(false);
5289                 GL_BlendFunc(GL_ONE, GL_ZERO);
5290                 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
5291         }
5292         else if (rsurfacepass == RSURFPASS_RTLIGHT)
5293         {
5294                 if (r_glsl_offsetmapping.integer)
5295                 {
5296                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5297                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5298                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5299                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5300                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5301                         {
5302                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5303                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5304                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5305                         }
5306                 }
5307                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5308                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5309                 // light source
5310                 mode = SHADERMODE_LIGHTSOURCE;
5311                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5312                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5313                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
5314                         permutation |= SHADERPERMUTATION_CUBEFILTER;
5315                 if (diffusescale > 0)
5316                         permutation |= SHADERPERMUTATION_DIFFUSE;
5317                 if (specularscale > 0)
5318                 {
5319                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5320                         if (r_shadow_glossexact.integer)
5321                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5322                 }
5323                 if (r_refdef.fogenabled)
5324                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5325                 if (rsurface.texture->colormapping)
5326                         permutation |= SHADERPERMUTATION_COLORMAPPING;
5327                 if (r_shadow_usingshadowmap2d)
5328                 {
5329                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5330                         if(r_shadow_shadowmapvsdct)
5331                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5332
5333                         if (r_shadow_shadowmapsampler)
5334                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5335                         if (r_shadow_shadowmappcf > 1)
5336                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5337                         else if (r_shadow_shadowmappcf)
5338                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5339                 }
5340                 if (rsurface.texture->reflectmasktexture)
5341                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
5342                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5343                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5344                 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE);
5345         }
5346         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5347         {
5348                 if (r_glsl_offsetmapping.integer)
5349                 {
5350                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5351                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5352                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5353                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5354                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5355                         {
5356                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5357                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5358                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5359                         }
5360                 }
5361                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5362                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5363                 // unshaded geometry (fullbright or ambient model lighting)
5364                 mode = SHADERMODE_FLATCOLOR;
5365                 ambientscale = diffusescale = specularscale = 0;
5366                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5367                         permutation |= SHADERPERMUTATION_GLOW;
5368                 if (r_refdef.fogenabled)
5369                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5370                 if (rsurface.texture->colormapping)
5371                         permutation |= SHADERPERMUTATION_COLORMAPPING;
5372                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5373                 {
5374                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5375                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5376
5377                         if (r_shadow_shadowmapsampler)
5378                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5379                         if (r_shadow_shadowmappcf > 1)
5380                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5381                         else if (r_shadow_shadowmappcf)
5382                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5383                 }
5384                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5385                         permutation |= SHADERPERMUTATION_REFLECTION;
5386                 if (rsurface.texture->reflectmasktexture)
5387                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
5388                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5389                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5390                 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5391         }
5392         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
5393         {
5394                 if (r_glsl_offsetmapping.integer)
5395                 {
5396                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5397                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5398                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5399                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5400                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5401                         {
5402                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5403                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5404                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5405                         }
5406                 }
5407                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5408                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5409                 // directional model lighting
5410                 mode = SHADERMODE_LIGHTDIRECTION;
5411                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5412                         permutation |= SHADERPERMUTATION_GLOW;
5413                 permutation |= SHADERPERMUTATION_DIFFUSE;
5414                 if (specularscale > 0)
5415                 {
5416                         permutation |= SHADERPERMUTATION_SPECULAR;
5417                         if (r_shadow_glossexact.integer)
5418                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5419                 }
5420                 if (r_refdef.fogenabled)
5421                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5422                 if (rsurface.texture->colormapping)
5423                         permutation |= SHADERPERMUTATION_COLORMAPPING;
5424                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5425                 {
5426                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5427                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5428
5429                         if (r_shadow_shadowmapsampler)
5430                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5431                         if (r_shadow_shadowmappcf > 1)
5432                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5433                         else if (r_shadow_shadowmappcf)
5434                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5435                 }
5436                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5437                         permutation |= SHADERPERMUTATION_REFLECTION;
5438                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5439                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5440                 if (rsurface.texture->reflectmasktexture)
5441                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
5442                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5443                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5444                 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5445         }
5446         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5447         {
5448                 if (r_glsl_offsetmapping.integer)
5449                 {
5450                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5451                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5452                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5453                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5454                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5455                         {
5456                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5457                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5458                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5459                         }
5460                 }
5461                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5462                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5463                 // ambient model lighting
5464                 mode = SHADERMODE_LIGHTDIRECTION;
5465                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5466                         permutation |= SHADERPERMUTATION_GLOW;
5467                 if (r_refdef.fogenabled)
5468                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5469                 if (rsurface.texture->colormapping)
5470                         permutation |= SHADERPERMUTATION_COLORMAPPING;
5471                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5472                 {
5473                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5474                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5475
5476                         if (r_shadow_shadowmapsampler)
5477                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5478                         if (r_shadow_shadowmappcf > 1)
5479                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5480                         else if (r_shadow_shadowmappcf)
5481                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5482                 }
5483                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5484                         permutation |= SHADERPERMUTATION_REFLECTION;
5485                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5486                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5487                 if (rsurface.texture->reflectmasktexture)
5488                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
5489                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5490                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5491                 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5492         }
5493         else
5494         {
5495                 if (r_glsl_offsetmapping.integer)
5496                 {
5497                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5498                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5499                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5500                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5501                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5502                         {
5503                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5504                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5505                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5506                         }
5507                 }
5508                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5509                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5510                 // lightmapped wall
5511                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5512                         permutation |= SHADERPERMUTATION_GLOW;
5513                 if (r_refdef.fogenabled)
5514                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5515                 if (rsurface.texture->colormapping)
5516                         permutation |= SHADERPERMUTATION_COLORMAPPING;
5517                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5518                 {
5519                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5520                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5521
5522                         if (r_shadow_shadowmapsampler)
5523                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5524                         if (r_shadow_shadowmappcf > 1)
5525                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5526                         else if (r_shadow_shadowmappcf)
5527                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5528                 }
5529                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5530                         permutation |= SHADERPERMUTATION_REFLECTION;
5531                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5532                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5533                 if (rsurface.texture->reflectmasktexture)
5534                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
5535                 if (FAKELIGHT_ENABLED)
5536                 {
5537                         // fake lightmapping (q1bsp, q3bsp, fullbright map)
5538                         mode = SHADERMODE_FAKELIGHT;
5539                         permutation |= SHADERPERMUTATION_DIFFUSE;
5540                         if (specularscale > 0)
5541                         {
5542                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5543                                 if (r_shadow_glossexact.integer)
5544                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5545                         }
5546                 }
5547                 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
5548                 {
5549                         // deluxemapping (light direction texture)
5550                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
5551                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
5552                         else
5553                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5554                         permutation |= SHADERPERMUTATION_DIFFUSE;
5555                         if (specularscale > 0)
5556                         {
5557                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5558                                 if (r_shadow_glossexact.integer)
5559                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5560                         }
5561                 }
5562                 else if (r_glsl_deluxemapping.integer >= 2 && rsurface.uselightmaptexture)
5563                 {
5564                         // fake deluxemapping (uniform light direction in tangentspace)
5565                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5566                         permutation |= SHADERPERMUTATION_DIFFUSE;
5567                         if (specularscale > 0)
5568                         {
5569                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5570                                 if (r_shadow_glossexact.integer)
5571                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5572                         }
5573                 }
5574                 else if (rsurface.uselightmaptexture)
5575                 {
5576                         // ordinary lightmapping (q1bsp, q3bsp)
5577                         mode = SHADERMODE_LIGHTMAP;
5578                 }
5579                 else
5580                 {
5581                         // ordinary vertex coloring (q3bsp)
5582                         mode = SHADERMODE_VERTEXCOLOR;
5583                 }
5584                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5585                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5586                 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5587         }
5588         if(!allow_colormod)
5589                 colormod = dummy_colormod;
5590         switch(vid.renderpath)
5591         {
5592         case RENDERPATH_D3D9:
5593 #ifdef SUPPORTD3D
5594                 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);
5595                 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5596                 R_SetupShader_SetPermutationHLSL(mode, permutation);
5597                 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
5598                 if (mode == SHADERMODE_LIGHTSOURCE)
5599                 {
5600                         Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
5601                         hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5602                 }
5603                 else
5604                 {
5605                         if (mode == SHADERMODE_LIGHTDIRECTION)                                   
5606                         {
5607                                 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5608                         }
5609                 }
5610                 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
5611                 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
5612                 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
5613                 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5614                 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5615
5616                 if (mode == SHADERMODE_LIGHTSOURCE)
5617                 {
5618                         hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5619                         hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5620                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5621                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5622                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
5623
5624                         // additive passes are only darkened by fog, not tinted
5625                         hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5626                         hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5627                 }
5628                 else
5629                 {
5630                         if (mode == SHADERMODE_FLATCOLOR)
5631                         {
5632                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5633                         }
5634                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5635                         {
5636                                 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]);
5637                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
5638                                 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);
5639                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
5640                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5641                                 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
5642                                 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5643                         }
5644                         else
5645                         {
5646                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
5647                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
5648                                 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);
5649                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
5650                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5651                         }
5652                         // additive passes are only darkened by fog, not tinted
5653                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5654                                 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5655                         else
5656                                 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5657                         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);
5658                         hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
5659                         hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
5660                         hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5661                         hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5662                         hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5663                         hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
5664                         hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5665                 }
5666                 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
5667                 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
5668                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5669                 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
5670                 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5671                 if (rsurface.texture->pantstexture)
5672                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5673                 else
5674                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
5675                 if (rsurface.texture->shirttexture)
5676                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5677                 else
5678                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
5679                 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5680                 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
5681                 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
5682                 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
5683                 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
5684                 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
5685                 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
5686
5687                 R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
5688                 R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
5689                 R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
5690                 R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
5691                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
5692                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
5693                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
5694                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
5695                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
5696                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
5697                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
5698                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5699                 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
5700                 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
5701                 R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5702                 R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5703                 if (rsurface.rtlight                                  ) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
5704                 if (rsurfacepass == RSURFPASS_BACKGROUND)
5705                 {
5706                         R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5707                         if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5708                         R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5709                 }
5710                 else
5711                 {
5712                         if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5713                 }
5714 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
5715 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
5716                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
5717                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
5718                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5719                 {
5720                         R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
5721                         if (rsurface.rtlight)
5722                         {
5723                                 if (permutation & SHADERPERMUTATION_CUBEFILTER        ) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
5724                                 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT    ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
5725                         }
5726                 }
5727 #endif
5728                 break;
5729         case RENDERPATH_D3D10:
5730                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5731                 break;
5732         case RENDERPATH_D3D11:
5733                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5734                 break;
5735         case RENDERPATH_GL20:
5736                 if (gl_mesh_separatearrays.integer)
5737                 {
5738                         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);
5739                         R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5740                         R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5741                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5742                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5743                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5744                         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5745                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5746                 }
5747                 else
5748                 {
5749                         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);
5750                         R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5751                 }
5752                 R_SetupShader_SetPermutationGLSL(mode, permutation);
5753                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
5754                 if (mode == SHADERMODE_LIGHTSOURCE)
5755                 {
5756                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
5757                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5758                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5759                         if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5760                         if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5761                         if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
5762         
5763                         // additive passes are only darkened by fog, not tinted
5764                         if (r_glsl_permutation->loc_FogColor >= 0)
5765                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5766                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5767                 }
5768                 else
5769                 {
5770                         if (mode == SHADERMODE_FLATCOLOR)
5771                         {
5772                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5773                         }
5774                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5775                         {
5776                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_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]);
5777                                 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
5778                                 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(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);
5779                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
5780                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5781                                 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
5782                                 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5783                         }
5784                         else
5785                         {
5786                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
5787                                 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
5788                                 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(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);
5789                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
5790                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5791                         }
5792                         // additive passes are only darkened by fog, not tinted
5793                         if (r_glsl_permutation->loc_FogColor >= 0)
5794                         {
5795                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5796                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5797                                 else
5798                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5799                         }
5800                         if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(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);
5801                         if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
5802                         if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
5803                         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fARB(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]);
5804                         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fARB(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]);
5805                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5806                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5807                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5808                 }
5809                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5810                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5811                 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5812                 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
5813                 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(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]);
5814
5815                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5816                 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
5817                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5818                 if (r_glsl_permutation->loc_Color_Pants >= 0)
5819                 {
5820                         if (rsurface.texture->pantstexture)
5821                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5822                         else
5823                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5824                 }
5825                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5826                 {
5827                         if (rsurface.texture->shirttexture)
5828                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5829                         else
5830                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5831                 }
5832                 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4fARB(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5833                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5834                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5835                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5836                 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5837                 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2fARB(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
5838                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5839
5840         //      if (r_glsl_permutation->loc_Texture_First           >= 0) R_Mesh_TexBind(GL20TU_FIRST             , r_texture_white                                     );
5841         //      if (r_glsl_permutation->loc_Texture_Second          >= 0) R_Mesh_TexBind(GL20TU_SECOND            , r_texture_white                                     );
5842         //      if (r_glsl_permutation->loc_Texture_GammaRamps      >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS        , r_texture_gammaramps                                );
5843                 if (r_glsl_permutation->loc_Texture_Normal          >= 0) R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
5844                 if (r_glsl_permutation->loc_Texture_Color           >= 0) R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
5845                 if (r_glsl_permutation->loc_Texture_Gloss           >= 0) R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
5846                 if (r_glsl_permutation->loc_Texture_Glow            >= 0) R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
5847                 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
5848                 if (r_glsl_permutation->loc_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
5849                 if (r_glsl_permutation->loc_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
5850                 if (r_glsl_permutation->loc_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
5851                 if (r_glsl_permutation->loc_Texture_Pants           >= 0) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
5852                 if (r_glsl_permutation->loc_Texture_Shirt           >= 0) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
5853                 if (r_glsl_permutation->loc_Texture_ReflectMask     >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
5854                 if (r_glsl_permutation->loc_Texture_ReflectCube     >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5855                 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
5856                 if (r_glsl_permutation->loc_Texture_FogMask         >= 0) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
5857                 if (r_glsl_permutation->loc_Texture_Lightmap        >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5858                 if (r_glsl_permutation->loc_Texture_Deluxemap       >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5859                 if (r_glsl_permutation->loc_Texture_Attenuation     >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
5860                 if (rsurfacepass == RSURFPASS_BACKGROUND)
5861                 {
5862                         if(r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5863                         else if(r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5864                         if(r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5865                 }
5866                 else
5867                 {
5868                         if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5869                 }
5870 //              if (r_glsl_permutation->loc_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
5871 //              if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
5872                 if (r_glsl_permutation->loc_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
5873                 if (r_glsl_permutation->loc_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
5874                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5875                 {
5876                         if (r_glsl_permutation->loc_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture                         );
5877                         if (rsurface.rtlight)
5878                         {
5879                                 if (r_glsl_permutation->loc_Texture_Cube            >= 0) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
5880                                 if (r_glsl_permutation->loc_Texture_CubeProjection  >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
5881                         }
5882                 }
5883                 CHECKGLERROR
5884                 break;
5885         case RENDERPATH_CGGL:
5886 #ifdef SUPPORTCG
5887                 if (gl_mesh_separatearrays.integer)
5888                 {
5889                         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);
5890                         R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5891                         R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5892                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5893                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5894                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5895                         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5896                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5897                 }
5898                 else
5899                 {
5900                         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);
5901                         R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5902                 }
5903                 R_SetupShader_SetPermutationCG(mode, permutation);
5904                 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5905                 if (mode == SHADERMODE_LIGHTSOURCE)
5906                 {
5907                         if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5908                         if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5909                 }
5910                 else
5911                 {
5912                         if (mode == SHADERMODE_LIGHTDIRECTION)
5913                         {
5914                                 if (r_cg_permutation->vp_LightDir) cgGLSetParameter3f(r_cg_permutation->vp_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);CHECKCGERROR
5915                         }
5916                 }
5917                 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5918                 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5919                 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5920                 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5921                 if (r_cg_permutation->vp_FogPlane) cgGLSetParameter4f(r_cg_permutation->vp_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);CHECKCGERROR
5922                 CHECKGLERROR
5923
5924                 if (mode == SHADERMODE_LIGHTSOURCE)
5925                 {
5926                         if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5927                         if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5928                         if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);CHECKCGERROR
5929                         if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);CHECKCGERROR
5930                         if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);CHECKCGERROR
5931
5932                         // additive passes are only darkened by fog, not tinted
5933                         if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5934                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5935                 }
5936                 else
5937                 {
5938                         if (mode == SHADERMODE_FLATCOLOR)
5939                         {
5940                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0], colormod[1], colormod[2]);CHECKCGERROR
5941                         }
5942                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5943                         {
5944                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_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]);CHECKCGERROR
5945                                 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);CHECKCGERROR
5946                                 if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_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);CHECKCGERROR
5947                                 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5948                                 if (r_cg_permutation->fp_DeferredMod_Specular) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5949                                 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);CHECKCGERROR
5950                                 if (r_cg_permutation->fp_LightDir) cgGLSetParameter3f(r_cg_permutation->fp_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);CHECKCGERROR
5951                         }
5952                         else
5953                         {
5954                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);CHECKCGERROR
5955                                 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);CHECKCGERROR
5956                                 if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_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);CHECKCGERROR
5957                                 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5958                                 if (r_cg_permutation->fp_DeferredMod_Specular) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5959                         }
5960                         // additive passes are only darkened by fog, not tinted
5961                         if (r_cg_permutation->fp_FogColor)
5962                         {
5963                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5964                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5965                                 else
5966                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5967                                 CHECKCGERROR
5968                         }
5969                         if (r_cg_permutation->fp_DistortScaleRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_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);CHECKCGERROR
5970                         if (r_cg_permutation->fp_ScreenScaleRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);CHECKCGERROR
5971                         if (r_cg_permutation->fp_ScreenCenterRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);CHECKCGERROR
5972                         if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5973                         if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5974                         if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5975                         if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5976                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5977                 }
5978                 if (r_cg_permutation->fp_ShadowMap_TextureScale) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);CHECKCGERROR
5979                 if (r_cg_permutation->fp_ShadowMap_Parameters) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR
5980                 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5981                 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));CHECKCGERROR
5982                 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5983                 if (r_cg_permutation->fp_Color_Pants)
5984                 {
5985                         if (rsurface.texture->pantstexture)
5986                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5987                         else
5988                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5989                         CHECKCGERROR
5990                 }
5991                 if (r_cg_permutation->fp_Color_Shirt)
5992                 {
5993                         if (rsurface.texture->shirttexture)
5994                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5995                         else
5996                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5997                         CHECKCGERROR
5998                 }
5999                 if (r_cg_permutation->fp_FogPlane) cgGLSetParameter4f(r_cg_permutation->fp_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);CHECKCGERROR
6000                 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
6001                 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
6002                 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
6003                 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
6004                 if (r_cg_permutation->fp_ScreenToDepth) cgGLSetParameter2f(r_cg_permutation->fp_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);CHECKCGERROR
6005                 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
6006
6007         //      if (r_cg_permutation->fp_Texture_First          ) CG_BindTexture(r_cg_permutation->fp_Texture_First          , r_texture_white                                     );CHECKCGERROR
6008         //      if (r_cg_permutation->fp_Texture_Second         ) CG_BindTexture(r_cg_permutation->fp_Texture_Second         , r_texture_white                                     );CHECKCGERROR
6009         //      if (r_cg_permutation->fp_Texture_GammaRamps     ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps     , r_texture_gammaramps                                );CHECKCGERROR
6010                 if (r_cg_permutation->fp_Texture_Normal         ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal         , rsurface.texture->nmaptexture                       );CHECKCGERROR
6011                 if (r_cg_permutation->fp_Texture_Color          ) CG_BindTexture(r_cg_permutation->fp_Texture_Color          , rsurface.texture->basetexture                       );CHECKCGERROR
6012                 if (r_cg_permutation->fp_Texture_Gloss          ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss          , rsurface.texture->glosstexture                      );CHECKCGERROR
6013                 if (r_cg_permutation->fp_Texture_Glow           ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow           , rsurface.texture->glowtexture                       );CHECKCGERROR
6014                 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture             );CHECKCGERROR
6015                 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture             );CHECKCGERROR
6016                 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture            );CHECKCGERROR
6017                 if (r_cg_permutation->fp_Texture_SecondaryGlow  ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow  , rsurface.texture->backgroundglowtexture             );CHECKCGERROR
6018                 if (r_cg_permutation->fp_Texture_Pants          ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants          , rsurface.texture->pantstexture                      );CHECKCGERROR
6019                 if (r_cg_permutation->fp_Texture_Shirt          ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt          , rsurface.texture->shirttexture                      );CHECKCGERROR
6020                 if (r_cg_permutation->fp_Texture_ReflectMask    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask    , rsurface.texture->reflectmasktexture                );CHECKCGERROR
6021                 if (r_cg_permutation->fp_Texture_ReflectCube    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectCube    , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);CHECKCGERROR
6022                 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture                         );CHECKCGERROR
6023                 if (r_cg_permutation->fp_Texture_FogMask        ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask        , r_texture_fogattenuation                            );CHECKCGERROR
6024                 if (r_cg_permutation->fp_Texture_Lightmap       ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap       , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);CHECKCGERROR
6025                 if (r_cg_permutation->fp_Texture_Deluxemap      ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap      , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);CHECKCGERROR
6026                 if (r_cg_permutation->fp_Texture_Attenuation    ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
6027                 if (rsurfacepass == RSURFPASS_BACKGROUND)
6028                 {
6029                         if (r_cg_permutation->fp_Texture_Refraction     ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction     , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);CHECKCGERROR
6030                         else if (r_cg_permutation->fp_Texture_First     ) CG_BindTexture(r_cg_permutation->fp_Texture_First          , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);CHECKCGERROR
6031                         if (r_cg_permutation->fp_Texture_Reflection     ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection     , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);CHECKCGERROR
6032                 }
6033                 else
6034                 {
6035                         if (r_cg_permutation->fp_Texture_Reflection     ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection     , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);CHECKCGERROR
6036                 }
6037                 if (r_cg_permutation->fp_Texture_ScreenDepth    ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
6038                 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
6039                 if (r_cg_permutation->fp_Texture_ScreenDiffuse  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse  , r_shadow_prepasslightingdiffusetexture              );CHECKCGERROR
6040                 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture             );CHECKCGERROR
6041                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
6042                 {
6043                         if (r_cg_permutation->fp_Texture_ShadowMap2D    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
6044                         if (rsurface.rtlight)
6045                         {
6046                                 if (r_cg_permutation->fp_Texture_Cube           ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
6047                                 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
6048                         }
6049                 }
6050
6051                 CHECKGLERROR
6052 #endif
6053                 break;
6054         case RENDERPATH_GL13:
6055         case RENDERPATH_GL11:
6056                 break;
6057         }
6058 }
6059
6060 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
6061 {
6062         // select a permutation of the lighting shader appropriate to this
6063         // combination of texture, entity, light source, and fogging, only use the
6064         // minimum features necessary to avoid wasting rendering time in the
6065         // fragment shader on features that are not being used
6066         unsigned int permutation = 0;
6067         unsigned int mode = 0;
6068         const float *lightcolorbase = rtlight->currentcolor;
6069         float ambientscale = rtlight->ambientscale;
6070         float diffusescale = rtlight->diffusescale;
6071         float specularscale = rtlight->specularscale;
6072         // this is the location of the light in view space
6073         vec3_t viewlightorigin;
6074         // this transforms from view space (camera) to light space (cubemap)
6075         matrix4x4_t viewtolight;
6076         matrix4x4_t lighttoview;
6077         float viewtolight16f[16];
6078         float range = 1.0f / r_shadow_deferred_8bitrange.value;
6079         // light source
6080         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
6081         if (rtlight->currentcubemap != r_texture_whitecube)
6082                 permutation |= SHADERPERMUTATION_CUBEFILTER;
6083         if (diffusescale > 0)
6084                 permutation |= SHADERPERMUTATION_DIFFUSE;
6085         if (specularscale > 0)
6086         {
6087                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
6088                 if (r_shadow_glossexact.integer)
6089                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
6090         }
6091         if (r_shadow_usingshadowmap2d)
6092         {
6093                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
6094                 if (r_shadow_shadowmapvsdct)
6095                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
6096
6097                 if (r_shadow_shadowmapsampler)
6098                         permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
6099                 if (r_shadow_shadowmappcf > 1)
6100                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
6101                 else if (r_shadow_shadowmappcf)
6102                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
6103         }
6104         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
6105         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
6106         Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
6107         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
6108         switch(vid.renderpath)
6109         {
6110         case RENDERPATH_D3D9:
6111 #ifdef SUPPORTD3D
6112                 R_SetupShader_SetPermutationHLSL(mode, permutation);
6113                 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6114                 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
6115                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
6116                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
6117                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
6118                 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
6119                 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
6120                 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
6121                 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
6122                 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6123
6124                 R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
6125                 R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthcolortexture           );
6126                 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
6127                 R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
6128                 R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dcolortexture                    );
6129                 R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
6130 #endif
6131                 break;
6132         case RENDERPATH_D3D10:
6133                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6134                 break;
6135         case RENDERPATH_D3D11:
6136                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6137                 break;
6138         case RENDERPATH_GL20:
6139                 R_SetupShader_SetPermutationGLSL(mode, permutation);
6140                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3fARB(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6141                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
6142                 if (r_glsl_permutation->loc_DeferredColor_Ambient     >= 0) qglUniform3fARB(       r_glsl_permutation->loc_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
6143                 if (r_glsl_permutation->loc_DeferredColor_Diffuse     >= 0) qglUniform3fARB(       r_glsl_permutation->loc_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
6144                 if (r_glsl_permutation->loc_DeferredColor_Specular    >= 0) qglUniform3fARB(       r_glsl_permutation->loc_DeferredColor_Specular   , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
6145                 if (r_glsl_permutation->loc_ShadowMap_TextureScale    >= 0) qglUniform2fARB(       r_glsl_permutation->loc_ShadowMap_TextureScale   , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
6146                 if (r_glsl_permutation->loc_ShadowMap_Parameters      >= 0) qglUniform4fARB(       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]);
6147                 if (r_glsl_permutation->loc_SpecularPower             >= 0) qglUniform1fARB(       r_glsl_permutation->loc_SpecularPower            , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
6148                 if (r_glsl_permutation->loc_ScreenToDepth             >= 0) qglUniform2fARB(       r_glsl_permutation->loc_ScreenToDepth            , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
6149                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6150
6151                 if (r_glsl_permutation->loc_Texture_Attenuation       >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
6152                 if (r_glsl_permutation->loc_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
6153                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
6154                 if (r_glsl_permutation->loc_Texture_Cube              >= 0) R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
6155                 if (r_glsl_permutation->loc_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
6156                 if (r_glsl_permutation->loc_Texture_CubeProjection    >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
6157                 break;
6158         case RENDERPATH_CGGL:
6159 #ifdef SUPPORTCG
6160                 R_SetupShader_SetPermutationCG(mode, permutation);
6161                 if (r_cg_permutation->fp_LightPosition            ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
6162                 if (r_cg_permutation->fp_ViewToLight              ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
6163                 if (r_cg_permutation->fp_DeferredColor_Ambient    ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Ambient , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);CHECKCGERROR
6164                 if (r_cg_permutation->fp_DeferredColor_Diffuse    ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);CHECKCGERROR
6165                 if (r_cg_permutation->fp_DeferredColor_Specular   ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);CHECKCGERROR
6166                 if (r_cg_permutation->fp_ShadowMap_TextureScale   ) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);CHECKCGERROR
6167                 if (r_cg_permutation->fp_ShadowMap_Parameters     ) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR
6168                 if (r_cg_permutation->fp_SpecularPower            ) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
6169                 if (r_cg_permutation->fp_ScreenToDepth            ) cgGLSetParameter2f(r_cg_permutation->fp_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);CHECKCGERROR
6170                 if (r_cg_permutation->fp_PixelToScreenTexCoord    ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
6171
6172                 if (r_cg_permutation->fp_Texture_Attenuation      ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
6173                 if (r_cg_permutation->fp_Texture_ScreenDepth      ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
6174                 if (r_cg_permutation->fp_Texture_ScreenNormalMap  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
6175                 if (r_cg_permutation->fp_Texture_Cube             ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
6176                 if (r_cg_permutation->fp_Texture_ShadowMap2D      ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
6177                 if (r_cg_permutation->fp_Texture_CubeProjection   ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
6178 #endif
6179                 break;
6180         case RENDERPATH_GL13:
6181         case RENDERPATH_GL11:
6182                 break;
6183         }
6184 }
6185
6186 #define SKINFRAME_HASH 1024
6187
6188 typedef struct
6189 {
6190         int loadsequence; // incremented each level change
6191         memexpandablearray_t array;
6192         skinframe_t *hash[SKINFRAME_HASH];
6193 }
6194 r_skinframe_t;
6195 r_skinframe_t r_skinframe;
6196
6197 void R_SkinFrame_PrepareForPurge(void)
6198 {
6199         r_skinframe.loadsequence++;
6200         // wrap it without hitting zero
6201         if (r_skinframe.loadsequence >= 200)
6202                 r_skinframe.loadsequence = 1;
6203 }
6204
6205 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
6206 {
6207         if (!skinframe)
6208                 return;
6209         // mark the skinframe as used for the purging code
6210         skinframe->loadsequence = r_skinframe.loadsequence;
6211 }
6212
6213 void R_SkinFrame_Purge(void)
6214 {
6215         int i;
6216         skinframe_t *s;
6217         for (i = 0;i < SKINFRAME_HASH;i++)
6218         {
6219                 for (s = r_skinframe.hash[i];s;s = s->next)
6220                 {
6221                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
6222                         {
6223                                 if (s->merged == s->base)
6224                                         s->merged = NULL;
6225                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
6226                                 R_PurgeTexture(s->stain );s->stain  = NULL;
6227                                 R_PurgeTexture(s->merged);s->merged = NULL;
6228                                 R_PurgeTexture(s->base  );s->base   = NULL;
6229                                 R_PurgeTexture(s->pants );s->pants  = NULL;
6230                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
6231                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
6232                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
6233                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
6234                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
6235                                 R_PurgeTexture(s->reflect);s->reflect = NULL;
6236                                 s->loadsequence = 0;
6237                         }
6238                 }
6239         }
6240 }
6241
6242 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
6243         skinframe_t *item;
6244         char basename[MAX_QPATH];
6245
6246         Image_StripImageExtension(name, basename, sizeof(basename));
6247
6248         if( last == NULL ) {
6249                 int hashindex;
6250                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6251                 item = r_skinframe.hash[hashindex];
6252         } else {
6253                 item = last->next;
6254         }
6255
6256         // linearly search through the hash bucket
6257         for( ; item ; item = item->next ) {
6258                 if( !strcmp( item->basename, basename ) ) {
6259                         return item;
6260                 }
6261         }
6262         return NULL;
6263 }
6264
6265 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
6266 {
6267         skinframe_t *item;
6268         int hashindex;
6269         char basename[MAX_QPATH];
6270
6271         Image_StripImageExtension(name, basename, sizeof(basename));
6272
6273         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6274         for (item = r_skinframe.hash[hashindex];item;item = item->next)
6275                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
6276                         break;
6277
6278         if (!item) {
6279                 rtexture_t *dyntexture;
6280                 // check whether its a dynamic texture
6281                 dyntexture = CL_GetDynTexture( basename );
6282                 if (!add && !dyntexture)
6283                         return NULL;
6284                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
6285                 memset(item, 0, sizeof(*item));
6286                 strlcpy(item->basename, basename, sizeof(item->basename));
6287                 item->base = dyntexture; // either NULL or dyntexture handle
6288                 item->textureflags = textureflags;
6289                 item->comparewidth = comparewidth;
6290                 item->compareheight = compareheight;
6291                 item->comparecrc = comparecrc;
6292                 item->next = r_skinframe.hash[hashindex];
6293                 r_skinframe.hash[hashindex] = item;
6294         }
6295         else if( item->base == NULL )
6296         {
6297                 rtexture_t *dyntexture;
6298                 // check whether its a dynamic texture
6299                 // 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]
6300                 dyntexture = CL_GetDynTexture( basename );
6301                 item->base = dyntexture; // either NULL or dyntexture handle
6302         }
6303
6304         R_SkinFrame_MarkUsed(item);
6305         return item;
6306 }
6307
6308 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
6309         { \
6310                 unsigned long long avgcolor[5], wsum; \
6311                 int pix, comp, w; \
6312                 avgcolor[0] = 0; \
6313                 avgcolor[1] = 0; \
6314                 avgcolor[2] = 0; \
6315                 avgcolor[3] = 0; \
6316                 avgcolor[4] = 0; \
6317                 wsum = 0; \
6318                 for(pix = 0; pix < cnt; ++pix) \
6319                 { \
6320                         w = 0; \
6321                         for(comp = 0; comp < 3; ++comp) \
6322                                 w += getpixel; \
6323                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
6324                         { \
6325                                 ++wsum; \
6326                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6327                                 w = getpixel; \
6328                                 for(comp = 0; comp < 3; ++comp) \
6329                                         avgcolor[comp] += getpixel * w; \
6330                                 avgcolor[3] += w; \
6331                         } \
6332                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6333                         avgcolor[4] += getpixel; \
6334                 } \
6335                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
6336                         avgcolor[3] = 1; \
6337                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
6338                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
6339                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
6340                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
6341         }
6342
6343 extern cvar_t gl_picmip;
6344 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
6345 {
6346         int j;
6347         unsigned char *pixels;
6348         unsigned char *bumppixels;
6349         unsigned char *basepixels = NULL;
6350         int basepixels_width = 0;
6351         int basepixels_height = 0;
6352         skinframe_t *skinframe;
6353         rtexture_t *ddsbase = NULL;
6354         qboolean ddshasalpha = false;
6355         float ddsavgcolor[4];
6356         char basename[MAX_QPATH];
6357         int miplevel = R_PicmipForFlags(textureflags);
6358         int savemiplevel = miplevel;
6359         int mymiplevel;
6360
6361         if (cls.state == ca_dedicated)
6362                 return NULL;
6363
6364         // return an existing skinframe if already loaded
6365         // if loading of the first image fails, don't make a new skinframe as it
6366         // would cause all future lookups of this to be missing
6367         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6368         if (skinframe && skinframe->base)
6369                 return skinframe;
6370
6371         Image_StripImageExtension(name, basename, sizeof(basename));
6372
6373         // check for DDS texture file first
6374         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
6375         {
6376                 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer != 0, &miplevel);
6377                 if (basepixels == NULL)
6378                         return NULL;
6379         }
6380
6381         // FIXME handle miplevel
6382
6383         if (developer_loading.integer)
6384                 Con_Printf("loading skin \"%s\"\n", name);
6385
6386         // we've got some pixels to store, so really allocate this new texture now
6387         if (!skinframe)
6388                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
6389         skinframe->stain = NULL;
6390         skinframe->merged = NULL;
6391         skinframe->base = NULL;
6392         skinframe->pants = NULL;
6393         skinframe->shirt = NULL;
6394         skinframe->nmap = NULL;
6395         skinframe->gloss = NULL;
6396         skinframe->glow = NULL;
6397         skinframe->fog = NULL;
6398         skinframe->reflect = NULL;
6399         skinframe->hasalpha = false;
6400
6401         if (ddsbase)
6402         {
6403                 skinframe->base = ddsbase;
6404                 skinframe->hasalpha = ddshasalpha;
6405                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
6406                 if (r_loadfog && skinframe->hasalpha)
6407                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
6408                 //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]);
6409         }
6410         else
6411         {
6412                 basepixels_width = image_width;
6413                 basepixels_height = image_height;
6414                 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
6415                 if (textureflags & TEXF_ALPHA)
6416                 {
6417                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
6418                         {
6419                                 if (basepixels[j] < 255)
6420                                 {
6421                                         skinframe->hasalpha = true;
6422                                         break;
6423                                 }
6424                         }
6425                         if (r_loadfog && skinframe->hasalpha)
6426                         {
6427                                 // has transparent pixels
6428                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6429                                 for (j = 0;j < image_width * image_height * 4;j += 4)
6430                                 {
6431                                         pixels[j+0] = 255;
6432                                         pixels[j+1] = 255;
6433                                         pixels[j+2] = 255;
6434                                         pixels[j+3] = basepixels[j+3];
6435                                 }
6436                                 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
6437                                 Mem_Free(pixels);
6438                         }
6439                 }
6440                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
6441                 //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]);
6442                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
6443                         R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true, skinframe->hasalpha);
6444                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
6445                         R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true, true);
6446         }
6447
6448         if (r_loaddds)
6449         {
6450                 mymiplevel = savemiplevel;
6451                 if (r_loadnormalmap)
6452                         skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
6453                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6454                 if (r_loadgloss)
6455                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6456                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6457                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6458                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6459         }
6460
6461         // _norm is the name used by tenebrae and has been adopted as standard
6462         if (r_loadnormalmap && skinframe->nmap == NULL)
6463         {
6464                 mymiplevel = savemiplevel;
6465                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6466                 {
6467                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6468                         Mem_Free(pixels);
6469                         pixels = NULL;
6470                 }
6471                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6472                 {
6473                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6474                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
6475                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6476                         Mem_Free(pixels);
6477                         Mem_Free(bumppixels);
6478                 }
6479                 else if (r_shadow_bumpscale_basetexture.value > 0)
6480                 {
6481                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
6482                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
6483                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6484                         Mem_Free(pixels);
6485                 }
6486                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
6487                         R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true, true);
6488         }
6489
6490         // _luma is supported only for tenebrae compatibility
6491         // _glow is the preferred name
6492         mymiplevel = savemiplevel;
6493         if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow",  skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel))))
6494         {
6495                 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6496                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
6497                         R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true, true);
6498                 Mem_Free(pixels);pixels = NULL;
6499         }
6500
6501         mymiplevel = savemiplevel;
6502         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6503         {
6504                 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6505                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
6506                         R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true, true);
6507                 Mem_Free(pixels);
6508                 pixels = NULL;
6509         }
6510
6511         mymiplevel = savemiplevel;
6512         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6513         {
6514                 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6515                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
6516                         R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true, false);
6517                 Mem_Free(pixels);
6518                 pixels = NULL;
6519         }
6520
6521         mymiplevel = savemiplevel;
6522         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6523         {
6524                 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6525                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
6526                         R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true, false);
6527                 Mem_Free(pixels);
6528                 pixels = NULL;
6529         }
6530
6531         mymiplevel = savemiplevel;
6532         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6533         {
6534                 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6535                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
6536                         R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true, true);
6537                 Mem_Free(pixels);
6538                 pixels = NULL;
6539         }
6540
6541         if (basepixels)
6542                 Mem_Free(basepixels);
6543
6544         return skinframe;
6545 }
6546
6547 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
6548 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
6549 {
6550         int i;
6551         unsigned char *temp1, *temp2;
6552         skinframe_t *skinframe;
6553
6554         if (cls.state == ca_dedicated)
6555                 return NULL;
6556
6557         // if already loaded just return it, otherwise make a new skinframe
6558         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
6559         if (skinframe && skinframe->base)
6560                 return skinframe;
6561
6562         skinframe->stain = NULL;
6563         skinframe->merged = NULL;
6564         skinframe->base = NULL;
6565         skinframe->pants = NULL;
6566         skinframe->shirt = NULL;
6567         skinframe->nmap = NULL;
6568         skinframe->gloss = NULL;
6569         skinframe->glow = NULL;
6570         skinframe->fog = NULL;
6571         skinframe->reflect = NULL;
6572         skinframe->hasalpha = false;
6573
6574         // if no data was provided, then clearly the caller wanted to get a blank skinframe
6575         if (!skindata)
6576                 return NULL;
6577
6578         if (developer_loading.integer)
6579                 Con_Printf("loading 32bit skin \"%s\"\n", name);
6580
6581         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
6582         {
6583                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6584                 temp2 = temp1 + width * height * 4;
6585                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6586                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
6587                 Mem_Free(temp1);
6588         }
6589         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, textureflags, -1, NULL);
6590         if (textureflags & TEXF_ALPHA)
6591         {
6592                 for (i = 3;i < width * height * 4;i += 4)
6593                 {
6594                         if (skindata[i] < 255)
6595                         {
6596                                 skinframe->hasalpha = true;
6597                                 break;
6598                         }
6599                 }
6600                 if (r_loadfog && skinframe->hasalpha)
6601                 {
6602                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
6603                         memcpy(fogpixels, skindata, width * height * 4);
6604                         for (i = 0;i < width * height * 4;i += 4)
6605                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
6606                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
6607                         Mem_Free(fogpixels);
6608                 }
6609         }
6610
6611         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
6612         //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]);
6613
6614         return skinframe;
6615 }
6616
6617 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
6618 {
6619         int i;
6620         int featuresmask;
6621         skinframe_t *skinframe;
6622
6623         if (cls.state == ca_dedicated)
6624                 return NULL;
6625
6626         // if already loaded just return it, otherwise make a new skinframe
6627         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6628         if (skinframe && skinframe->base)
6629                 return skinframe;
6630
6631         skinframe->stain = NULL;
6632         skinframe->merged = NULL;
6633         skinframe->base = NULL;
6634         skinframe->pants = NULL;
6635         skinframe->shirt = NULL;
6636         skinframe->nmap = NULL;
6637         skinframe->gloss = NULL;
6638         skinframe->glow = NULL;
6639         skinframe->fog = NULL;
6640         skinframe->reflect = NULL;
6641         skinframe->hasalpha = false;
6642
6643         // if no data was provided, then clearly the caller wanted to get a blank skinframe
6644         if (!skindata)
6645                 return NULL;
6646
6647         if (developer_loading.integer)
6648                 Con_Printf("loading quake skin \"%s\"\n", name);
6649
6650         // 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)
6651         skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height);
6652         memcpy(skinframe->qpixels, skindata, width*height);
6653         skinframe->qwidth = width;
6654         skinframe->qheight = height;
6655
6656         featuresmask = 0;
6657         for (i = 0;i < width * height;i++)
6658                 featuresmask |= palette_featureflags[skindata[i]];
6659
6660         skinframe->hasalpha = false;
6661         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
6662         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
6663         skinframe->qgeneratemerged = true;
6664         skinframe->qgeneratebase = skinframe->qhascolormapping;
6665         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
6666
6667         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
6668         //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]);
6669
6670         return skinframe;
6671 }
6672
6673 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
6674 {
6675         int width;
6676         int height;
6677         unsigned char *skindata;
6678
6679         if (!skinframe->qpixels)
6680                 return;
6681
6682         if (!skinframe->qhascolormapping)
6683                 colormapped = false;
6684
6685         if (colormapped)
6686         {
6687                 if (!skinframe->qgeneratebase)
6688                         return;
6689         }
6690         else
6691         {
6692                 if (!skinframe->qgeneratemerged)
6693                         return;
6694         }
6695
6696         width = skinframe->qwidth;
6697         height = skinframe->qheight;
6698         skindata = skinframe->qpixels;
6699
6700         if (skinframe->qgeneratenmap)
6701         {
6702                 unsigned char *temp1, *temp2;
6703                 skinframe->qgeneratenmap = false;
6704                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6705                 temp2 = temp1 + width * height * 4;
6706                 // use either a custom palette or the quake palette
6707                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
6708                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6709                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
6710                 Mem_Free(temp1);
6711         }
6712
6713         if (skinframe->qgenerateglow)
6714         {
6715                 skinframe->qgenerateglow = false;
6716                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
6717         }
6718
6719         if (colormapped)
6720         {
6721                 skinframe->qgeneratebase = false;
6722                 skinframe->base  = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
6723                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
6724                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
6725         }
6726         else
6727         {
6728                 skinframe->qgeneratemerged = false;
6729                 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
6730         }
6731
6732         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
6733         {
6734                 Mem_Free(skinframe->qpixels);
6735                 skinframe->qpixels = NULL;
6736         }
6737 }
6738
6739 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)
6740 {
6741         int i;
6742         skinframe_t *skinframe;
6743
6744         if (cls.state == ca_dedicated)
6745                 return NULL;
6746
6747         // if already loaded just return it, otherwise make a new skinframe
6748         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6749         if (skinframe && skinframe->base)
6750                 return skinframe;
6751
6752         skinframe->stain = NULL;
6753         skinframe->merged = NULL;
6754         skinframe->base = NULL;
6755         skinframe->pants = NULL;
6756         skinframe->shirt = NULL;
6757         skinframe->nmap = NULL;
6758         skinframe->gloss = NULL;
6759         skinframe->glow = NULL;
6760         skinframe->fog = NULL;
6761         skinframe->reflect = NULL;
6762         skinframe->hasalpha = false;
6763
6764         // if no data was provided, then clearly the caller wanted to get a blank skinframe
6765         if (!skindata)
6766                 return NULL;
6767
6768         if (developer_loading.integer)
6769                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
6770
6771         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
6772         if (textureflags & TEXF_ALPHA)
6773         {
6774                 for (i = 0;i < width * height;i++)
6775                 {
6776                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
6777                         {
6778                                 skinframe->hasalpha = true;
6779                                 break;
6780                         }
6781                 }
6782                 if (r_loadfog && skinframe->hasalpha)
6783                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
6784         }
6785
6786         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
6787         //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]);
6788
6789         return skinframe;
6790 }
6791
6792 skinframe_t *R_SkinFrame_LoadMissing(void)
6793 {
6794         skinframe_t *skinframe;
6795
6796         if (cls.state == ca_dedicated)
6797                 return NULL;
6798
6799         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
6800         skinframe->stain = NULL;
6801         skinframe->merged = NULL;
6802         skinframe->base = NULL;
6803         skinframe->pants = NULL;
6804         skinframe->shirt = NULL;
6805         skinframe->nmap = NULL;
6806         skinframe->gloss = NULL;
6807         skinframe->glow = NULL;
6808         skinframe->fog = NULL;
6809         skinframe->reflect = NULL;
6810         skinframe->hasalpha = false;
6811
6812         skinframe->avgcolor[0] = rand() / RAND_MAX;
6813         skinframe->avgcolor[1] = rand() / RAND_MAX;
6814         skinframe->avgcolor[2] = rand() / RAND_MAX;
6815         skinframe->avgcolor[3] = 1;
6816
6817         return skinframe;
6818 }
6819
6820 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
6821 typedef struct suffixinfo_s
6822 {
6823         const char *suffix;
6824         qboolean flipx, flipy, flipdiagonal;
6825 }
6826 suffixinfo_t;
6827 static suffixinfo_t suffix[3][6] =
6828 {
6829         {
6830                 {"px",   false, false, false},
6831                 {"nx",   false, false, false},
6832                 {"py",   false, false, false},
6833                 {"ny",   false, false, false},
6834                 {"pz",   false, false, false},
6835                 {"nz",   false, false, false}
6836         },
6837         {
6838                 {"posx", false, false, false},
6839                 {"negx", false, false, false},
6840                 {"posy", false, false, false},
6841                 {"negy", false, false, false},
6842                 {"posz", false, false, false},
6843                 {"negz", false, false, false}
6844         },
6845         {
6846                 {"rt",    true, false,  true},
6847                 {"lf",   false,  true,  true},
6848                 {"ft",    true,  true, false},
6849                 {"bk",   false, false, false},
6850                 {"up",    true, false,  true},
6851                 {"dn",    true, false,  true}
6852         }
6853 };
6854
6855 static int componentorder[4] = {0, 1, 2, 3};
6856
6857 rtexture_t *R_LoadCubemap(const char *basename)
6858 {
6859         int i, j, cubemapsize;
6860         unsigned char *cubemappixels, *image_buffer;
6861         rtexture_t *cubemaptexture;
6862         char name[256];
6863         // must start 0 so the first loadimagepixels has no requested width/height
6864         cubemapsize = 0;
6865         cubemappixels = NULL;
6866         cubemaptexture = NULL;
6867         // keep trying different suffix groups (posx, px, rt) until one loads
6868         for (j = 0;j < 3 && !cubemappixels;j++)
6869         {
6870                 // load the 6 images in the suffix group
6871                 for (i = 0;i < 6;i++)
6872                 {
6873                         // generate an image name based on the base and and suffix
6874                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6875                         // load it
6876                         if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer != 0, NULL)))
6877                         {
6878                                 // an image loaded, make sure width and height are equal
6879                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6880                                 {
6881                                         // if this is the first image to load successfully, allocate the cubemap memory
6882                                         if (!cubemappixels && image_width >= 1)
6883                                         {
6884                                                 cubemapsize = image_width;
6885                                                 // note this clears to black, so unavailable sides are black
6886                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6887                                         }
6888                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6889                                         if (cubemappixels)
6890                                                 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);
6891                                 }
6892                                 else
6893                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6894                                 // free the image
6895                                 Mem_Free(image_buffer);
6896                         }
6897                 }
6898         }
6899         // if a cubemap loaded, upload it
6900         if (cubemappixels)
6901         {
6902                 if (developer_loading.integer)
6903                         Con_Printf("loading cubemap \"%s\"\n", basename);
6904
6905                 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6906                 Mem_Free(cubemappixels);
6907         }
6908         else
6909         {
6910                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6911                 if (developer_loading.integer)
6912                 {
6913                         Con_Printf("(tried tried images ");
6914                         for (j = 0;j < 3;j++)
6915                                 for (i = 0;i < 6;i++)
6916                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6917                         Con_Print(" and was unable to find any of them).\n");
6918                 }
6919         }
6920         return cubemaptexture;
6921 }
6922
6923 rtexture_t *R_GetCubemap(const char *basename)
6924 {
6925         int i;
6926         for (i = 0;i < r_texture_numcubemaps;i++)
6927                 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6928                         return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6929         if (i >= MAX_CUBEMAPS)
6930                 return r_texture_whitecube;
6931         r_texture_numcubemaps++;
6932         strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6933         r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6934         return r_texture_cubemaps[i].texture;
6935 }
6936
6937 void R_FreeCubemaps(void)
6938 {
6939         int i;
6940         for (i = 0;i < r_texture_numcubemaps;i++)
6941         {
6942                 if (developer_loading.integer)
6943                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6944                 if (r_texture_cubemaps[i].texture)
6945                         R_FreeTexture(r_texture_cubemaps[i].texture);
6946         }
6947         r_texture_numcubemaps = 0;
6948 }
6949
6950 void R_Main_FreeViewCache(void)
6951 {
6952         if (r_refdef.viewcache.entityvisible)
6953                 Mem_Free(r_refdef.viewcache.entityvisible);
6954         if (r_refdef.viewcache.world_pvsbits)
6955                 Mem_Free(r_refdef.viewcache.world_pvsbits);
6956         if (r_refdef.viewcache.world_leafvisible)
6957                 Mem_Free(r_refdef.viewcache.world_leafvisible);
6958         if (r_refdef.viewcache.world_surfacevisible)
6959                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6960         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6961 }
6962
6963 void R_Main_ResizeViewCache(void)
6964 {
6965         int numentities = r_refdef.scene.numentities;
6966         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6967         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6968         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6969         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6970         if (r_refdef.viewcache.maxentities < numentities)
6971         {
6972                 r_refdef.viewcache.maxentities = numentities;
6973                 if (r_refdef.viewcache.entityvisible)
6974                         Mem_Free(r_refdef.viewcache.entityvisible);
6975                 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6976         }
6977         if (r_refdef.viewcache.world_numclusters != numclusters)
6978         {
6979                 r_refdef.viewcache.world_numclusters = numclusters;
6980                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6981                 if (r_refdef.viewcache.world_pvsbits)
6982                         Mem_Free(r_refdef.viewcache.world_pvsbits);
6983                 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6984         }
6985         if (r_refdef.viewcache.world_numleafs != numleafs)
6986         {
6987                 r_refdef.viewcache.world_numleafs = numleafs;
6988                 if (r_refdef.viewcache.world_leafvisible)
6989                         Mem_Free(r_refdef.viewcache.world_leafvisible);
6990                 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6991         }
6992         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6993         {
6994                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6995                 if (r_refdef.viewcache.world_surfacevisible)
6996                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
6997                 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6998         }
6999 }
7000
7001 extern rtexture_t *loadingscreentexture;
7002 void gl_main_start(void)
7003 {
7004         loadingscreentexture = NULL;
7005         r_texture_blanknormalmap = NULL;
7006         r_texture_white = NULL;
7007         r_texture_grey128 = NULL;
7008         r_texture_black = NULL;
7009         r_texture_whitecube = NULL;
7010         r_texture_normalizationcube = NULL;
7011         r_texture_fogattenuation = NULL;
7012         r_texture_fogheighttexture = NULL;
7013         r_texture_gammaramps = NULL;
7014         r_texture_numcubemaps = 0;
7015
7016         r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
7017         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
7018
7019         switch(vid.renderpath)
7020         {
7021         case RENDERPATH_GL20:
7022         case RENDERPATH_CGGL:
7023         case RENDERPATH_D3D9:
7024         case RENDERPATH_D3D10:
7025         case RENDERPATH_D3D11:
7026                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7027                 Cvar_SetValueQuick(&gl_combine, 1);
7028                 Cvar_SetValueQuick(&r_glsl, 1);
7029                 r_loadnormalmap = true;
7030                 r_loadgloss = true;
7031                 r_loadfog = false;
7032                 break;
7033         case RENDERPATH_GL13:
7034                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7035                 Cvar_SetValueQuick(&gl_combine, 1);
7036                 Cvar_SetValueQuick(&r_glsl, 0);
7037                 r_loadnormalmap = false;
7038                 r_loadgloss = false;
7039                 r_loadfog = true;
7040                 break;
7041         case RENDERPATH_GL11:
7042                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7043                 Cvar_SetValueQuick(&gl_combine, 0);
7044                 Cvar_SetValueQuick(&r_glsl, 0);
7045                 r_loadnormalmap = false;
7046                 r_loadgloss = false;
7047                 r_loadfog = true;
7048                 break;
7049         }
7050
7051         R_AnimCache_Free();
7052         R_FrameData_Reset();
7053
7054         r_numqueries = 0;
7055         r_maxqueries = 0;
7056         memset(r_queries, 0, sizeof(r_queries));
7057
7058         r_qwskincache = NULL;
7059         r_qwskincache_size = 0;
7060
7061         // set up r_skinframe loading system for textures
7062         memset(&r_skinframe, 0, sizeof(r_skinframe));
7063         r_skinframe.loadsequence = 1;
7064         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
7065
7066         r_main_texturepool = R_AllocTexturePool();
7067         R_BuildBlankTextures();
7068         R_BuildNoTexture();
7069         if (vid.support.arb_texture_cube_map)
7070         {
7071                 R_BuildWhiteCube();
7072                 R_BuildNormalizationCube();
7073         }
7074         r_texture_fogattenuation = NULL;
7075         r_texture_fogheighttexture = NULL;
7076         r_texture_gammaramps = NULL;
7077         //r_texture_fogintensity = NULL;
7078         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7079         memset(&r_waterstate, 0, sizeof(r_waterstate));
7080         r_glsl_permutation = NULL;
7081         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
7082         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
7083         glslshaderstring = NULL;
7084 #ifdef SUPPORTCG
7085         r_cg_permutation = NULL;
7086         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
7087         Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
7088         cgshaderstring = NULL;
7089 #endif
7090 #ifdef SUPPORTD3D
7091         r_hlsl_permutation = NULL;
7092         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
7093         Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
7094         hlslshaderstring = NULL;
7095 #endif
7096         memset(&r_svbsp, 0, sizeof (r_svbsp));
7097
7098         r_refdef.fogmasktable_density = 0;
7099 }
7100
7101 void gl_main_shutdown(void)
7102 {
7103         R_AnimCache_Free();
7104         R_FrameData_Reset();
7105
7106         R_Main_FreeViewCache();
7107
7108         switch(vid.renderpath)
7109         {
7110         case RENDERPATH_GL11:
7111         case RENDERPATH_GL13:
7112         case RENDERPATH_GL20:
7113         case RENDERPATH_CGGL:
7114                 if (r_maxqueries)
7115                         qglDeleteQueriesARB(r_maxqueries, r_queries);
7116                 break;
7117         case RENDERPATH_D3D9:
7118                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7119                 break;
7120         case RENDERPATH_D3D10:
7121                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7122                 break;
7123         case RENDERPATH_D3D11:
7124                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7125                 break;
7126         }
7127
7128         r_numqueries = 0;
7129         r_maxqueries = 0;
7130         memset(r_queries, 0, sizeof(r_queries));
7131
7132         r_qwskincache = NULL;
7133         r_qwskincache_size = 0;
7134
7135         // clear out the r_skinframe state
7136         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
7137         memset(&r_skinframe, 0, sizeof(r_skinframe));
7138
7139         if (r_svbsp.nodes)
7140                 Mem_Free(r_svbsp.nodes);
7141         memset(&r_svbsp, 0, sizeof (r_svbsp));
7142         R_FreeTexturePool(&r_main_texturepool);
7143         loadingscreentexture = NULL;
7144         r_texture_blanknormalmap = NULL;
7145         r_texture_white = NULL;
7146         r_texture_grey128 = NULL;
7147         r_texture_black = NULL;
7148         r_texture_whitecube = NULL;
7149         r_texture_normalizationcube = NULL;
7150         r_texture_fogattenuation = NULL;
7151         r_texture_fogheighttexture = NULL;
7152         r_texture_gammaramps = NULL;
7153         r_texture_numcubemaps = 0;
7154         //r_texture_fogintensity = NULL;
7155         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7156         memset(&r_waterstate, 0, sizeof(r_waterstate));
7157         R_GLSL_Restart_f();
7158 }
7159
7160 extern void CL_ParseEntityLump(char *entitystring);
7161 void gl_main_newmap(void)
7162 {
7163         // FIXME: move this code to client
7164         char *entities, entname[MAX_QPATH];
7165         if (r_qwskincache)
7166                 Mem_Free(r_qwskincache);
7167         r_qwskincache = NULL;
7168         r_qwskincache_size = 0;
7169         if (cl.worldmodel)
7170         {
7171                 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
7172                 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
7173                 {
7174                         CL_ParseEntityLump(entities);
7175                         Mem_Free(entities);
7176                         return;
7177                 }
7178                 if (cl.worldmodel->brush.entities)
7179                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
7180         }
7181         R_Main_FreeViewCache();
7182
7183         R_FrameData_Reset();
7184 }
7185
7186 void GL_Main_Init(void)
7187 {
7188         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
7189
7190         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
7191         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
7192         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
7193         if (gamemode == GAME_NEHAHRA)
7194         {
7195                 Cvar_RegisterVariable (&gl_fogenable);
7196                 Cvar_RegisterVariable (&gl_fogdensity);
7197                 Cvar_RegisterVariable (&gl_fogred);
7198                 Cvar_RegisterVariable (&gl_foggreen);
7199                 Cvar_RegisterVariable (&gl_fogblue);
7200                 Cvar_RegisterVariable (&gl_fogstart);
7201                 Cvar_RegisterVariable (&gl_fogend);
7202                 Cvar_RegisterVariable (&gl_skyclip);
7203         }
7204         Cvar_RegisterVariable(&r_motionblur);
7205         Cvar_RegisterVariable(&r_motionblur_maxblur);
7206         Cvar_RegisterVariable(&r_motionblur_bmin);
7207         Cvar_RegisterVariable(&r_motionblur_vmin);
7208         Cvar_RegisterVariable(&r_motionblur_vmax);
7209         Cvar_RegisterVariable(&r_motionblur_vcoeff);
7210         Cvar_RegisterVariable(&r_motionblur_randomize);
7211         Cvar_RegisterVariable(&r_damageblur);
7212         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
7213         Cvar_RegisterVariable(&r_equalize_entities_minambient);
7214         Cvar_RegisterVariable(&r_equalize_entities_by);
7215         Cvar_RegisterVariable(&r_equalize_entities_to);
7216         Cvar_RegisterVariable(&r_depthfirst);
7217         Cvar_RegisterVariable(&r_useinfinitefarclip);
7218         Cvar_RegisterVariable(&r_farclip_base);
7219         Cvar_RegisterVariable(&r_farclip_world);
7220         Cvar_RegisterVariable(&r_nearclip);
7221         Cvar_RegisterVariable(&r_showbboxes);
7222         Cvar_RegisterVariable(&r_showsurfaces);
7223         Cvar_RegisterVariable(&r_showtris);
7224         Cvar_RegisterVariable(&r_shownormals);
7225         Cvar_RegisterVariable(&r_showlighting);
7226         Cvar_RegisterVariable(&r_showshadowvolumes);
7227         Cvar_RegisterVariable(&r_showcollisionbrushes);
7228         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
7229         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
7230         Cvar_RegisterVariable(&r_showdisabledepthtest);
7231         Cvar_RegisterVariable(&r_drawportals);
7232         Cvar_RegisterVariable(&r_drawentities);
7233         Cvar_RegisterVariable(&r_draw2d);
7234         Cvar_RegisterVariable(&r_drawworld);
7235         Cvar_RegisterVariable(&r_cullentities_trace);
7236         Cvar_RegisterVariable(&r_cullentities_trace_samples);
7237         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
7238         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
7239         Cvar_RegisterVariable(&r_cullentities_trace_delay);
7240         Cvar_RegisterVariable(&r_drawviewmodel);
7241         Cvar_RegisterVariable(&r_drawexteriormodel);
7242         Cvar_RegisterVariable(&r_speeds);
7243         Cvar_RegisterVariable(&r_fullbrights);
7244         Cvar_RegisterVariable(&r_wateralpha);
7245         Cvar_RegisterVariable(&r_dynamic);
7246         Cvar_RegisterVariable(&r_fakelight);
7247         Cvar_RegisterVariable(&r_fakelight_intensity);
7248         Cvar_RegisterVariable(&r_fullbright);
7249         Cvar_RegisterVariable(&r_shadows);
7250         Cvar_RegisterVariable(&r_shadows_darken);
7251         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
7252         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
7253         Cvar_RegisterVariable(&r_shadows_throwdistance);
7254         Cvar_RegisterVariable(&r_shadows_throwdirection);
7255         Cvar_RegisterVariable(&r_shadows_focus);
7256         Cvar_RegisterVariable(&r_shadows_shadowmapscale);
7257         Cvar_RegisterVariable(&r_q1bsp_skymasking);
7258         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
7259         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
7260         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
7261         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
7262         Cvar_RegisterVariable(&r_fog_exp2);
7263         Cvar_RegisterVariable(&r_drawfog);
7264         Cvar_RegisterVariable(&r_transparentdepthmasking);
7265         Cvar_RegisterVariable(&r_texture_dds_load);
7266         Cvar_RegisterVariable(&r_texture_dds_save);
7267         Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
7268         Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
7269         Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
7270         Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
7271         Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
7272         Cvar_RegisterVariable(&r_textureunits);
7273         Cvar_RegisterVariable(&gl_combine);
7274         Cvar_RegisterVariable(&r_glsl);
7275         Cvar_RegisterVariable(&r_glsl_deluxemapping);
7276         Cvar_RegisterVariable(&r_glsl_offsetmapping);
7277         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
7278         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
7279         Cvar_RegisterVariable(&r_glsl_postprocess);
7280         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
7281         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
7282         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
7283         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
7284         Cvar_RegisterVariable(&r_water);
7285         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
7286         Cvar_RegisterVariable(&r_water_clippingplanebias);
7287         Cvar_RegisterVariable(&r_water_refractdistort);
7288         Cvar_RegisterVariable(&r_water_reflectdistort);
7289         Cvar_RegisterVariable(&r_water_scissormode);
7290         Cvar_RegisterVariable(&r_lerpsprites);
7291         Cvar_RegisterVariable(&r_lerpmodels);
7292         Cvar_RegisterVariable(&r_lerplightstyles);
7293         Cvar_RegisterVariable(&r_waterscroll);
7294         Cvar_RegisterVariable(&r_bloom);
7295         Cvar_RegisterVariable(&r_bloom_colorscale);
7296         Cvar_RegisterVariable(&r_bloom_brighten);
7297         Cvar_RegisterVariable(&r_bloom_blur);
7298         Cvar_RegisterVariable(&r_bloom_resolution);
7299         Cvar_RegisterVariable(&r_bloom_colorexponent);
7300         Cvar_RegisterVariable(&r_bloom_colorsubtract);
7301         Cvar_RegisterVariable(&r_hdr);
7302         Cvar_RegisterVariable(&r_hdr_scenebrightness);
7303         Cvar_RegisterVariable(&r_hdr_glowintensity);
7304         Cvar_RegisterVariable(&r_hdr_range);
7305         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
7306         Cvar_RegisterVariable(&developer_texturelogging);
7307         Cvar_RegisterVariable(&gl_lightmaps);
7308         Cvar_RegisterVariable(&r_test);
7309         Cvar_RegisterVariable(&r_glsl_saturation);
7310         Cvar_RegisterVariable(&r_framedatasize);
7311         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
7312                 Cvar_SetValue("r_fullbrights", 0);
7313         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
7314
7315         Cvar_RegisterVariable(&r_track_sprites);
7316         Cvar_RegisterVariable(&r_track_sprites_flags);
7317         Cvar_RegisterVariable(&r_track_sprites_scalew);
7318         Cvar_RegisterVariable(&r_track_sprites_scaleh);
7319         Cvar_RegisterVariable(&r_overheadsprites_perspective);
7320         Cvar_RegisterVariable(&r_overheadsprites_pushback);
7321 }
7322
7323 extern void R_Textures_Init(void);
7324 extern void GL_Draw_Init(void);
7325 extern void GL_Main_Init(void);
7326 extern void R_Shadow_Init(void);
7327 extern void R_Sky_Init(void);
7328 extern void GL_Surf_Init(void);
7329 extern void R_Particles_Init(void);
7330 extern void R_Explosion_Init(void);
7331 extern void gl_backend_init(void);
7332 extern void Sbar_Init(void);
7333 extern void R_LightningBeams_Init(void);
7334 extern void Mod_RenderInit(void);
7335 extern void Font_Init(void);
7336
7337 void Render_Init(void)
7338 {
7339         gl_backend_init();
7340         R_Textures_Init();
7341         GL_Main_Init();
7342         Font_Init();
7343         GL_Draw_Init();
7344         R_Shadow_Init();
7345         R_Sky_Init();
7346         GL_Surf_Init();
7347         Sbar_Init();
7348         R_Particles_Init();
7349         R_Explosion_Init();
7350         R_LightningBeams_Init();
7351         Mod_RenderInit();
7352 }
7353
7354 /*
7355 ===============
7356 GL_Init
7357 ===============
7358 */
7359 extern char *ENGINE_EXTENSIONS;
7360 void GL_Init (void)
7361 {
7362         gl_renderer = (const char *)qglGetString(GL_RENDERER);
7363         gl_vendor = (const char *)qglGetString(GL_VENDOR);
7364         gl_version = (const char *)qglGetString(GL_VERSION);
7365         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
7366
7367         if (!gl_extensions)
7368                 gl_extensions = "";
7369         if (!gl_platformextensions)
7370                 gl_platformextensions = "";
7371
7372         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
7373         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
7374         Con_Printf("GL_VERSION: %s\n", gl_version);
7375         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
7376         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
7377
7378         VID_CheckExtensions();
7379
7380         // LordHavoc: report supported extensions
7381         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
7382
7383         // clear to black (loading plaque will be seen over this)
7384         GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
7385 }
7386
7387 int R_CullBox(const vec3_t mins, const vec3_t maxs)
7388 {
7389         int i;
7390         mplane_t *p;
7391         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7392         {
7393                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
7394                 if (i == 4)
7395                         continue;
7396                 p = r_refdef.view.frustum + i;
7397                 switch(p->signbits)
7398                 {
7399                 default:
7400                 case 0:
7401                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7402                                 return true;
7403                         break;
7404                 case 1:
7405                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7406                                 return true;
7407                         break;
7408                 case 2:
7409                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7410                                 return true;
7411                         break;
7412                 case 3:
7413                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7414                                 return true;
7415                         break;
7416                 case 4:
7417                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7418                                 return true;
7419                         break;
7420                 case 5:
7421                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7422                                 return true;
7423                         break;
7424                 case 6:
7425                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7426                                 return true;
7427                         break;
7428                 case 7:
7429                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7430                                 return true;
7431                         break;
7432                 }
7433         }
7434         return false;
7435 }
7436
7437 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
7438 {
7439         int i;
7440         const mplane_t *p;
7441         for (i = 0;i < numplanes;i++)
7442         {
7443                 p = planes + i;
7444                 switch(p->signbits)
7445                 {
7446                 default:
7447                 case 0:
7448                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7449                                 return true;
7450                         break;
7451                 case 1:
7452                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7453                                 return true;
7454                         break;
7455                 case 2:
7456                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7457                                 return true;
7458                         break;
7459                 case 3:
7460                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7461                                 return true;
7462                         break;
7463                 case 4:
7464                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7465                                 return true;
7466                         break;
7467                 case 5:
7468                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7469                                 return true;
7470                         break;
7471                 case 6:
7472                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7473                                 return true;
7474                         break;
7475                 case 7:
7476                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7477                                 return true;
7478                         break;
7479                 }
7480         }
7481         return false;
7482 }
7483
7484 //==================================================================================
7485
7486 // LordHavoc: this stores temporary data used within the same frame
7487
7488 qboolean r_framedata_failed;
7489 static size_t r_framedata_size;
7490 static size_t r_framedata_current;
7491 static void *r_framedata_base;
7492
7493 void R_FrameData_Reset(void)
7494 {
7495         if (r_framedata_base)
7496                 Mem_Free(r_framedata_base);
7497         r_framedata_base = NULL;
7498         r_framedata_size = 0;
7499         r_framedata_current = 0;
7500         r_framedata_failed = false;
7501 }
7502
7503 void R_FrameData_NewFrame(void)
7504 {
7505         size_t wantedsize;
7506         if (r_framedata_failed)
7507                 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
7508         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
7509         wantedsize = bound(65536, wantedsize, 128*1024*1024);
7510         if (r_framedata_size != wantedsize)
7511         {
7512                 r_framedata_size = wantedsize;
7513                 if (r_framedata_base)
7514                         Mem_Free(r_framedata_base);
7515                 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
7516         }
7517         r_framedata_current = 0;
7518         r_framedata_failed = false;
7519 }
7520
7521 void *R_FrameData_Alloc(size_t size)
7522 {
7523         void *data;
7524
7525         // align to 16 byte boundary
7526         size = (size + 15) & ~15;
7527         data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
7528         r_framedata_current += size;
7529
7530         // check overflow
7531         if (r_framedata_current > r_framedata_size)
7532                 r_framedata_failed = true;
7533
7534         // return NULL on everything after a failure
7535         if (r_framedata_failed)
7536                 return NULL;
7537
7538         return data;
7539 }
7540
7541 void *R_FrameData_Store(size_t size, void *data)
7542 {
7543         void *d = R_FrameData_Alloc(size);
7544         if (d)
7545                 memcpy(d, data, size);
7546         return d;
7547 }
7548
7549 //==================================================================================
7550
7551 // LordHavoc: animcache originally written by Echon, rewritten since then
7552
7553 /**
7554  * Animation cache prevents re-generating mesh data for an animated model
7555  * multiple times in one frame for lighting, shadowing, reflections, etc.
7556  */
7557
7558 void R_AnimCache_Free(void)
7559 {
7560 }
7561
7562 void R_AnimCache_ClearCache(void)
7563 {
7564         int i;
7565         entity_render_t *ent;
7566
7567         for (i = 0;i < r_refdef.scene.numentities;i++)
7568         {
7569                 ent = r_refdef.scene.entities[i];
7570                 ent->animcache_vertex3f = NULL;
7571                 ent->animcache_normal3f = NULL;
7572                 ent->animcache_svector3f = NULL;
7573                 ent->animcache_tvector3f = NULL;
7574                 ent->animcache_vertexposition = NULL;
7575                 ent->animcache_vertexmesh = NULL;
7576                 ent->animcache_vertexpositionbuffer = NULL;
7577                 ent->animcache_vertexmeshbuffer = NULL;
7578         }
7579 }
7580
7581 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
7582 {
7583         int i;
7584
7585         // identical memory layout, so no need to allocate...
7586         // this also provides the vertexposition structure to everything, e.g.
7587         // depth masked rendering currently uses it even if having separate
7588         // arrays
7589         // NOTE: get rid of this optimization if changing it to e.g. 4f
7590         ent->animcache_vertexposition = (r_vertexposition_t *)ent->animcache_vertex3f;
7591
7592         // TODO:
7593         // get rid of following uses of VERTEXPOSITION, change to the array:
7594         // R_DrawTextureSurfaceList_Sky if skyrendermasked
7595         // R_DrawSurface_TransparentCallback if r_transparentdepthmasking.integer
7596         // R_DrawTextureSurfaceList_DepthOnly
7597         // R_Q1BSP_DrawShadowMap
7598
7599         switch(vid.renderpath)
7600         {
7601         case RENDERPATH_GL20:
7602         case RENDERPATH_CGGL:
7603                 // need the meshbuffers if !gl_mesh_separatearrays.integer
7604                 if (gl_mesh_separatearrays.integer)
7605                         return;
7606                 break;
7607         case RENDERPATH_D3D9:
7608         case RENDERPATH_D3D10:
7609         case RENDERPATH_D3D11:
7610                 // always need the meshbuffers
7611                 break;
7612         case RENDERPATH_GL13:
7613         case RENDERPATH_GL11:
7614                 // never need the meshbuffers
7615                 return;
7616         }
7617
7618         if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
7619                 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
7620         /*
7621         if (!ent->animcache_vertexposition)
7622                 ent->animcache_vertexposition = (r_vertexposition_t *)R_FrameData_Alloc(sizeof(r_vertexposition_t)*numvertices);
7623         */
7624         if (ent->animcache_vertexposition)
7625         {
7626                 /*
7627                 for (i = 0;i < numvertices;i++)
7628                         memcpy(ent->animcache_vertexposition[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
7629                 */
7630                 // TODO: upload vertex buffer?
7631         }
7632         if (ent->animcache_vertexmesh)
7633         {
7634                 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
7635                 for (i = 0;i < numvertices;i++)
7636                         memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
7637                 if (ent->animcache_svector3f)
7638                         for (i = 0;i < numvertices;i++)
7639                                 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
7640                 if (ent->animcache_tvector3f)
7641                         for (i = 0;i < numvertices;i++)
7642                                 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
7643                 if (ent->animcache_normal3f)
7644                         for (i = 0;i < numvertices;i++)
7645                                 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
7646                 // TODO: upload vertex buffer?
7647         }
7648 }
7649
7650 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
7651 {
7652         dp_model_t *model = ent->model;
7653         int numvertices;
7654         // see if it's already cached this frame
7655         if (ent->animcache_vertex3f)
7656         {
7657                 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
7658                 if (wantnormals || wanttangents)
7659                 {
7660                         if (ent->animcache_normal3f)
7661                                 wantnormals = false;
7662                         if (ent->animcache_svector3f)
7663                                 wanttangents = false;
7664                         if (wantnormals || wanttangents)
7665                         {
7666                                 numvertices = model->surfmesh.num_vertices;
7667                                 if (wantnormals)
7668                                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7669                                 if (wanttangents)
7670                                 {
7671                                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7672                                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7673                                 }
7674                                 if (!r_framedata_failed)
7675                                 {
7676                                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
7677                                         R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7678                                 }
7679                         }
7680                 }
7681         }
7682         else
7683         {
7684                 // see if this ent is worth caching
7685                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
7686                         return false;
7687                 // get some memory for this entity and generate mesh data
7688                 numvertices = model->surfmesh.num_vertices;
7689                 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7690                 if (wantnormals)
7691                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7692                 if (wanttangents)
7693                 {
7694                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7695                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7696                 }
7697                 if (!r_framedata_failed)
7698                 {
7699                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
7700                         R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7701                 }
7702         }
7703         return !r_framedata_failed;
7704 }
7705
7706 void R_AnimCache_CacheVisibleEntities(void)
7707 {
7708         int i;
7709         qboolean wantnormals = true;
7710         qboolean wanttangents = !r_showsurfaces.integer;
7711
7712         switch(vid.renderpath)
7713         {
7714         case RENDERPATH_GL20:
7715         case RENDERPATH_CGGL:
7716         case RENDERPATH_D3D9:
7717         case RENDERPATH_D3D10:
7718         case RENDERPATH_D3D11:
7719                 break;
7720         case RENDERPATH_GL13:
7721         case RENDERPATH_GL11:
7722                 wanttangents = false;
7723                 break;
7724         }
7725
7726         if (r_shownormals.integer)
7727                 wanttangents = wantnormals = true;
7728
7729         // TODO: thread this
7730         // NOTE: R_PrepareRTLights() also caches entities
7731
7732         for (i = 0;i < r_refdef.scene.numentities;i++)
7733                 if (r_refdef.viewcache.entityvisible[i])
7734                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
7735 }
7736
7737 //==================================================================================
7738
7739 static void R_View_UpdateEntityLighting (void)
7740 {
7741         int i;
7742         entity_render_t *ent;
7743         vec3_t tempdiffusenormal, avg;
7744         vec_t f, fa, fd, fdd;
7745         qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
7746
7747         for (i = 0;i < r_refdef.scene.numentities;i++)
7748         {
7749                 ent = r_refdef.scene.entities[i];
7750
7751                 // skip unseen models
7752                 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
7753                         continue;
7754
7755                 // skip bsp models
7756                 if (ent->model && ent->model->brush.num_leafs)
7757                 {
7758                         // TODO: use modellight for r_ambient settings on world?
7759                         VectorSet(ent->modellight_ambient, 0, 0, 0);
7760                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
7761                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
7762                         continue;
7763                 }
7764
7765                 // fetch the lighting from the worldmodel data
7766                 VectorClear(ent->modellight_ambient);
7767                 VectorClear(ent->modellight_diffuse);
7768                 VectorClear(tempdiffusenormal);
7769                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
7770                 {
7771                         vec3_t org;
7772                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7773                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
7774                         if(ent->flags & RENDER_EQUALIZE)
7775                         {
7776                                 // first fix up ambient lighting...
7777                                 if(r_equalize_entities_minambient.value > 0)
7778                                 {
7779                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
7780                                         if(fd > 0)
7781                                         {
7782                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
7783                                                 if(fa < r_equalize_entities_minambient.value * fd)
7784                                                 {
7785                                                         // solve:
7786                                                         //   fa'/fd' = minambient
7787                                                         //   fa'+0.25*fd' = fa+0.25*fd
7788                                                         //   ...
7789                                                         //   fa' = fd' * minambient
7790                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
7791                                                         //   ...
7792                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
7793                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
7794                                                         //   ...
7795                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
7796                                                         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
7797                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
7798                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7799                                                 }
7800                                         }
7801                                 }
7802
7803                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
7804                                 {
7805                                         VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
7806                                         f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
7807                                         if(f > 0)
7808                                         {
7809                                                 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
7810                                                 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
7811                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7812                                         }
7813                                 }
7814                         }
7815                 }
7816                 else // highly rare
7817                         VectorSet(ent->modellight_ambient, 1, 1, 1);
7818
7819                 // move the light direction into modelspace coordinates for lighting code
7820                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
7821                 if(VectorLength2(ent->modellight_lightdir) == 0)
7822                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
7823                 VectorNormalize(ent->modellight_lightdir);
7824         }
7825 }
7826
7827 #define MAX_LINEOFSIGHTTRACES 64
7828
7829 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
7830 {
7831         int i;
7832         vec3_t boxmins, boxmaxs;
7833         vec3_t start;
7834         vec3_t end;
7835         dp_model_t *model = r_refdef.scene.worldmodel;
7836
7837         if (!model || !model->brush.TraceLineOfSight)
7838                 return true;
7839
7840         // expand the box a little
7841         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
7842         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
7843         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
7844         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
7845         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
7846         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
7847
7848         // return true if eye is inside enlarged box
7849         if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
7850                 return true;
7851
7852         // try center
7853         VectorCopy(eye, start);
7854         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
7855         if (model->brush.TraceLineOfSight(model, start, end))
7856                 return true;
7857
7858         // try various random positions
7859         for (i = 0;i < numsamples;i++)
7860         {
7861                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
7862                 if (model->brush.TraceLineOfSight(model, start, end))
7863                         return true;
7864         }
7865
7866         return false;
7867 }
7868
7869
7870 static void R_View_UpdateEntityVisible (void)
7871 {
7872         int i;
7873         int renderimask;
7874         int samples;
7875         entity_render_t *ent;
7876
7877         renderimask = r_refdef.envmap                                    ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7878                 : r_waterstate.renderingrefraction                       ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7879                 : (chase_active.integer || r_waterstate.renderingscene)  ? RENDER_VIEWMODEL
7880                 :                                                          RENDER_EXTERIORMODEL;
7881         if (!r_drawviewmodel.integer)
7882                 renderimask |= RENDER_VIEWMODEL;
7883         if (!r_drawexteriormodel.integer)
7884                 renderimask |= RENDER_EXTERIORMODEL;
7885         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
7886         {
7887                 // worldmodel can check visibility
7888                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
7889                 for (i = 0;i < r_refdef.scene.numentities;i++)
7890                 {
7891                         ent = r_refdef.scene.entities[i];
7892                         if (!(ent->flags & renderimask))
7893                         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)))
7894                         if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
7895                                 r_refdef.viewcache.entityvisible[i] = true;
7896                 }
7897                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
7898                         // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
7899                 {
7900                         for (i = 0;i < r_refdef.scene.numentities;i++)
7901                         {
7902                                 ent = r_refdef.scene.entities[i];
7903                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
7904                                 {
7905                                         samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
7906                                         if (samples < 0)
7907                                                 continue; // temp entities do pvs only
7908                                         if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
7909                                                 ent->last_trace_visibility = realtime;
7910                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
7911                                                 r_refdef.viewcache.entityvisible[i] = 0;
7912                                 }
7913                         }
7914                 }
7915         }
7916         else
7917         {
7918                 // no worldmodel or it can't check visibility
7919                 for (i = 0;i < r_refdef.scene.numentities;i++)
7920                 {
7921                         ent = r_refdef.scene.entities[i];
7922                         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));
7923                 }
7924         }
7925 }
7926
7927 /// only used if skyrendermasked, and normally returns false
7928 int R_DrawBrushModelsSky (void)
7929 {
7930         int i, sky;
7931         entity_render_t *ent;
7932
7933         sky = false;
7934         for (i = 0;i < r_refdef.scene.numentities;i++)
7935         {
7936                 if (!r_refdef.viewcache.entityvisible[i])
7937                         continue;
7938                 ent = r_refdef.scene.entities[i];
7939                 if (!ent->model || !ent->model->DrawSky)
7940                         continue;
7941                 ent->model->DrawSky(ent);
7942                 sky = true;
7943         }
7944         return sky;
7945 }
7946
7947 static void R_DrawNoModel(entity_render_t *ent);
7948 static void R_DrawModels(void)
7949 {
7950         int i;
7951         entity_render_t *ent;
7952
7953         for (i = 0;i < r_refdef.scene.numentities;i++)
7954         {
7955                 if (!r_refdef.viewcache.entityvisible[i])
7956                         continue;
7957                 ent = r_refdef.scene.entities[i];
7958                 r_refdef.stats.entities++;
7959                 if (ent->model && ent->model->Draw != NULL)
7960                         ent->model->Draw(ent);
7961                 else
7962                         R_DrawNoModel(ent);
7963         }
7964 }
7965
7966 static void R_DrawModelsDepth(void)
7967 {
7968         int i;
7969         entity_render_t *ent;
7970
7971         for (i = 0;i < r_refdef.scene.numentities;i++)
7972         {
7973                 if (!r_refdef.viewcache.entityvisible[i])
7974                         continue;
7975                 ent = r_refdef.scene.entities[i];
7976                 if (ent->model && ent->model->DrawDepth != NULL)
7977                         ent->model->DrawDepth(ent);
7978         }
7979 }
7980
7981 static void R_DrawModelsDebug(void)
7982 {
7983         int i;
7984         entity_render_t *ent;
7985
7986         for (i = 0;i < r_refdef.scene.numentities;i++)
7987         {
7988                 if (!r_refdef.viewcache.entityvisible[i])
7989                         continue;
7990                 ent = r_refdef.scene.entities[i];
7991                 if (ent->model && ent->model->DrawDebug != NULL)
7992                         ent->model->DrawDebug(ent);
7993         }
7994 }
7995
7996 static void R_DrawModelsAddWaterPlanes(void)
7997 {
7998         int i;
7999         entity_render_t *ent;
8000
8001         for (i = 0;i < r_refdef.scene.numentities;i++)
8002         {
8003                 if (!r_refdef.viewcache.entityvisible[i])
8004                         continue;
8005                 ent = r_refdef.scene.entities[i];
8006                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
8007                         ent->model->DrawAddWaterPlanes(ent);
8008         }
8009 }
8010
8011 static void R_View_SetFrustum(const int *scissor)
8012 {
8013         int i;
8014         double fpx, fnx, fpy, fny;
8015         vec3_t forward, left, up, origin, v;
8016
8017         if(scissor)
8018         {
8019                 // flipped x coordinates (because x points left here)
8020                 fpx =  1.0 - 2.0 * (scissor[0]              - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
8021                 fnx =  1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
8022
8023                 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
8024                 switch(vid.renderpath)
8025                 {
8026                         case RENDERPATH_D3D9:
8027                         case RENDERPATH_D3D10:
8028                         case RENDERPATH_D3D11:
8029                                 // non-flipped y coordinates
8030                                 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8031                                 fpy = -1.0 + 2.0 * (vid.height - scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8032                                 break;
8033                         case RENDERPATH_GL11:
8034                         case RENDERPATH_GL13:
8035                         case RENDERPATH_GL20:
8036                         case RENDERPATH_CGGL:
8037                                 // non-flipped y coordinates
8038                                 fny = -1.0 + 2.0 * (scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8039                                 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8040                                 break;
8041                 }
8042         }
8043         else
8044         {
8045                 fnx = fny = -1;
8046                 fpx = fpy = +1;
8047         }
8048
8049         // we can't trust r_refdef.view.forward and friends in reflected scenes
8050         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
8051
8052 #if 0
8053         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
8054         r_refdef.view.frustum[0].normal[1] = 0 - 0;
8055         r_refdef.view.frustum[0].normal[2] = -1 - 0;
8056         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
8057         r_refdef.view.frustum[1].normal[1] = 0 + 0;
8058         r_refdef.view.frustum[1].normal[2] = -1 + 0;
8059         r_refdef.view.frustum[2].normal[0] = 0 - 0;
8060         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
8061         r_refdef.view.frustum[2].normal[2] = -1 - 0;
8062         r_refdef.view.frustum[3].normal[0] = 0 + 0;
8063         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
8064         r_refdef.view.frustum[3].normal[2] = -1 + 0;
8065 #endif
8066
8067 #if 0
8068         zNear = r_refdef.nearclip;
8069         nudge = 1.0 - 1.0 / (1<<23);
8070         r_refdef.view.frustum[4].normal[0] = 0 - 0;
8071         r_refdef.view.frustum[4].normal[1] = 0 - 0;
8072         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
8073         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
8074         r_refdef.view.frustum[5].normal[0] = 0 + 0;
8075         r_refdef.view.frustum[5].normal[1] = 0 + 0;
8076         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
8077         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
8078 #endif
8079
8080
8081
8082 #if 0
8083         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
8084         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
8085         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
8086         r_refdef.view.frustum[0].dist = m[15] - m[12];
8087
8088         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
8089         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
8090         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
8091         r_refdef.view.frustum[1].dist = m[15] + m[12];
8092
8093         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
8094         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
8095         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
8096         r_refdef.view.frustum[2].dist = m[15] - m[13];
8097
8098         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
8099         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
8100         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
8101         r_refdef.view.frustum[3].dist = m[15] + m[13];
8102
8103         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
8104         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
8105         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
8106         r_refdef.view.frustum[4].dist = m[15] - m[14];
8107
8108         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
8109         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
8110         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
8111         r_refdef.view.frustum[5].dist = m[15] + m[14];
8112 #endif
8113
8114         if (r_refdef.view.useperspective)
8115         {
8116                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
8117                 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]);
8118                 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]);
8119                 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]);
8120                 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]);
8121
8122                 // then the normals from the corners relative to origin
8123                 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
8124                 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
8125                 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
8126                 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
8127
8128                 // in a NORMAL view, forward cross left == up
8129                 // in a REFLECTED view, forward cross left == down
8130                 // so our cross products above need to be adjusted for a left handed coordinate system
8131                 CrossProduct(forward, left, v);
8132                 if(DotProduct(v, up) < 0)
8133                 {
8134                         VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
8135                         VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
8136                         VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
8137                         VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
8138                 }
8139
8140                 // Leaving those out was a mistake, those were in the old code, and they
8141                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
8142                 // I couldn't reproduce it after adding those normalizations. --blub
8143                 VectorNormalize(r_refdef.view.frustum[0].normal);
8144                 VectorNormalize(r_refdef.view.frustum[1].normal);
8145                 VectorNormalize(r_refdef.view.frustum[2].normal);
8146                 VectorNormalize(r_refdef.view.frustum[3].normal);
8147
8148                 // make the corners absolute
8149                 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
8150                 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
8151                 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
8152                 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
8153
8154                 // one more normal
8155                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8156
8157                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
8158                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
8159                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
8160                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
8161                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8162         }
8163         else
8164         {
8165                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
8166                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
8167                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
8168                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
8169                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8170                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
8171                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
8172                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
8173                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
8174                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8175         }
8176         r_refdef.view.numfrustumplanes = 5;
8177
8178         if (r_refdef.view.useclipplane)
8179         {
8180                 r_refdef.view.numfrustumplanes = 6;
8181                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
8182         }
8183
8184         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
8185                 PlaneClassify(r_refdef.view.frustum + i);
8186
8187         // LordHavoc: note to all quake engine coders, Quake had a special case
8188         // for 90 degrees which assumed a square view (wrong), so I removed it,
8189         // Quake2 has it disabled as well.
8190
8191         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
8192         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
8193         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
8194         //PlaneClassify(&frustum[0]);
8195
8196         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
8197         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
8198         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
8199         //PlaneClassify(&frustum[1]);
8200
8201         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
8202         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
8203         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
8204         //PlaneClassify(&frustum[2]);
8205
8206         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
8207         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
8208         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
8209         //PlaneClassify(&frustum[3]);
8210
8211         // nearclip plane
8212         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
8213         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
8214         //PlaneClassify(&frustum[4]);
8215 }
8216
8217 void R_View_UpdateWithScissor(const int *myscissor)
8218 {
8219         R_Main_ResizeViewCache();
8220         R_View_SetFrustum(myscissor);
8221         R_View_WorldVisibility(r_refdef.view.useclipplane);
8222         R_View_UpdateEntityVisible();
8223         R_View_UpdateEntityLighting();
8224 }
8225
8226 void R_View_Update(void)
8227 {
8228         R_Main_ResizeViewCache();
8229         R_View_SetFrustum(NULL);
8230         R_View_WorldVisibility(r_refdef.view.useclipplane);
8231         R_View_UpdateEntityVisible();
8232         R_View_UpdateEntityLighting();
8233 }
8234
8235 void R_SetupView(qboolean allowwaterclippingplane)
8236 {
8237         const float *customclipplane = NULL;
8238         float plane[4];
8239         if (r_refdef.view.useclipplane && allowwaterclippingplane)
8240         {
8241                 // LordHavoc: couldn't figure out how to make this approach the
8242                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
8243                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
8244                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
8245                         dist = r_refdef.view.clipplane.dist;
8246                 plane[0] = r_refdef.view.clipplane.normal[0];
8247                 plane[1] = r_refdef.view.clipplane.normal[1];
8248                 plane[2] = r_refdef.view.clipplane.normal[2];
8249                 plane[3] = dist;
8250                 customclipplane = plane;
8251         }
8252
8253         if (!r_refdef.view.useperspective)
8254                 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, -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);
8255         else if (vid.stencil && r_useinfinitefarclip.integer)
8256                 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
8257         else
8258                 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
8259         R_SetViewport(&r_refdef.view.viewport);
8260 }
8261
8262 void R_EntityMatrix(const matrix4x4_t *matrix)
8263 {
8264         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
8265         {
8266                 gl_modelmatrixchanged = false;
8267                 gl_modelmatrix = *matrix;
8268                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
8269                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
8270                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
8271                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
8272                 CHECKGLERROR
8273                 switch(vid.renderpath)
8274                 {
8275                 case RENDERPATH_D3D9:
8276 #ifdef SUPPORTD3D
8277                         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
8278                         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
8279 #endif
8280                         break;
8281                 case RENDERPATH_D3D10:
8282                         Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
8283                         break;
8284                 case RENDERPATH_D3D11:
8285                         Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
8286                         break;
8287                 case RENDERPATH_GL20:
8288                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
8289                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
8290                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8291                         break;
8292                 case RENDERPATH_CGGL:
8293 #ifdef SUPPORTCG
8294                         CHECKCGERROR
8295                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
8296                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
8297                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8298 #endif
8299                         break;
8300                 case RENDERPATH_GL13:
8301                 case RENDERPATH_GL11:
8302                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8303                         break;
8304                 }
8305         }
8306 }
8307
8308 void R_ResetViewRendering2D(void)
8309 {
8310         r_viewport_t viewport;
8311         DrawQ_Finish();
8312
8313         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
8314         R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
8315         R_SetViewport(&viewport);
8316         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
8317         GL_Color(1, 1, 1, 1);
8318         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8319         GL_BlendFunc(GL_ONE, GL_ZERO);
8320         GL_AlphaTest(false);
8321         GL_ScissorTest(false);
8322         GL_DepthMask(false);
8323         GL_DepthRange(0, 1);
8324         GL_DepthTest(false);
8325         GL_DepthFunc(GL_LEQUAL);
8326         R_EntityMatrix(&identitymatrix);
8327         R_Mesh_ResetTextureState();
8328         GL_PolygonOffset(0, 0);
8329         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8330         switch(vid.renderpath)
8331         {
8332         case RENDERPATH_GL11:
8333         case RENDERPATH_GL13:
8334         case RENDERPATH_GL20:
8335         case RENDERPATH_CGGL:
8336                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8337                 break;
8338         case RENDERPATH_D3D9:
8339         case RENDERPATH_D3D10:
8340         case RENDERPATH_D3D11:
8341                 break;
8342         }
8343         GL_CullFace(GL_NONE);
8344 }
8345
8346 void R_ResetViewRendering3D(void)
8347 {
8348         DrawQ_Finish();
8349
8350         R_SetupView(true);
8351         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
8352         GL_Color(1, 1, 1, 1);
8353         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8354         GL_BlendFunc(GL_ONE, GL_ZERO);
8355         GL_AlphaTest(false);
8356         GL_ScissorTest(true);
8357         GL_DepthMask(true);
8358         GL_DepthRange(0, 1);
8359         GL_DepthTest(true);
8360         GL_DepthFunc(GL_LEQUAL);
8361         R_EntityMatrix(&identitymatrix);
8362         R_Mesh_ResetTextureState();
8363         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8364         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8365         switch(vid.renderpath)
8366         {
8367         case RENDERPATH_GL11:
8368         case RENDERPATH_GL13:
8369         case RENDERPATH_GL20:
8370         case RENDERPATH_CGGL:
8371                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8372                 break;
8373         case RENDERPATH_D3D9:
8374         case RENDERPATH_D3D10:
8375         case RENDERPATH_D3D11:
8376                 break;
8377         }
8378         GL_CullFace(r_refdef.view.cullface_back);
8379 }
8380
8381 /*
8382 ================
8383 R_RenderView_UpdateViewVectors
8384 ================
8385 */
8386 static void R_RenderView_UpdateViewVectors(void)
8387 {
8388         // break apart the view matrix into vectors for various purposes
8389         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8390         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8391         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8392         VectorNegate(r_refdef.view.left, r_refdef.view.right);
8393         // make an inverted copy of the view matrix for tracking sprites
8394         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8395 }
8396
8397 void R_RenderScene(void);
8398 void R_RenderWaterPlanes(void);
8399
8400 static void R_Water_StartFrame(void)
8401 {
8402         int i;
8403         int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
8404         r_waterstate_waterplane_t *p;
8405
8406         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
8407                 return;
8408
8409         switch(vid.renderpath)
8410         {
8411         case RENDERPATH_GL20:
8412         case RENDERPATH_CGGL:
8413         case RENDERPATH_D3D9:
8414         case RENDERPATH_D3D10:
8415         case RENDERPATH_D3D11:
8416                 break;
8417         case RENDERPATH_GL13:
8418         case RENDERPATH_GL11:
8419                 return;
8420         }
8421
8422         // set waterwidth and waterheight to the water resolution that will be
8423         // used (often less than the screen resolution for faster rendering)
8424         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
8425         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
8426
8427         // calculate desired texture sizes
8428         // can't use water if the card does not support the texture size
8429         if (!r_water.integer || r_showsurfaces.integer)
8430                 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
8431         else if (vid.support.arb_texture_non_power_of_two)
8432         {
8433                 texturewidth = waterwidth;
8434                 textureheight = waterheight;
8435                 camerawidth = waterwidth;
8436                 cameraheight = waterheight;
8437         }
8438         else
8439         {
8440                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
8441                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
8442                 for (camerawidth    = 1;camerawidth   <= waterwidth; camerawidth    *= 2); camerawidth  /= 2;
8443                 for (cameraheight   = 1;cameraheight  <= waterheight;cameraheight   *= 2); cameraheight /= 2;
8444         }
8445
8446         // allocate textures as needed
8447         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
8448         {
8449                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8450                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
8451                 {
8452                         if (p->texture_refraction)
8453                                 R_FreeTexture(p->texture_refraction);
8454                         p->texture_refraction = NULL;
8455                         if (p->texture_reflection)
8456                                 R_FreeTexture(p->texture_reflection);
8457                         p->texture_reflection = NULL;
8458                         if (p->texture_camera)
8459                                 R_FreeTexture(p->texture_camera);
8460                         p->texture_camera = NULL;
8461                 }
8462                 memset(&r_waterstate, 0, sizeof(r_waterstate));
8463                 r_waterstate.texturewidth = texturewidth;
8464                 r_waterstate.textureheight = textureheight;
8465                 r_waterstate.camerawidth = camerawidth;
8466                 r_waterstate.cameraheight = cameraheight;
8467         }
8468
8469         if (r_waterstate.texturewidth)
8470         {
8471                 r_waterstate.enabled = true;
8472
8473                 // when doing a reduced render (HDR) we want to use a smaller area
8474                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
8475                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
8476
8477                 // set up variables that will be used in shader setup
8478                 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8479                 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8480                 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8481                 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8482         }
8483
8484         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8485         r_waterstate.numwaterplanes = 0;
8486 }
8487
8488 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
8489 {
8490         int triangleindex, planeindex;
8491         const int *e;
8492         vec3_t vert[3];
8493         vec3_t normal;
8494         vec3_t center;
8495         mplane_t plane;
8496         r_waterstate_waterplane_t *p;
8497         texture_t *t = R_GetCurrentTexture(surface->texture);
8498
8499         // just use the first triangle with a valid normal for any decisions
8500         VectorClear(normal);
8501         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
8502         {
8503                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
8504                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
8505                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
8506                 TriangleNormal(vert[0], vert[1], vert[2], normal);
8507                 if (VectorLength2(normal) >= 0.001)
8508                         break;
8509         }
8510
8511         VectorCopy(normal, plane.normal);
8512         VectorNormalize(plane.normal);
8513         plane.dist = DotProduct(vert[0], plane.normal);
8514         PlaneClassify(&plane);
8515         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
8516         {
8517                 // skip backfaces (except if nocullface is set)
8518                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
8519                         return;
8520                 VectorNegate(plane.normal, plane.normal);
8521                 plane.dist *= -1;
8522                 PlaneClassify(&plane);
8523         }
8524
8525
8526         // find a matching plane if there is one
8527         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8528                 if(p->camera_entity == t->camera_entity)
8529                         if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
8530                                 break;
8531         if (planeindex >= r_waterstate.maxwaterplanes)
8532                 return; // nothing we can do, out of planes
8533
8534         // if this triangle does not fit any known plane rendered this frame, add one
8535         if (planeindex >= r_waterstate.numwaterplanes)
8536         {
8537                 // store the new plane
8538                 r_waterstate.numwaterplanes++;
8539                 p->plane = plane;
8540                 // clear materialflags and pvs
8541                 p->materialflags = 0;
8542                 p->pvsvalid = false;
8543                 p->camera_entity = t->camera_entity;
8544                 VectorCopy(surface->mins, p->mins);
8545                 VectorCopy(surface->maxs, p->maxs);
8546         }
8547         else
8548         {
8549                 // merge mins/maxs
8550                 p->mins[0] = min(p->mins[0], surface->mins[0]);
8551                 p->mins[1] = min(p->mins[1], surface->mins[1]);
8552                 p->mins[2] = min(p->mins[2], surface->mins[2]);
8553                 p->maxs[0] = max(p->maxs[0], surface->maxs[0]);
8554                 p->maxs[1] = max(p->maxs[1], surface->maxs[1]);
8555                 p->maxs[2] = max(p->maxs[2], surface->maxs[2]);
8556         }
8557         // merge this surface's materialflags into the waterplane
8558         p->materialflags |= t->currentmaterialflags;
8559         if(!(p->materialflags & MATERIALFLAG_CAMERA))
8560         {
8561                 // merge this surface's PVS into the waterplane
8562                 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
8563                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
8564                  && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
8565                 {
8566                         r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
8567                         p->pvsvalid = true;
8568                 }
8569         }
8570 }
8571
8572 static void R_Water_ProcessPlanes(void)
8573 {
8574         int myscissor[4];
8575         r_refdef_view_t originalview;
8576         r_refdef_view_t myview;
8577         int planeindex;
8578         r_waterstate_waterplane_t *p;
8579         vec3_t visorigin;
8580
8581         originalview = r_refdef.view;
8582
8583         // make sure enough textures are allocated
8584         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8585         {
8586                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8587                 {
8588                         if (!p->texture_refraction)
8589                                 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
8590                         if (!p->texture_refraction)
8591                                 goto error;
8592                 }
8593                 else if (p->materialflags & MATERIALFLAG_CAMERA)
8594                 {
8595                         if (!p->texture_camera)
8596                                 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
8597                         if (!p->texture_camera)
8598                                 goto error;
8599                 }
8600
8601                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8602                 {
8603                         if (!p->texture_reflection)
8604                                 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
8605                         if (!p->texture_reflection)
8606                                 goto error;
8607                 }
8608         }
8609
8610         // render views
8611         r_refdef.view = originalview;
8612         r_refdef.view.showdebug = false;
8613         r_refdef.view.width = r_waterstate.waterwidth;
8614         r_refdef.view.height = r_waterstate.waterheight;
8615         r_refdef.view.useclipplane = true;
8616         myview = r_refdef.view;
8617         r_waterstate.renderingscene = true;
8618         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8619         {
8620                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8621                 {
8622                         r_refdef.view = myview;
8623                         if(r_water_scissormode.integer)
8624                         {
8625                                 R_SetupView(true);
8626                                 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
8627                                         continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
8628                         }
8629
8630                         // render reflected scene and copy into texture
8631                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
8632                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
8633                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
8634                         r_refdef.view.clipplane = p->plane;
8635
8636                         // reverse the cullface settings for this render
8637                         r_refdef.view.cullface_front = GL_FRONT;
8638                         r_refdef.view.cullface_back = GL_BACK;
8639                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
8640                         {
8641                                 r_refdef.view.usecustompvs = true;
8642                                 if (p->pvsvalid)
8643                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8644                                 else
8645                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8646                         }
8647
8648                         R_ResetViewRendering3D();
8649                         R_ClearScreen(r_refdef.fogenabled);
8650                         if(r_water_scissormode.integer & 2)
8651                                 R_View_UpdateWithScissor(myscissor);
8652                         else
8653                                 R_View_Update();
8654                         if(r_water_scissormode.integer & 1)
8655                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
8656                         R_RenderScene();
8657
8658                         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);
8659                 }
8660
8661                 // render the normal view scene and copy into texture
8662                 // (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)
8663                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8664                 {
8665                         r_refdef.view = myview;
8666                         if(r_water_scissormode.integer)
8667                         {
8668                                 R_SetupView(true);
8669                                 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
8670                                         continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
8671                         }
8672
8673                         r_waterstate.renderingrefraction = true;
8674
8675                         r_refdef.view.clipplane = p->plane;
8676                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8677                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8678
8679                         if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
8680                         {
8681                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8682                                 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
8683                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8684                                 R_RenderView_UpdateViewVectors();
8685                                 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
8686                                 {
8687                                         r_refdef.view.usecustompvs = true;
8688                                         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);
8689                                 }
8690                         }
8691
8692                         PlaneClassify(&r_refdef.view.clipplane);
8693
8694                         R_ResetViewRendering3D();
8695                         R_ClearScreen(r_refdef.fogenabled);
8696                         if(r_water_scissormode.integer & 2)
8697                                 R_View_UpdateWithScissor(myscissor);
8698                         else
8699                                 R_View_Update();
8700                         if(r_water_scissormode.integer & 1)
8701                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
8702                         R_RenderScene();
8703
8704                         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);
8705                         r_waterstate.renderingrefraction = false;
8706                 }
8707                 else if (p->materialflags & MATERIALFLAG_CAMERA)
8708                 {
8709                         r_refdef.view = myview;
8710
8711                         r_refdef.view.clipplane = p->plane;
8712                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8713                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8714
8715                         r_refdef.view.width = r_waterstate.camerawidth;
8716                         r_refdef.view.height = r_waterstate.cameraheight;
8717                         r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
8718                         r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
8719
8720                         if(p->camera_entity)
8721                         {
8722                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8723                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8724                         }
8725
8726                         // note: all of the view is used for displaying... so
8727                         // there is no use in scissoring
8728
8729                         // reverse the cullface settings for this render
8730                         r_refdef.view.cullface_front = GL_FRONT;
8731                         r_refdef.view.cullface_back = GL_BACK;
8732                         // also reverse the view matrix
8733                         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
8734                         R_RenderView_UpdateViewVectors();
8735                         if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
8736                         {
8737                                 r_refdef.view.usecustompvs = true;
8738                                 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);
8739                         }
8740                         
8741                         // camera needs no clipplane
8742                         r_refdef.view.useclipplane = false;
8743
8744                         PlaneClassify(&r_refdef.view.clipplane);
8745
8746                         R_ResetViewRendering3D();
8747                         R_ClearScreen(r_refdef.fogenabled);
8748                         R_View_Update();
8749                         R_RenderScene();
8750
8751                         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);
8752                         r_waterstate.renderingrefraction = false;
8753                 }
8754
8755         }
8756         r_waterstate.renderingscene = false;
8757         r_refdef.view = originalview;
8758         R_ResetViewRendering3D();
8759         R_ClearScreen(r_refdef.fogenabled);
8760         R_View_Update();
8761         return;
8762 error:
8763         r_refdef.view = originalview;
8764         r_waterstate.renderingscene = false;
8765         Cvar_SetValueQuick(&r_water, 0);
8766         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
8767         return;
8768 }
8769
8770 void R_Bloom_StartFrame(void)
8771 {
8772         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
8773
8774         switch(vid.renderpath)
8775         {
8776         case RENDERPATH_GL20:
8777         case RENDERPATH_CGGL:
8778         case RENDERPATH_D3D9:
8779         case RENDERPATH_D3D10:
8780         case RENDERPATH_D3D11:
8781                 break;
8782         case RENDERPATH_GL13:
8783         case RENDERPATH_GL11:
8784                 return;
8785         }
8786
8787         // set bloomwidth and bloomheight to the bloom resolution that will be
8788         // used (often less than the screen resolution for faster rendering)
8789         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
8790         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
8791         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
8792         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
8793         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
8794
8795         // calculate desired texture sizes
8796         if (vid.support.arb_texture_non_power_of_two)
8797         {
8798                 screentexturewidth = r_refdef.view.width;
8799                 screentextureheight = r_refdef.view.height;
8800                 bloomtexturewidth = r_bloomstate.bloomwidth;
8801                 bloomtextureheight = r_bloomstate.bloomheight;
8802         }
8803         else
8804         {
8805                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
8806                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
8807                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
8808                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
8809         }
8810
8811         if ((r_hdr.integer || r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
8812         {
8813                 Cvar_SetValueQuick(&r_hdr, 0);
8814                 Cvar_SetValueQuick(&r_bloom, 0);
8815                 Cvar_SetValueQuick(&r_motionblur, 0);
8816                 Cvar_SetValueQuick(&r_damageblur, 0);
8817         }
8818
8819         if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial)) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)))
8820                 screentexturewidth = screentextureheight = 0;
8821         if (!r_hdr.integer && !r_bloom.integer)
8822                 bloomtexturewidth = bloomtextureheight = 0;
8823
8824         // allocate textures as needed
8825         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
8826         {
8827                 if (r_bloomstate.texture_screen)
8828                         R_FreeTexture(r_bloomstate.texture_screen);
8829                 r_bloomstate.texture_screen = NULL;
8830                 r_bloomstate.screentexturewidth = screentexturewidth;
8831                 r_bloomstate.screentextureheight = screentextureheight;
8832                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
8833                         r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP, -1, NULL);
8834         }
8835         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
8836         {
8837                 if (r_bloomstate.texture_bloom)
8838                         R_FreeTexture(r_bloomstate.texture_bloom);
8839                 r_bloomstate.texture_bloom = NULL;
8840                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
8841                 r_bloomstate.bloomtextureheight = bloomtextureheight;
8842                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
8843                         r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
8844         }
8845
8846         // when doing a reduced render (HDR) we want to use a smaller area
8847         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
8848         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
8849         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
8850         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
8851         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
8852
8853         // set up a texcoord array for the full resolution screen image
8854         // (we have to keep this around to copy back during final render)
8855         r_bloomstate.screentexcoord2f[0] = 0;
8856         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
8857         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
8858         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
8859         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
8860         r_bloomstate.screentexcoord2f[5] = 0;
8861         r_bloomstate.screentexcoord2f[6] = 0;
8862         r_bloomstate.screentexcoord2f[7] = 0;
8863
8864         // set up a texcoord array for the reduced resolution bloom image
8865         // (which will be additive blended over the screen image)
8866         r_bloomstate.bloomtexcoord2f[0] = 0;
8867         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8868         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
8869         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8870         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
8871         r_bloomstate.bloomtexcoord2f[5] = 0;
8872         r_bloomstate.bloomtexcoord2f[6] = 0;
8873         r_bloomstate.bloomtexcoord2f[7] = 0;
8874
8875         switch(vid.renderpath)
8876         {
8877         case RENDERPATH_GL11:
8878         case RENDERPATH_GL13:
8879         case RENDERPATH_GL20:
8880         case RENDERPATH_CGGL:
8881                 break;
8882         case RENDERPATH_D3D9:
8883         case RENDERPATH_D3D10:
8884         case RENDERPATH_D3D11:
8885                 {
8886                         int i;
8887                         for (i = 0;i < 4;i++)
8888                         {
8889                                 r_bloomstate.screentexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.screentexturewidth;
8890                                 r_bloomstate.screentexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.screentextureheight;
8891                                 r_bloomstate.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.bloomtexturewidth;
8892                                 r_bloomstate.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.bloomtextureheight;
8893                         }
8894                 }
8895                 break;
8896         }
8897
8898         if (r_hdr.integer || r_bloom.integer)
8899         {
8900                 r_bloomstate.enabled = true;
8901                 r_bloomstate.hdr = r_hdr.integer != 0;
8902         }
8903
8904         R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
8905 }
8906
8907 void R_Bloom_CopyBloomTexture(float colorscale)
8908 {
8909         r_refdef.stats.bloom++;
8910
8911         // scale down screen texture to the bloom texture size
8912         CHECKGLERROR
8913         R_SetViewport(&r_bloomstate.viewport);
8914         GL_BlendFunc(GL_ONE, GL_ZERO);
8915         GL_Color(colorscale, colorscale, colorscale, 1);
8916         // 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...
8917         switch(vid.renderpath)
8918         {
8919         case RENDERPATH_GL11:
8920         case RENDERPATH_GL13:
8921         case RENDERPATH_GL20:
8922         case RENDERPATH_CGGL:
8923                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8924                 break;
8925         case RENDERPATH_D3D9:
8926         case RENDERPATH_D3D10:
8927         case RENDERPATH_D3D11:
8928                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8929                 break;
8930         }
8931         // TODO: do boxfilter scale-down in shader?
8932         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8933         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8934         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8935
8936         // we now have a bloom image in the framebuffer
8937         // copy it into the bloom image texture for later processing
8938         R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
8939         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8940 }
8941
8942 void R_Bloom_CopyHDRTexture(void)
8943 {
8944         R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
8945         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8946 }
8947
8948 void R_Bloom_MakeTexture(void)
8949 {
8950         int x, range, dir;
8951         float xoffset, yoffset, r, brighten;
8952
8953         r_refdef.stats.bloom++;
8954
8955         R_ResetViewRendering2D();
8956
8957         // we have a bloom image in the framebuffer
8958         CHECKGLERROR
8959         R_SetViewport(&r_bloomstate.viewport);
8960
8961         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
8962         {
8963                 x *= 2;
8964                 r = bound(0, r_bloom_colorexponent.value / x, 1);
8965                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
8966                 GL_Color(r,r,r,1);
8967                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
8968                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8969                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8970                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8971
8972                 // copy the vertically blurred bloom view to a texture
8973                 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
8974                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8975         }
8976
8977         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
8978         brighten = r_bloom_brighten.value;
8979         if (r_hdr.integer)
8980                 brighten *= r_hdr_range.value;
8981         brighten = sqrt(brighten);
8982         if(range >= 1)
8983                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
8984         R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8985
8986         for (dir = 0;dir < 2;dir++)
8987         {
8988                 // blend on at multiple vertical offsets to achieve a vertical blur
8989                 // TODO: do offset blends using GLSL
8990                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
8991                 GL_BlendFunc(GL_ONE, GL_ZERO);
8992                 for (x = -range;x <= range;x++)
8993                 {
8994                         if (!dir){xoffset = 0;yoffset = x;}
8995                         else {xoffset = x;yoffset = 0;}
8996                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
8997                         yoffset /= (float)r_bloomstate.bloomtextureheight;
8998                         // compute a texcoord array with the specified x and y offset
8999                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
9000                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
9001                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
9002                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
9003                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
9004                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
9005                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
9006                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
9007                         // this r value looks like a 'dot' particle, fading sharply to
9008                         // black at the edges
9009                         // (probably not realistic but looks good enough)
9010                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
9011                         //r = brighten/(range*2+1);
9012                         r = brighten / (range * 2 + 1);
9013                         if(range >= 1)
9014                                 r *= (1 - x*x/(float)(range*range));
9015                         GL_Color(r, r, r, 1);
9016                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
9017                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9018                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
9019                         GL_BlendFunc(GL_ONE, GL_ONE);
9020                 }
9021
9022                 // copy the vertically blurred bloom view to a texture
9023                 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
9024                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
9025         }
9026 }
9027
9028 void R_HDR_RenderBloomTexture(void)
9029 {
9030         int oldwidth, oldheight;
9031         float oldcolorscale;
9032
9033         oldcolorscale = r_refdef.view.colorscale;
9034         oldwidth = r_refdef.view.width;
9035         oldheight = r_refdef.view.height;
9036         r_refdef.view.width = r_bloomstate.bloomwidth;
9037         r_refdef.view.height = r_bloomstate.bloomheight;
9038
9039         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
9040         // TODO: add exposure compensation features
9041         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
9042
9043         r_refdef.view.showdebug = false;
9044         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
9045
9046         R_ResetViewRendering3D();
9047
9048         R_ClearScreen(r_refdef.fogenabled);
9049         if (r_timereport_active)
9050                 R_TimeReport("HDRclear");
9051
9052         R_View_Update();
9053         if (r_timereport_active)
9054                 R_TimeReport("visibility");
9055
9056         // only do secondary renders with HDR if r_hdr is 2 or higher
9057         r_waterstate.numwaterplanes = 0;
9058         if (r_waterstate.enabled && r_hdr.integer >= 2)
9059                 R_RenderWaterPlanes();
9060
9061         r_refdef.view.showdebug = true;
9062         R_RenderScene();
9063         r_waterstate.numwaterplanes = 0;
9064
9065         R_ResetViewRendering2D();
9066
9067         R_Bloom_CopyHDRTexture();
9068         R_Bloom_MakeTexture();
9069
9070         // restore the view settings
9071         r_refdef.view.width = oldwidth;
9072         r_refdef.view.height = oldheight;
9073         r_refdef.view.colorscale = oldcolorscale;
9074
9075         R_ResetViewRendering3D();
9076
9077         R_ClearScreen(r_refdef.fogenabled);
9078         if (r_timereport_active)
9079                 R_TimeReport("viewclear");
9080 }
9081
9082 static void R_BlendView(void)
9083 {
9084         unsigned int permutation;
9085         float uservecs[4][4];
9086
9087         switch (vid.renderpath)
9088         {
9089         case RENDERPATH_GL20:
9090         case RENDERPATH_CGGL:
9091         case RENDERPATH_D3D9:
9092         case RENDERPATH_D3D10:
9093         case RENDERPATH_D3D11:
9094                 permutation =
9095                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
9096                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
9097                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
9098                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
9099                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
9100
9101                 if (r_bloomstate.texture_screen)
9102                 {
9103                         // make sure the buffer is available
9104                         if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
9105
9106                         R_ResetViewRendering2D();
9107
9108                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
9109                         {
9110                                 // declare variables
9111                                 float speed;
9112                                 static float avgspeed;
9113
9114                                 speed = VectorLength(cl.movement_velocity);
9115
9116                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
9117                                 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
9118
9119                                 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
9120                                 speed = bound(0, speed, 1);
9121                                 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
9122
9123                                 // calculate values into a standard alpha
9124                                 cl.motionbluralpha = 1 - exp(-
9125                                                 (
9126                                                  (r_motionblur.value * speed / 80)
9127                                                  +
9128                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
9129                                                 )
9130                                                 /
9131                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
9132                                            );
9133
9134                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
9135                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
9136                                 // apply the blur
9137                                 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
9138                                 {
9139                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9140                                         GL_Color(1, 1, 1, cl.motionbluralpha);
9141                                         switch(vid.renderpath)
9142                                         {
9143                                         case RENDERPATH_GL11:
9144                                         case RENDERPATH_GL13:
9145                                         case RENDERPATH_GL20:
9146                                         case RENDERPATH_CGGL:
9147                                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9148                                                 break;
9149                                         case RENDERPATH_D3D9:
9150                                         case RENDERPATH_D3D10:
9151                                         case RENDERPATH_D3D11:
9152                                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9153                                                 break;
9154                                         }
9155                                         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
9156                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9157                                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9158                                 }
9159                         }
9160
9161                         // copy view into the screen texture
9162                         R_Mesh_CopyToTexture(r_bloomstate.texture_screen, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
9163                         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9164                 }
9165                 else if (!r_bloomstate.texture_bloom)
9166                 {
9167                         // we may still have to do view tint...
9168                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9169                         {
9170                                 // apply a color tint to the whole view
9171                                 R_ResetViewRendering2D();
9172                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9173                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9174                                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9175                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9176                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9177                         }
9178                         break; // no screen processing, no bloom, skip it
9179                 }
9180
9181                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
9182                 {
9183                         // render simple bloom effect
9184                         // copy the screen and shrink it and darken it for the bloom process
9185                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
9186                         // make the bloom texture
9187                         R_Bloom_MakeTexture();
9188                 }
9189
9190 #if _MSC_VER >= 1400
9191 #define sscanf sscanf_s
9192 #endif
9193                 memset(uservecs, 0, sizeof(uservecs));
9194                 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
9195                 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
9196                 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
9197                 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
9198
9199                 R_ResetViewRendering2D();
9200                 GL_Color(1, 1, 1, 1);
9201                 GL_BlendFunc(GL_ONE, GL_ZERO);
9202
9203                 switch(vid.renderpath)
9204                 {
9205                 case RENDERPATH_GL20:
9206                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9207                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
9208                         if (r_glsl_permutation->loc_Texture_First      >= 0) R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
9209                         if (r_glsl_permutation->loc_Texture_Second     >= 0) R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
9210                         if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
9211                         if (r_glsl_permutation->loc_ViewTintColor      >= 0) qglUniform4fARB(r_glsl_permutation->loc_ViewTintColor     , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9212                         if (r_glsl_permutation->loc_PixelSize          >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9213                         if (r_glsl_permutation->loc_UserVec1           >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec1          , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
9214                         if (r_glsl_permutation->loc_UserVec2           >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec2          , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
9215                         if (r_glsl_permutation->loc_UserVec3           >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec3          , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
9216                         if (r_glsl_permutation->loc_UserVec4           >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec4          , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
9217                         if (r_glsl_permutation->loc_Saturation         >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
9218                         if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
9219                         if (r_glsl_permutation->loc_BloomColorSubtract    >= 0) qglUniform4fARB(r_glsl_permutation->loc_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9220                         break;
9221                 case RENDERPATH_CGGL:
9222 #ifdef SUPPORTCG
9223                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9224                         R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
9225                         if (r_cg_permutation->fp_Texture_First     ) CG_BindTexture(r_cg_permutation->fp_Texture_First     , r_bloomstate.texture_screen);CHECKCGERROR
9226                         if (r_cg_permutation->fp_Texture_Second    ) CG_BindTexture(r_cg_permutation->fp_Texture_Second    , r_bloomstate.texture_bloom );CHECKCGERROR
9227                         if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps       );CHECKCGERROR
9228                         if (r_cg_permutation->fp_ViewTintColor     ) cgGLSetParameter4f(     r_cg_permutation->fp_ViewTintColor     , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);CHECKCGERROR
9229                         if (r_cg_permutation->fp_PixelSize         ) cgGLSetParameter2f(     r_cg_permutation->fp_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
9230                         if (r_cg_permutation->fp_UserVec1          ) cgGLSetParameter4f(     r_cg_permutation->fp_UserVec1          , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);CHECKCGERROR
9231                         if (r_cg_permutation->fp_UserVec2          ) cgGLSetParameter4f(     r_cg_permutation->fp_UserVec2          , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);CHECKCGERROR
9232                         if (r_cg_permutation->fp_UserVec3          ) cgGLSetParameter4f(     r_cg_permutation->fp_UserVec3          , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);CHECKCGERROR
9233                         if (r_cg_permutation->fp_UserVec4          ) cgGLSetParameter4f(     r_cg_permutation->fp_UserVec4          , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);CHECKCGERROR
9234                         if (r_cg_permutation->fp_Saturation        ) cgGLSetParameter1f(     r_cg_permutation->fp_Saturation        , r_glsl_saturation.value);CHECKCGERROR
9235                         if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
9236                         if (r_cg_permutation->fp_BloomColorSubtract   ) cgGLSetParameter4f(r_cg_permutation->fp_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9237 #endif
9238                         break;
9239                 case RENDERPATH_D3D9:
9240 #ifdef SUPPORTD3D
9241                         // 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...
9242                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9243                         R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
9244                         R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
9245                         R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
9246                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
9247                         hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor        , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9248                         hlslPSSetParameter2f(D3DPSREGISTER_PixelSize            , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9249                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec1             , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
9250                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec2             , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
9251                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec3             , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
9252                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec4             , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
9253                         hlslPSSetParameter1f(D3DPSREGISTER_Saturation           , r_glsl_saturation.value);
9254                         hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
9255                         hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9256 #endif
9257                         break;
9258                 case RENDERPATH_D3D10:
9259                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9260                         break;
9261                 case RENDERPATH_D3D11:
9262                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9263                         break;
9264                 default:
9265                         break;
9266                 }
9267                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9268                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9269                 break;
9270         case RENDERPATH_GL13:
9271         case RENDERPATH_GL11:
9272                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9273                 {
9274                         // apply a color tint to the whole view
9275                         R_ResetViewRendering2D();
9276                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9277                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9278                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9279                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9280                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9281                 }
9282                 break;
9283         }
9284 }
9285
9286 matrix4x4_t r_waterscrollmatrix;
9287
9288 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
9289 {
9290         if (r_refdef.fog_density)
9291         {
9292                 r_refdef.fogcolor[0] = r_refdef.fog_red;
9293                 r_refdef.fogcolor[1] = r_refdef.fog_green;
9294                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
9295
9296                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
9297                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
9298                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
9299                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
9300
9301                 {
9302                         vec3_t fogvec;
9303                         VectorCopy(r_refdef.fogcolor, fogvec);
9304                         //   color.rgb *= ContrastBoost * SceneBrightness;
9305                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
9306                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
9307                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
9308                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
9309                 }
9310         }
9311 }
9312
9313 void R_UpdateVariables(void)
9314 {
9315         R_Textures_Frame();
9316
9317         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
9318
9319         r_refdef.farclip = r_farclip_base.value;
9320         if (r_refdef.scene.worldmodel)
9321                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
9322         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
9323
9324         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
9325                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
9326         r_refdef.polygonfactor = 0;
9327         r_refdef.polygonoffset = 0;
9328         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9329         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9330
9331         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
9332         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
9333         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
9334         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
9335         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
9336         if (FAKELIGHT_ENABLED)
9337         {
9338                 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
9339         }
9340         if (r_showsurfaces.integer)
9341         {
9342                 r_refdef.scene.rtworld = false;
9343                 r_refdef.scene.rtworldshadows = false;
9344                 r_refdef.scene.rtdlight = false;
9345                 r_refdef.scene.rtdlightshadows = false;
9346                 r_refdef.lightmapintensity = 0;
9347         }
9348
9349         if (gamemode == GAME_NEHAHRA)
9350         {
9351                 if (gl_fogenable.integer)
9352                 {
9353                         r_refdef.oldgl_fogenable = true;
9354                         r_refdef.fog_density = gl_fogdensity.value;
9355                         r_refdef.fog_red = gl_fogred.value;
9356                         r_refdef.fog_green = gl_foggreen.value;
9357                         r_refdef.fog_blue = gl_fogblue.value;
9358                         r_refdef.fog_alpha = 1;
9359                         r_refdef.fog_start = 0;
9360                         r_refdef.fog_end = gl_skyclip.value;
9361                         r_refdef.fog_height = 1<<30;
9362                         r_refdef.fog_fadedepth = 128;
9363                 }
9364                 else if (r_refdef.oldgl_fogenable)
9365                 {
9366                         r_refdef.oldgl_fogenable = false;
9367                         r_refdef.fog_density = 0;
9368                         r_refdef.fog_red = 0;
9369                         r_refdef.fog_green = 0;
9370                         r_refdef.fog_blue = 0;
9371                         r_refdef.fog_alpha = 0;
9372                         r_refdef.fog_start = 0;
9373                         r_refdef.fog_end = 0;
9374                         r_refdef.fog_height = 1<<30;
9375                         r_refdef.fog_fadedepth = 128;
9376                 }
9377         }
9378
9379         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
9380         r_refdef.fog_start = max(0, r_refdef.fog_start);
9381         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
9382
9383         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
9384
9385         if (r_refdef.fog_density && r_drawfog.integer)
9386         {
9387                 r_refdef.fogenabled = true;
9388                 // this is the point where the fog reaches 0.9986 alpha, which we
9389                 // consider a good enough cutoff point for the texture
9390                 // (0.9986 * 256 == 255.6)
9391                 if (r_fog_exp2.integer)
9392                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
9393                 else
9394                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
9395                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
9396                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
9397                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
9398                 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
9399                         R_BuildFogHeightTexture();
9400                 // fog color was already set
9401                 // update the fog texture
9402                 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)
9403                         R_BuildFogTexture();
9404                 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
9405                 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
9406         }
9407         else
9408                 r_refdef.fogenabled = false;
9409
9410         switch(vid.renderpath)
9411         {
9412         case RENDERPATH_GL20:
9413         case RENDERPATH_CGGL:
9414         case RENDERPATH_D3D9:
9415         case RENDERPATH_D3D10:
9416         case RENDERPATH_D3D11:
9417                 if(v_glslgamma.integer && !vid_gammatables_trivial)
9418                 {
9419                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
9420                         {
9421                                 // build GLSL gamma texture
9422 #define RAMPWIDTH 256
9423                                 unsigned short ramp[RAMPWIDTH * 3];
9424                                 unsigned char rampbgr[RAMPWIDTH][4];
9425                                 int i;
9426
9427                                 r_texture_gammaramps_serial = vid_gammatables_serial;
9428
9429                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
9430                                 for(i = 0; i < RAMPWIDTH; ++i)
9431                                 {
9432                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9433                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9434                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
9435                                         rampbgr[i][3] = 0;
9436                                 }
9437                                 if (r_texture_gammaramps)
9438                                 {
9439                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
9440                                 }
9441                                 else
9442                                 {
9443                                         r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
9444                                 }
9445                         }
9446                 }
9447                 else
9448                 {
9449                         // remove GLSL gamma texture
9450                 }
9451                 break;
9452         case RENDERPATH_GL13:
9453         case RENDERPATH_GL11:
9454                 break;
9455         }
9456 }
9457
9458 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
9459 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
9460 /*
9461 ================
9462 R_SelectScene
9463 ================
9464 */
9465 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
9466         if( scenetype != r_currentscenetype ) {
9467                 // store the old scenetype
9468                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
9469                 r_currentscenetype = scenetype;
9470                 // move in the new scene
9471                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
9472         }
9473 }
9474
9475 /*
9476 ================
9477 R_GetScenePointer
9478 ================
9479 */
9480 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
9481 {
9482         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
9483         if( scenetype == r_currentscenetype ) {
9484                 return &r_refdef.scene;
9485         } else {
9486                 return &r_scenes_store[ scenetype ];
9487         }
9488 }
9489
9490 /*
9491 ================
9492 R_RenderView
9493 ================
9494 */
9495 void R_RenderView(void)
9496 {
9497         if (r_timereport_active)
9498                 R_TimeReport("start");
9499         r_textureframe++; // used only by R_GetCurrentTexture
9500         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9501
9502         if (!r_drawentities.integer)
9503                 r_refdef.scene.numentities = 0;
9504
9505         R_AnimCache_ClearCache();
9506         R_FrameData_NewFrame();
9507
9508         if (r_refdef.view.isoverlay)
9509         {
9510                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
9511                 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
9512                 R_TimeReport("depthclear");
9513
9514                 r_refdef.view.showdebug = false;
9515
9516                 r_waterstate.enabled = false;
9517                 r_waterstate.numwaterplanes = 0;
9518
9519                 R_RenderScene();
9520
9521                 CHECKGLERROR
9522                 return;
9523         }
9524
9525         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
9526                 return; //Host_Error ("R_RenderView: NULL worldmodel");
9527
9528         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
9529
9530         R_RenderView_UpdateViewVectors();
9531
9532         R_Shadow_UpdateWorldLightSelection();
9533
9534         R_Bloom_StartFrame();
9535         R_Water_StartFrame();
9536
9537         CHECKGLERROR
9538         if (r_timereport_active)
9539                 R_TimeReport("viewsetup");
9540
9541         R_ResetViewRendering3D();
9542
9543         if (r_refdef.view.clear || r_refdef.fogenabled)
9544         {
9545                 R_ClearScreen(r_refdef.fogenabled);
9546                 if (r_timereport_active)
9547                         R_TimeReport("viewclear");
9548         }
9549         r_refdef.view.clear = true;
9550
9551         // this produces a bloom texture to be used in R_BlendView() later
9552         if (r_hdr.integer && r_bloomstate.bloomwidth)
9553         {
9554                 R_HDR_RenderBloomTexture();
9555                 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
9556                 r_textureframe++; // used only by R_GetCurrentTexture
9557         }
9558
9559         r_refdef.view.showdebug = true;
9560
9561         R_View_Update();
9562         if (r_timereport_active)
9563                 R_TimeReport("visibility");
9564
9565         r_waterstate.numwaterplanes = 0;
9566         if (r_waterstate.enabled)
9567                 R_RenderWaterPlanes();
9568
9569         R_RenderScene();
9570         r_waterstate.numwaterplanes = 0;
9571
9572         R_BlendView();
9573         if (r_timereport_active)
9574                 R_TimeReport("blendview");
9575
9576         GL_Scissor(0, 0, vid.width, vid.height);
9577         GL_ScissorTest(false);
9578
9579         CHECKGLERROR
9580 }
9581
9582 void R_RenderWaterPlanes(void)
9583 {
9584         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
9585         {
9586                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
9587                 if (r_timereport_active)
9588                         R_TimeReport("waterworld");
9589         }
9590
9591         // don't let sound skip if going slow
9592         if (r_refdef.scene.extraupdate)
9593                 S_ExtraUpdate ();
9594
9595         R_DrawModelsAddWaterPlanes();
9596         if (r_timereport_active)
9597                 R_TimeReport("watermodels");
9598
9599         if (r_waterstate.numwaterplanes)
9600         {
9601                 R_Water_ProcessPlanes();
9602                 if (r_timereport_active)
9603                         R_TimeReport("waterscenes");
9604         }
9605 }
9606
9607 extern void R_DrawLightningBeams (void);
9608 extern void VM_CL_AddPolygonsToMeshQueue (void);
9609 extern void R_DrawPortals (void);
9610 extern cvar_t cl_locs_show;
9611 static void R_DrawLocs(void);
9612 static void R_DrawEntityBBoxes(void);
9613 static void R_DrawModelDecals(void);
9614 extern void R_DrawModelShadows(void);
9615 extern void R_DrawModelShadowMaps(void);
9616 extern cvar_t cl_decals_newsystem;
9617 extern qboolean r_shadow_usingdeferredprepass;
9618 void R_RenderScene(void)
9619 {
9620         qboolean shadowmapping = false;
9621
9622         if (r_timereport_active)
9623                 R_TimeReport("beginscene");
9624
9625         r_refdef.stats.renders++;
9626
9627         R_UpdateFogColor();
9628
9629         // don't let sound skip if going slow
9630         if (r_refdef.scene.extraupdate)
9631                 S_ExtraUpdate ();
9632
9633         R_MeshQueue_BeginScene();
9634
9635         R_SkyStartFrame();
9636
9637         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);
9638
9639         if (r_timereport_active)
9640                 R_TimeReport("skystartframe");
9641
9642         if (cl.csqc_vidvars.drawworld)
9643         {
9644                 // don't let sound skip if going slow
9645                 if (r_refdef.scene.extraupdate)
9646                         S_ExtraUpdate ();
9647
9648                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
9649                 {
9650                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
9651                         if (r_timereport_active)
9652                                 R_TimeReport("worldsky");
9653                 }
9654
9655                 if (R_DrawBrushModelsSky() && r_timereport_active)
9656                         R_TimeReport("bmodelsky");
9657
9658                 if (skyrendermasked && skyrenderlater)
9659                 {
9660                         // we have to force off the water clipping plane while rendering sky
9661                         R_SetupView(false);
9662                         R_Sky();
9663                         R_SetupView(true);
9664                         if (r_timereport_active)
9665                                 R_TimeReport("sky");
9666                 }
9667         }
9668
9669         R_AnimCache_CacheVisibleEntities();
9670         if (r_timereport_active)
9671                 R_TimeReport("animation");
9672
9673         R_Shadow_PrepareLights();
9674         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
9675                 R_Shadow_PrepareModelShadows();
9676         if (r_timereport_active)
9677                 R_TimeReport("preparelights");
9678
9679         if (R_Shadow_ShadowMappingEnabled())
9680                 shadowmapping = true;
9681
9682         if (r_shadow_usingdeferredprepass)
9683                 R_Shadow_DrawPrepass();
9684
9685         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
9686         {
9687                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
9688                 if (r_timereport_active)
9689                         R_TimeReport("worlddepth");
9690         }
9691         if (r_depthfirst.integer >= 2)
9692         {
9693                 R_DrawModelsDepth();
9694                 if (r_timereport_active)
9695                         R_TimeReport("modeldepth");
9696         }
9697
9698         if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
9699         {
9700                 R_DrawModelShadowMaps();
9701                 R_ResetViewRendering3D();
9702                 // don't let sound skip if going slow
9703                 if (r_refdef.scene.extraupdate)
9704                         S_ExtraUpdate ();
9705         }
9706
9707         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
9708         {
9709                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
9710                 if (r_timereport_active)
9711                         R_TimeReport("world");
9712         }
9713
9714         // don't let sound skip if going slow
9715         if (r_refdef.scene.extraupdate)
9716                 S_ExtraUpdate ();
9717
9718         R_DrawModels();
9719         if (r_timereport_active)
9720                 R_TimeReport("models");
9721
9722         // don't let sound skip if going slow
9723         if (r_refdef.scene.extraupdate)
9724                 S_ExtraUpdate ();
9725
9726         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9727         {
9728                 R_DrawModelShadows();
9729                 R_ResetViewRendering3D();
9730                 // don't let sound skip if going slow
9731                 if (r_refdef.scene.extraupdate)
9732                         S_ExtraUpdate ();
9733         }
9734
9735         if (!r_shadow_usingdeferredprepass)
9736         {
9737                 R_Shadow_DrawLights();
9738                 if (r_timereport_active)
9739                         R_TimeReport("rtlights");
9740         }
9741
9742         // don't let sound skip if going slow
9743         if (r_refdef.scene.extraupdate)
9744                 S_ExtraUpdate ();
9745
9746         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9747         {
9748                 R_DrawModelShadows();
9749                 R_ResetViewRendering3D();
9750                 // don't let sound skip if going slow
9751                 if (r_refdef.scene.extraupdate)
9752                         S_ExtraUpdate ();
9753         }
9754
9755         if (cl.csqc_vidvars.drawworld)
9756         {
9757                 if (cl_decals_newsystem.integer)
9758                 {
9759                         R_DrawModelDecals();
9760                         if (r_timereport_active)
9761                                 R_TimeReport("modeldecals");
9762                 }
9763                 else
9764                 {
9765                         R_DrawDecals();
9766                         if (r_timereport_active)
9767                                 R_TimeReport("decals");
9768                 }
9769
9770                 R_DrawParticles();
9771                 if (r_timereport_active)
9772                         R_TimeReport("particles");
9773
9774                 R_DrawExplosions();
9775                 if (r_timereport_active)
9776                         R_TimeReport("explosions");
9777
9778                 R_DrawLightningBeams();
9779                 if (r_timereport_active)
9780                         R_TimeReport("lightning");
9781         }
9782
9783         VM_CL_AddPolygonsToMeshQueue();
9784
9785         if (r_refdef.view.showdebug)
9786         {
9787                 if (cl_locs_show.integer)
9788                 {
9789                         R_DrawLocs();
9790                         if (r_timereport_active)
9791                                 R_TimeReport("showlocs");
9792                 }
9793
9794                 if (r_drawportals.integer)
9795                 {
9796                         R_DrawPortals();
9797                         if (r_timereport_active)
9798                                 R_TimeReport("portals");
9799                 }
9800
9801                 if (r_showbboxes.value > 0)
9802                 {
9803                         R_DrawEntityBBoxes();
9804                         if (r_timereport_active)
9805                                 R_TimeReport("bboxes");
9806                 }
9807         }
9808
9809         R_MeshQueue_RenderTransparent();
9810         if (r_timereport_active)
9811                 R_TimeReport("drawtrans");
9812
9813         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))
9814         {
9815                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
9816                 if (r_timereport_active)
9817                         R_TimeReport("worlddebug");
9818                 R_DrawModelsDebug();
9819                 if (r_timereport_active)
9820                         R_TimeReport("modeldebug");
9821         }
9822
9823         if (cl.csqc_vidvars.drawworld)
9824         {
9825                 R_Shadow_DrawCoronas();
9826                 if (r_timereport_active)
9827                         R_TimeReport("coronas");
9828         }
9829
9830 #if 0
9831         {
9832                 GL_DepthTest(false);
9833                 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
9834                 GL_Color(1, 1, 1, 1);
9835                 qglBegin(GL_POLYGON);
9836                 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
9837                 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
9838                 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
9839                 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
9840                 qglEnd();
9841                 qglBegin(GL_POLYGON);
9842                 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]);
9843                 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]);
9844                 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]);
9845                 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]);
9846                 qglEnd();
9847                 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
9848         }
9849 #endif
9850
9851         // don't let sound skip if going slow
9852         if (r_refdef.scene.extraupdate)
9853                 S_ExtraUpdate ();
9854
9855         R_ResetViewRendering2D();
9856 }
9857
9858 static const unsigned short bboxelements[36] =
9859 {
9860         5, 1, 3, 5, 3, 7,
9861         6, 2, 0, 6, 0, 4,
9862         7, 3, 2, 7, 2, 6,
9863         4, 0, 1, 4, 1, 5,
9864         4, 5, 7, 4, 7, 6,
9865         1, 0, 2, 1, 2, 3,
9866 };
9867
9868 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
9869 {
9870         int i;
9871         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
9872
9873         RSurf_ActiveWorldEntity();
9874
9875         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9876         GL_DepthMask(false);
9877         GL_DepthRange(0, 1);
9878         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9879         R_Mesh_ResetTextureState();
9880
9881         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
9882         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
9883         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
9884         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
9885         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
9886         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
9887         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
9888         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
9889         R_FillColors(color4f, 8, cr, cg, cb, ca);
9890         if (r_refdef.fogenabled)
9891         {
9892                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
9893                 {
9894                         f1 = RSurf_FogVertex(v);
9895                         f2 = 1 - f1;
9896                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
9897                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
9898                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
9899                 }
9900         }
9901         R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
9902         R_Mesh_ResetTextureState();
9903         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9904         R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
9905 }
9906
9907 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9908 {
9909         int i;
9910         float color[4];
9911         prvm_edict_t *edict;
9912         prvm_prog_t *prog_save = prog;
9913
9914         // this function draws bounding boxes of server entities
9915         if (!sv.active)
9916                 return;
9917
9918         GL_CullFace(GL_NONE);
9919         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9920
9921         prog = 0;
9922         SV_VM_Begin();
9923         for (i = 0;i < numsurfaces;i++)
9924         {
9925                 edict = PRVM_EDICT_NUM(surfacelist[i]);
9926                 switch ((int)edict->fields.server->solid)
9927                 {
9928                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
9929                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
9930                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
9931                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
9932                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
9933                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
9934                 }
9935                 color[3] *= r_showbboxes.value;
9936                 color[3] = bound(0, color[3], 1);
9937                 GL_DepthTest(!r_showdisabledepthtest.integer);
9938                 GL_CullFace(r_refdef.view.cullface_front);
9939                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
9940         }
9941         SV_VM_End();
9942         prog = prog_save;
9943 }
9944
9945 static void R_DrawEntityBBoxes(void)
9946 {
9947         int i;
9948         prvm_edict_t *edict;
9949         vec3_t center;
9950         prvm_prog_t *prog_save = prog;
9951
9952         // this function draws bounding boxes of server entities
9953         if (!sv.active)
9954                 return;
9955
9956         prog = 0;
9957         SV_VM_Begin();
9958         for (i = 0;i < prog->num_edicts;i++)
9959         {
9960                 edict = PRVM_EDICT_NUM(i);
9961                 if (edict->priv.server->free)
9962                         continue;
9963                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
9964                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
9965                         continue;
9966                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
9967                         continue;
9968                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
9969                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
9970         }
9971         SV_VM_End();
9972         prog = prog_save;
9973 }
9974
9975 static const int nomodelelement3i[24] =
9976 {
9977         5, 2, 0,
9978         5, 1, 2,
9979         5, 0, 3,
9980         5, 3, 1,
9981         0, 2, 4,
9982         2, 1, 4,
9983         3, 0, 4,
9984         1, 3, 4
9985 };
9986
9987 static const unsigned short nomodelelement3s[24] =
9988 {
9989         5, 2, 0,
9990         5, 1, 2,
9991         5, 0, 3,
9992         5, 3, 1,
9993         0, 2, 4,
9994         2, 1, 4,
9995         3, 0, 4,
9996         1, 3, 4
9997 };
9998
9999 static const float nomodelvertex3f[6*3] =
10000 {
10001         -16,   0,   0,
10002          16,   0,   0,
10003           0, -16,   0,
10004           0,  16,   0,
10005           0,   0, -16,
10006           0,   0,  16
10007 };
10008
10009 static const float nomodelcolor4f[6*4] =
10010 {
10011         0.0f, 0.0f, 0.5f, 1.0f,
10012         0.0f, 0.0f, 0.5f, 1.0f,
10013         0.0f, 0.5f, 0.0f, 1.0f,
10014         0.0f, 0.5f, 0.0f, 1.0f,
10015         0.5f, 0.0f, 0.0f, 1.0f,
10016         0.5f, 0.0f, 0.0f, 1.0f
10017 };
10018
10019 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10020 {
10021         int i;
10022         float f1, f2, *c;
10023         float color4f[6*4];
10024
10025         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);
10026
10027         // this is only called once per entity so numsurfaces is always 1, and
10028         // surfacelist is always {0}, so this code does not handle batches
10029
10030         if (rsurface.ent_flags & RENDER_ADDITIVE)
10031         {
10032                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
10033                 GL_DepthMask(false);
10034         }
10035         else if (rsurface.colormod[3] < 1)
10036         {
10037                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10038                 GL_DepthMask(false);
10039         }
10040         else
10041         {
10042                 GL_BlendFunc(GL_ONE, GL_ZERO);
10043                 GL_DepthMask(true);
10044         }
10045         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
10046         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
10047         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
10048         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
10049         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10050         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
10051         for (i = 0, c = color4f;i < 6;i++, c += 4)
10052         {
10053                 c[0] *= rsurface.colormod[0];
10054                 c[1] *= rsurface.colormod[1];
10055                 c[2] *= rsurface.colormod[2];
10056                 c[3] *= rsurface.colormod[3];
10057         }
10058         if (r_refdef.fogenabled)
10059         {
10060                 for (i = 0, c = color4f;i < 6;i++, c += 4)
10061                 {
10062                         f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
10063                         f2 = 1 - f1;
10064                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
10065                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
10066                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
10067                 }
10068         }
10069         R_Mesh_ResetTextureState();
10070         R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
10071         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
10072 }
10073
10074 void R_DrawNoModel(entity_render_t *ent)
10075 {
10076         vec3_t org;
10077         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
10078         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
10079                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
10080         else
10081                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
10082 }
10083
10084 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
10085 {
10086         vec3_t right1, right2, diff, normal;
10087
10088         VectorSubtract (org2, org1, normal);
10089
10090         // calculate 'right' vector for start
10091         VectorSubtract (r_refdef.view.origin, org1, diff);
10092         CrossProduct (normal, diff, right1);
10093         VectorNormalize (right1);
10094
10095         // calculate 'right' vector for end
10096         VectorSubtract (r_refdef.view.origin, org2, diff);
10097         CrossProduct (normal, diff, right2);
10098         VectorNormalize (right2);
10099
10100         vert[ 0] = org1[0] + width * right1[0];
10101         vert[ 1] = org1[1] + width * right1[1];
10102         vert[ 2] = org1[2] + width * right1[2];
10103         vert[ 3] = org1[0] - width * right1[0];
10104         vert[ 4] = org1[1] - width * right1[1];
10105         vert[ 5] = org1[2] - width * right1[2];
10106         vert[ 6] = org2[0] - width * right2[0];
10107         vert[ 7] = org2[1] - width * right2[1];
10108         vert[ 8] = org2[2] - width * right2[2];
10109         vert[ 9] = org2[0] + width * right2[0];
10110         vert[10] = org2[1] + width * right2[1];
10111         vert[11] = org2[2] + width * right2[2];
10112 }
10113
10114 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)
10115 {
10116         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
10117         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
10118         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
10119         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
10120         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
10121         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
10122         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
10123         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
10124         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
10125         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
10126         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
10127         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
10128 }
10129
10130 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
10131 {
10132         int i;
10133         float *vertex3f;
10134         float v[3];
10135         VectorSet(v, x, y, z);
10136         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
10137                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
10138                         break;
10139         if (i == mesh->numvertices)
10140         {
10141                 if (mesh->numvertices < mesh->maxvertices)
10142                 {
10143                         VectorCopy(v, vertex3f);
10144                         mesh->numvertices++;
10145                 }
10146                 return mesh->numvertices;
10147         }
10148         else
10149                 return i;
10150 }
10151
10152 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
10153 {
10154         int i;
10155         int *e, element[3];
10156         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
10157         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
10158         e = mesh->element3i + mesh->numtriangles * 3;
10159         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
10160         {
10161                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
10162                 if (mesh->numtriangles < mesh->maxtriangles)
10163                 {
10164                         *e++ = element[0];
10165                         *e++ = element[1];
10166                         *e++ = element[2];
10167                         mesh->numtriangles++;
10168                 }
10169                 element[1] = element[2];
10170         }
10171 }
10172
10173 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
10174 {
10175         int i;
10176         int *e, element[3];
10177         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
10178         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
10179         e = mesh->element3i + mesh->numtriangles * 3;
10180         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
10181         {
10182                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
10183                 if (mesh->numtriangles < mesh->maxtriangles)
10184                 {
10185                         *e++ = element[0];
10186                         *e++ = element[1];
10187                         *e++ = element[2];
10188                         mesh->numtriangles++;
10189                 }
10190                 element[1] = element[2];
10191         }
10192 }
10193
10194 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
10195 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
10196 {
10197         int planenum, planenum2;
10198         int w;
10199         int tempnumpoints;
10200         mplane_t *plane, *plane2;
10201         double maxdist;
10202         double temppoints[2][256*3];
10203         // figure out how large a bounding box we need to properly compute this brush
10204         maxdist = 0;
10205         for (w = 0;w < numplanes;w++)
10206                 maxdist = max(maxdist, fabs(planes[w].dist));
10207         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
10208         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
10209         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
10210         {
10211                 w = 0;
10212                 tempnumpoints = 4;
10213                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
10214                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
10215                 {
10216                         if (planenum2 == planenum)
10217                                 continue;
10218                         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);
10219                         w = !w;
10220                 }
10221                 if (tempnumpoints < 3)
10222                         continue;
10223                 // generate elements forming a triangle fan for this polygon
10224                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
10225         }
10226 }
10227
10228 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)
10229 {
10230         texturelayer_t *layer;
10231         layer = t->currentlayers + t->currentnumlayers++;
10232         layer->type = type;
10233         layer->depthmask = depthmask;
10234         layer->blendfunc1 = blendfunc1;
10235         layer->blendfunc2 = blendfunc2;
10236         layer->texture = texture;
10237         layer->texmatrix = *matrix;
10238         layer->color[0] = r;
10239         layer->color[1] = g;
10240         layer->color[2] = b;
10241         layer->color[3] = a;
10242 }
10243
10244 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
10245 {
10246         if(parms[0] == 0 && parms[1] == 0)
10247                 return false;
10248         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10249                 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
10250                         return false;
10251         return true;
10252 }
10253
10254 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
10255 {
10256         double index, f;
10257         index = parms[2] + r_refdef.scene.time * parms[3];
10258         index -= floor(index);
10259         switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
10260         {
10261         default:
10262         case Q3WAVEFUNC_NONE:
10263         case Q3WAVEFUNC_NOISE:
10264         case Q3WAVEFUNC_COUNT:
10265                 f = 0;
10266                 break;
10267         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
10268         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
10269         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
10270         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
10271         case Q3WAVEFUNC_TRIANGLE:
10272                 index *= 4;
10273                 f = index - floor(index);
10274                 if (index < 1)
10275                         f = f;
10276                 else if (index < 2)
10277                         f = 1 - f;
10278                 else if (index < 3)
10279                         f = -f;
10280                 else
10281                         f = -(1 - f);
10282                 break;
10283         }
10284         f = parms[0] + parms[1] * f;
10285         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10286                 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
10287         return (float) f;
10288 }
10289
10290 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
10291 {
10292         int w, h, idx;
10293         float f;
10294         float tcmat[12];
10295         matrix4x4_t matrix, temp;
10296         switch(tcmod->tcmod)
10297         {
10298                 case Q3TCMOD_COUNT:
10299                 case Q3TCMOD_NONE:
10300                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10301                                 matrix = r_waterscrollmatrix;
10302                         else
10303                                 matrix = identitymatrix;
10304                         break;
10305                 case Q3TCMOD_ENTITYTRANSLATE:
10306                         // this is used in Q3 to allow the gamecode to control texcoord
10307                         // scrolling on the entity, which is not supported in darkplaces yet.
10308                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
10309                         break;
10310                 case Q3TCMOD_ROTATE:
10311                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
10312                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
10313                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
10314                         break;
10315                 case Q3TCMOD_SCALE:
10316                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
10317                         break;
10318                 case Q3TCMOD_SCROLL:
10319                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
10320                         break;
10321                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
10322                         w = (int) tcmod->parms[0];
10323                         h = (int) tcmod->parms[1];
10324                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
10325                         f = f - floor(f);
10326                         idx = (int) floor(f * w * h);
10327                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
10328                         break;
10329                 case Q3TCMOD_STRETCH:
10330                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
10331                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
10332                         break;
10333                 case Q3TCMOD_TRANSFORM:
10334                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
10335                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
10336                         VectorSet(tcmat +  6, 0                   , 0                , 1);
10337                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
10338                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
10339                         break;
10340                 case Q3TCMOD_TURBULENT:
10341                         // this is handled in the RSurf_PrepareVertices function
10342                         matrix = identitymatrix;
10343                         break;
10344         }
10345         temp = *texmatrix;
10346         Matrix4x4_Concat(texmatrix, &matrix, &temp);
10347 }
10348
10349 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
10350 {
10351         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
10352         char name[MAX_QPATH];
10353         skinframe_t *skinframe;
10354         unsigned char pixels[296*194];
10355         strlcpy(cache->name, skinname, sizeof(cache->name));
10356         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
10357         if (developer_loading.integer)
10358                 Con_Printf("loading %s\n", name);
10359         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
10360         if (!skinframe || !skinframe->base)
10361         {
10362                 unsigned char *f;
10363                 fs_offset_t filesize;
10364                 skinframe = NULL;
10365                 f = FS_LoadFile(name, tempmempool, true, &filesize);
10366                 if (f)
10367                 {
10368                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
10369                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
10370                         Mem_Free(f);
10371                 }
10372         }
10373         cache->skinframe = skinframe;
10374 }
10375
10376 texture_t *R_GetCurrentTexture(texture_t *t)
10377 {
10378         int i;
10379         const entity_render_t *ent = rsurface.entity;
10380         dp_model_t *model = ent->model;
10381         q3shaderinfo_layer_tcmod_t *tcmod;
10382
10383         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
10384                 return t->currentframe;
10385         t->update_lastrenderframe = r_textureframe;
10386         t->update_lastrenderentity = (void *)ent;
10387
10388         if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
10389                 t->camera_entity = ent->entitynumber;
10390         else
10391                 t->camera_entity = 0;
10392
10393         // switch to an alternate material if this is a q1bsp animated material
10394         {
10395                 texture_t *texture = t;
10396                 int s = rsurface.ent_skinnum;
10397                 if ((unsigned int)s >= (unsigned int)model->numskins)
10398                         s = 0;
10399                 if (model->skinscenes)
10400                 {
10401                         if (model->skinscenes[s].framecount > 1)
10402                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
10403                         else
10404                                 s = model->skinscenes[s].firstframe;
10405                 }
10406                 if (s > 0)
10407                         t = t + s * model->num_surfaces;
10408                 if (t->animated)
10409                 {
10410                         // use an alternate animation if the entity's frame is not 0,
10411                         // and only if the texture has an alternate animation
10412                         if (rsurface.ent_alttextures && t->anim_total[1])
10413                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
10414                         else
10415                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
10416                 }
10417                 texture->currentframe = t;
10418         }
10419
10420         // update currentskinframe to be a qw skin or animation frame
10421         if (rsurface.ent_qwskin >= 0)
10422         {
10423                 i = rsurface.ent_qwskin;
10424                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
10425                 {
10426                         r_qwskincache_size = cl.maxclients;
10427                         if (r_qwskincache)
10428                                 Mem_Free(r_qwskincache);
10429                         r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
10430                 }
10431                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
10432                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
10433                 t->currentskinframe = r_qwskincache[i].skinframe;
10434                 if (t->currentskinframe == NULL)
10435                         t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10436         }
10437         else if (t->numskinframes >= 2)
10438                 t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10439         if (t->backgroundnumskinframes >= 2)
10440                 t->backgroundcurrentskinframe = t->backgroundskinframes[(unsigned int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
10441
10442         t->currentmaterialflags = t->basematerialflags;
10443         t->currentalpha = rsurface.colormod[3];
10444         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
10445                 t->currentalpha *= r_wateralpha.value;
10446         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
10447                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
10448         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
10449                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
10450         if (!(rsurface.ent_flags & RENDER_LIGHT))
10451                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
10452         else if (FAKELIGHT_ENABLED)
10453         {
10454                         // no modellight if using fakelight for the map
10455         }
10456         else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10457         {
10458                 // pick a model lighting mode
10459                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
10460                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
10461                 else
10462                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
10463         }
10464         if (rsurface.ent_flags & RENDER_ADDITIVE)
10465                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10466         else if (t->currentalpha < 1)
10467                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10468         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
10469                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
10470         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
10471                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
10472         if (t->backgroundnumskinframes)
10473                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
10474         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
10475         {
10476                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
10477                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
10478         }
10479         else
10480                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
10481         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
10482                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
10483
10484         // there is no tcmod
10485         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10486         {
10487                 t->currenttexmatrix = r_waterscrollmatrix;
10488                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
10489         }
10490         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
10491         {
10492                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
10493                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
10494         }
10495
10496         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10497                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
10498         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10499                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
10500
10501         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
10502         if (t->currentskinframe->qpixels)
10503                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
10504         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
10505         if (!t->basetexture)
10506                 t->basetexture = r_texture_notexture;
10507         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
10508         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
10509         t->nmaptexture = t->currentskinframe->nmap;
10510         if (!t->nmaptexture)
10511                 t->nmaptexture = r_texture_blanknormalmap;
10512         t->glosstexture = r_texture_black;
10513         t->glowtexture = t->currentskinframe->glow;
10514         t->fogtexture = t->currentskinframe->fog;
10515         t->reflectmasktexture = t->currentskinframe->reflect;
10516         if (t->backgroundnumskinframes)
10517         {
10518                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
10519                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
10520                 t->backgroundglosstexture = r_texture_black;
10521                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
10522                 if (!t->backgroundnmaptexture)
10523                         t->backgroundnmaptexture = r_texture_blanknormalmap;
10524         }
10525         else
10526         {
10527                 t->backgroundbasetexture = r_texture_white;
10528                 t->backgroundnmaptexture = r_texture_blanknormalmap;
10529                 t->backgroundglosstexture = r_texture_black;
10530                 t->backgroundglowtexture = NULL;
10531         }
10532         t->specularpower = r_shadow_glossexponent.value;
10533         // TODO: store reference values for these in the texture?
10534         t->specularscale = 0;
10535         if (r_shadow_gloss.integer > 0)
10536         {
10537                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
10538                 {
10539                         if (r_shadow_glossintensity.value > 0)
10540                         {
10541                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
10542                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
10543                                 t->specularscale = r_shadow_glossintensity.value;
10544                         }
10545                 }
10546                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
10547                 {
10548                         t->glosstexture = r_texture_white;
10549                         t->backgroundglosstexture = r_texture_white;
10550                         t->specularscale = r_shadow_gloss2intensity.value;
10551                         t->specularpower = r_shadow_gloss2exponent.value;
10552                 }
10553         }
10554         t->specularscale *= t->specularscalemod;
10555         t->specularpower *= t->specularpowermod;
10556
10557         // lightmaps mode looks bad with dlights using actual texturing, so turn
10558         // off the colormap and glossmap, but leave the normalmap on as it still
10559         // accurately represents the shading involved
10560         if (gl_lightmaps.integer)
10561         {
10562                 t->basetexture = r_texture_grey128;
10563                 t->pantstexture = r_texture_black;
10564                 t->shirttexture = r_texture_black;
10565                 t->nmaptexture = r_texture_blanknormalmap;
10566                 t->glosstexture = r_texture_black;
10567                 t->glowtexture = NULL;
10568                 t->fogtexture = NULL;
10569                 t->reflectmasktexture = NULL;
10570                 t->backgroundbasetexture = NULL;
10571                 t->backgroundnmaptexture = r_texture_blanknormalmap;
10572                 t->backgroundglosstexture = r_texture_black;
10573                 t->backgroundglowtexture = NULL;
10574                 t->specularscale = 0;
10575                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
10576         }
10577
10578         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
10579         VectorClear(t->dlightcolor);
10580         t->currentnumlayers = 0;
10581         if (t->currentmaterialflags & MATERIALFLAG_WALL)
10582         {
10583                 int blendfunc1, blendfunc2;
10584                 qboolean depthmask;
10585                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
10586                 {
10587                         blendfunc1 = GL_SRC_ALPHA;
10588                         blendfunc2 = GL_ONE;
10589                 }
10590                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
10591                 {
10592                         blendfunc1 = GL_SRC_ALPHA;
10593                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
10594                 }
10595                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10596                 {
10597                         blendfunc1 = t->customblendfunc[0];
10598                         blendfunc2 = t->customblendfunc[1];
10599                 }
10600                 else
10601                 {
10602                         blendfunc1 = GL_ONE;
10603                         blendfunc2 = GL_ZERO;
10604                 }
10605                 // don't colormod evilblend textures
10606                 if(!R_BlendFuncAllowsColormod(blendfunc1, blendfunc2))
10607                         VectorSet(t->lightmapcolor, 1, 1, 1);
10608                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
10609                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10610                 {
10611                         // fullbright is not affected by r_refdef.lightmapintensity
10612                         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]);
10613                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10614                                 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]);
10615                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10616                                 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]);
10617                 }
10618                 else
10619                 {
10620                         vec3_t ambientcolor;
10621                         float colorscale;
10622                         // set the color tint used for lights affecting this surface
10623                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
10624                         colorscale = 2;
10625                         // q3bsp has no lightmap updates, so the lightstylevalue that
10626                         // would normally be baked into the lightmap must be
10627                         // applied to the color
10628                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
10629                         if (model->type == mod_brushq3)
10630                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
10631                         colorscale *= r_refdef.lightmapintensity;
10632                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
10633                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
10634                         // basic lit geometry
10635                         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]);
10636                         // add pants/shirt if needed
10637                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10638                                 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]);
10639                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10640                                 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]);
10641                         // now add ambient passes if needed
10642                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
10643                         {
10644                                 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]);
10645                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10646                                         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]);
10647                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10648                                         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]);
10649                         }
10650                 }
10651                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
10652                         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]);
10653                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
10654                 {
10655                         // if this is opaque use alpha blend which will darken the earlier
10656                         // passes cheaply.
10657                         //
10658                         // if this is an alpha blended material, all the earlier passes
10659                         // were darkened by fog already, so we only need to add the fog
10660                         // color ontop through the fog mask texture
10661                         //
10662                         // if this is an additive blended material, all the earlier passes
10663                         // were darkened by fog already, and we should not add fog color
10664                         // (because the background was not darkened, there is no fog color
10665                         // that was lost behind it).
10666                         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]);
10667                 }
10668         }
10669
10670         return t->currentframe;
10671 }
10672
10673 rsurfacestate_t rsurface;
10674
10675 void R_Mesh_ResizeArrays(int newvertices)
10676 {
10677         unsigned char *base;
10678         size_t size;
10679         if (rsurface.array_size >= newvertices)
10680                 return;
10681         if (rsurface.array_base)
10682                 Mem_Free(rsurface.array_base);
10683         rsurface.array_size = (newvertices + 1023) & ~1023;
10684         size = 0;
10685         size += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10686         size += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10687         size += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10688         size += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10689         size += rsurface.array_size * sizeof(float[3]);
10690         size += rsurface.array_size * sizeof(float[3]);
10691         size += rsurface.array_size * sizeof(float[3]);
10692         size += rsurface.array_size * sizeof(float[3]);
10693         size += rsurface.array_size * sizeof(float[3]);
10694         size += rsurface.array_size * sizeof(float[3]);
10695         size += rsurface.array_size * sizeof(float[3]);
10696         size += rsurface.array_size * sizeof(float[3]);
10697         size += rsurface.array_size * sizeof(float[4]);
10698         size += rsurface.array_size * sizeof(float[2]);
10699         size += rsurface.array_size * sizeof(float[2]);
10700         size += rsurface.array_size * sizeof(float[4]);
10701         size += rsurface.array_size * sizeof(int[3]);
10702         size += rsurface.array_size * sizeof(unsigned short[3]);
10703         rsurface.array_base = base = (unsigned char *)Mem_Alloc(r_main_mempool, size);
10704         rsurface.array_modelvertexmesh         = (r_vertexmesh_t     *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10705         rsurface.array_batchvertexmesh         = (r_vertexmesh_t     *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10706         rsurface.array_modelvertexposition     = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10707         rsurface.array_batchvertexposition     = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10708         rsurface.array_modelvertex3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10709         rsurface.array_modelsvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10710         rsurface.array_modeltvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10711         rsurface.array_modelnormal3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10712         rsurface.array_batchvertex3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10713         rsurface.array_batchsvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10714         rsurface.array_batchtvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10715         rsurface.array_batchnormal3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10716         rsurface.array_batchlightmapcolor4f    = (float              *)base;base += rsurface.array_size * sizeof(float[4]);
10717         rsurface.array_batchtexcoordtexture2f  = (float              *)base;base += rsurface.array_size * sizeof(float[2]);
10718         rsurface.array_batchtexcoordlightmap2f = (float              *)base;base += rsurface.array_size * sizeof(float[2]);
10719         rsurface.array_passcolor4f             = (float              *)base;base += rsurface.array_size * sizeof(float[4]);
10720         rsurface.array_batchelement3i          = (int                *)base;base += rsurface.array_size * sizeof(int[3]);
10721         rsurface.array_batchelement3s          = (unsigned short     *)base;base += rsurface.array_size * sizeof(unsigned short[3]);
10722 }
10723
10724 void RSurf_ActiveWorldEntity(void)
10725 {
10726         dp_model_t *model = r_refdef.scene.worldmodel;
10727         //if (rsurface.entity == r_refdef.scene.worldentity)
10728         //      return;
10729         rsurface.entity = r_refdef.scene.worldentity;
10730         rsurface.skeleton = NULL;
10731         memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
10732         rsurface.ent_skinnum = 0;
10733         rsurface.ent_qwskin = -1;
10734         rsurface.ent_shadertime = 0;
10735         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
10736         if (rsurface.array_size < model->surfmesh.num_vertices)
10737                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
10738         rsurface.matrix = identitymatrix;
10739         rsurface.inversematrix = identitymatrix;
10740         rsurface.matrixscale = 1;
10741         rsurface.inversematrixscale = 1;
10742         R_EntityMatrix(&identitymatrix);
10743         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
10744         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
10745         rsurface.fograngerecip = r_refdef.fograngerecip;
10746         rsurface.fogheightfade = r_refdef.fogheightfade;
10747         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
10748         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10749         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
10750         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
10751         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
10752         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
10753         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
10754         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
10755         rsurface.colormod[3] = 1;
10756         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);
10757         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
10758         rsurface.frameblend[0].lerp = 1;
10759         rsurface.ent_alttextures = false;
10760         rsurface.basepolygonfactor = r_refdef.polygonfactor;
10761         rsurface.basepolygonoffset = r_refdef.polygonoffset;
10762         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
10763         rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10764         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10765         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10766         rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10767         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10768         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10769         rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10770         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10771         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
10772         rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10773         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10774         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
10775         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10776         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10777         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
10778         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10779         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10780         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
10781         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10782         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10783         rsurface.modelelement3i = model->surfmesh.data_element3i;
10784         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
10785         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
10786         rsurface.modelelement3s = model->surfmesh.data_element3s;
10787         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
10788         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
10789         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
10790         rsurface.modelnumvertices = model->surfmesh.num_vertices;
10791         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
10792         rsurface.modelsurfaces = model->data_surfaces;
10793         rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
10794         rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
10795         rsurface.modelvertexposition = model->surfmesh.vertexposition;
10796         rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
10797         rsurface.modelgeneratedvertex = false;
10798         rsurface.batchgeneratedvertex = false;
10799         rsurface.batchfirstvertex = 0;
10800         rsurface.batchnumvertices = 0;
10801         rsurface.batchfirsttriangle = 0;
10802         rsurface.batchnumtriangles = 0;
10803         rsurface.batchvertex3f  = NULL;
10804         rsurface.batchvertex3f_vertexbuffer = NULL;
10805         rsurface.batchvertex3f_bufferoffset = 0;
10806         rsurface.batchsvector3f = NULL;
10807         rsurface.batchsvector3f_vertexbuffer = NULL;
10808         rsurface.batchsvector3f_bufferoffset = 0;
10809         rsurface.batchtvector3f = NULL;
10810         rsurface.batchtvector3f_vertexbuffer = NULL;
10811         rsurface.batchtvector3f_bufferoffset = 0;
10812         rsurface.batchnormal3f  = NULL;
10813         rsurface.batchnormal3f_vertexbuffer = NULL;
10814         rsurface.batchnormal3f_bufferoffset = 0;
10815         rsurface.batchlightmapcolor4f = NULL;
10816         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10817         rsurface.batchlightmapcolor4f_bufferoffset = 0;
10818         rsurface.batchtexcoordtexture2f = NULL;
10819         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10820         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10821         rsurface.batchtexcoordlightmap2f = NULL;
10822         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10823         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10824         rsurface.batchvertexmesh = NULL;
10825         rsurface.batchvertexmeshbuffer = NULL;
10826         rsurface.batchvertexposition = NULL;
10827         rsurface.batchvertexpositionbuffer = NULL;
10828         rsurface.batchelement3i = NULL;
10829         rsurface.batchelement3i_indexbuffer = NULL;
10830         rsurface.batchelement3i_bufferoffset = 0;
10831         rsurface.batchelement3s = NULL;
10832         rsurface.batchelement3s_indexbuffer = NULL;
10833         rsurface.batchelement3s_bufferoffset = 0;
10834         rsurface.passcolor4f = NULL;
10835         rsurface.passcolor4f_vertexbuffer = NULL;
10836         rsurface.passcolor4f_bufferoffset = 0;
10837 }
10838
10839 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
10840 {
10841         dp_model_t *model = ent->model;
10842         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
10843         //      return;
10844         rsurface.entity = (entity_render_t *)ent;
10845         rsurface.skeleton = ent->skeleton;
10846         memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
10847         rsurface.ent_skinnum = ent->skinnum;
10848         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;
10849         rsurface.ent_shadertime = ent->shadertime;
10850         rsurface.ent_flags = ent->flags;
10851         if (rsurface.array_size < model->surfmesh.num_vertices)
10852                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
10853         rsurface.matrix = ent->matrix;
10854         rsurface.inversematrix = ent->inversematrix;
10855         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
10856         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
10857         R_EntityMatrix(&rsurface.matrix);
10858         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
10859         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
10860         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
10861         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
10862         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
10863         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10864         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
10865         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
10866         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
10867         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
10868         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
10869         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
10870         rsurface.colormod[3] = ent->alpha;
10871         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
10872         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
10873         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
10874         rsurface.basepolygonfactor = r_refdef.polygonfactor;
10875         rsurface.basepolygonoffset = r_refdef.polygonoffset;
10876         if (ent->model->brush.submodel && !prepass)
10877         {
10878                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
10879                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
10880         }
10881         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
10882         {
10883                 if (ent->animcache_vertex3f && !r_framedata_failed)
10884                 {
10885                         rsurface.modelvertex3f = ent->animcache_vertex3f;
10886                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
10887                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
10888                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
10889                         rsurface.modelvertexmesh = ent->animcache_vertexmesh;
10890                         rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
10891                         rsurface.modelvertexposition = ent->animcache_vertexposition;
10892                         rsurface.modelvertexpositionbuffer = ent->animcache_vertexpositionbuffer;
10893                 }
10894                 else if (wanttangents)
10895                 {
10896                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10897                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10898                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10899                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10900                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
10901                         rsurface.modelvertexmesh = NULL;
10902                         rsurface.modelvertexmeshbuffer = NULL;
10903                         rsurface.modelvertexposition = NULL;
10904                         rsurface.modelvertexpositionbuffer = NULL;
10905                 }
10906                 else if (wantnormals)
10907                 {
10908                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10909                         rsurface.modelsvector3f = NULL;
10910                         rsurface.modeltvector3f = NULL;
10911                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10912                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
10913                         rsurface.modelvertexmesh = NULL;
10914                         rsurface.modelvertexmeshbuffer = NULL;
10915                         rsurface.modelvertexposition = NULL;
10916                         rsurface.modelvertexpositionbuffer = NULL;
10917                 }
10918                 else
10919                 {
10920                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10921                         rsurface.modelsvector3f = NULL;
10922                         rsurface.modeltvector3f = NULL;
10923                         rsurface.modelnormal3f = NULL;
10924                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
10925                         rsurface.modelvertexmesh = NULL;
10926                         rsurface.modelvertexmeshbuffer = NULL;
10927                         rsurface.modelvertexposition = NULL;
10928                         rsurface.modelvertexpositionbuffer = NULL;
10929                 }
10930                 rsurface.modelvertex3f_vertexbuffer = 0;
10931                 rsurface.modelvertex3f_bufferoffset = 0;
10932                 rsurface.modelsvector3f_vertexbuffer = 0;
10933                 rsurface.modelsvector3f_bufferoffset = 0;
10934                 rsurface.modeltvector3f_vertexbuffer = 0;
10935                 rsurface.modeltvector3f_bufferoffset = 0;
10936                 rsurface.modelnormal3f_vertexbuffer = 0;
10937                 rsurface.modelnormal3f_bufferoffset = 0;
10938                 rsurface.modelgeneratedvertex = true;
10939         }
10940         else
10941         {
10942                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
10943                 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10944                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10945                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10946                 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10947                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10948                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10949                 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10950                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10951                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
10952                 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10953                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10954                 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
10955                 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
10956                 rsurface.modelvertexposition = model->surfmesh.vertexposition;
10957                 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
10958                 rsurface.modelgeneratedvertex = false;
10959         }
10960         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
10961         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10962         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10963         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
10964         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10965         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10966         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
10967         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10968         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10969         rsurface.modelelement3i = model->surfmesh.data_element3i;
10970         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
10971         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
10972         rsurface.modelelement3s = model->surfmesh.data_element3s;
10973         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
10974         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
10975         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
10976         rsurface.modelnumvertices = model->surfmesh.num_vertices;
10977         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
10978         rsurface.modelsurfaces = model->data_surfaces;
10979         rsurface.batchgeneratedvertex = false;
10980         rsurface.batchfirstvertex = 0;
10981         rsurface.batchnumvertices = 0;
10982         rsurface.batchfirsttriangle = 0;
10983         rsurface.batchnumtriangles = 0;
10984         rsurface.batchvertex3f  = NULL;
10985         rsurface.batchvertex3f_vertexbuffer = NULL;
10986         rsurface.batchvertex3f_bufferoffset = 0;
10987         rsurface.batchsvector3f = NULL;
10988         rsurface.batchsvector3f_vertexbuffer = NULL;
10989         rsurface.batchsvector3f_bufferoffset = 0;
10990         rsurface.batchtvector3f = NULL;
10991         rsurface.batchtvector3f_vertexbuffer = NULL;
10992         rsurface.batchtvector3f_bufferoffset = 0;
10993         rsurface.batchnormal3f  = NULL;
10994         rsurface.batchnormal3f_vertexbuffer = NULL;
10995         rsurface.batchnormal3f_bufferoffset = 0;
10996         rsurface.batchlightmapcolor4f = NULL;
10997         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10998         rsurface.batchlightmapcolor4f_bufferoffset = 0;
10999         rsurface.batchtexcoordtexture2f = NULL;
11000         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11001         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11002         rsurface.batchtexcoordlightmap2f = NULL;
11003         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11004         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11005         rsurface.batchvertexmesh = NULL;
11006         rsurface.batchvertexmeshbuffer = NULL;
11007         rsurface.batchvertexposition = NULL;
11008         rsurface.batchvertexpositionbuffer = NULL;
11009         rsurface.batchelement3i = NULL;
11010         rsurface.batchelement3i_indexbuffer = NULL;
11011         rsurface.batchelement3i_bufferoffset = 0;
11012         rsurface.batchelement3s = NULL;
11013         rsurface.batchelement3s_indexbuffer = NULL;
11014         rsurface.batchelement3s_bufferoffset = 0;
11015         rsurface.passcolor4f = NULL;
11016         rsurface.passcolor4f_vertexbuffer = NULL;
11017         rsurface.passcolor4f_bufferoffset = 0;
11018 }
11019
11020 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)
11021 {
11022         int i;
11023
11024         rsurface.entity = r_refdef.scene.worldentity;
11025         rsurface.skeleton = NULL;
11026         rsurface.ent_skinnum = 0;
11027         rsurface.ent_qwskin = -1;
11028         rsurface.ent_shadertime = shadertime;
11029         rsurface.ent_flags = entflags;
11030         rsurface.modelnumvertices = numvertices;
11031         rsurface.modelnumtriangles = numtriangles;
11032         if (rsurface.array_size < rsurface.modelnumvertices)
11033                 R_Mesh_ResizeArrays(rsurface.modelnumvertices);
11034         rsurface.matrix = *matrix;
11035         rsurface.inversematrix = *inversematrix;
11036         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
11037         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
11038         R_EntityMatrix(&rsurface.matrix);
11039         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
11040         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
11041         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
11042         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
11043         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
11044         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
11045         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
11046         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
11047         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
11048         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
11049         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
11050         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
11051         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);
11052         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
11053         rsurface.frameblend[0].lerp = 1;
11054         rsurface.ent_alttextures = false;
11055         rsurface.basepolygonfactor = r_refdef.polygonfactor;
11056         rsurface.basepolygonoffset = r_refdef.polygonoffset;
11057         if (wanttangents)
11058         {
11059                 rsurface.modelvertex3f = vertex3f;
11060                 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
11061                 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
11062                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
11063         }
11064         else if (wantnormals)
11065         {
11066                 rsurface.modelvertex3f = vertex3f;
11067                 rsurface.modelsvector3f = NULL;
11068                 rsurface.modeltvector3f = NULL;
11069                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
11070         }
11071         else
11072         {
11073                 rsurface.modelvertex3f = vertex3f;
11074                 rsurface.modelsvector3f = NULL;
11075                 rsurface.modeltvector3f = NULL;
11076                 rsurface.modelnormal3f = NULL;
11077         }
11078         rsurface.modelvertexmesh = NULL;
11079         rsurface.modelvertexmeshbuffer = NULL;
11080         rsurface.modelvertexposition = NULL;
11081         rsurface.modelvertexpositionbuffer = NULL;
11082         rsurface.modelvertex3f_vertexbuffer = 0;
11083         rsurface.modelvertex3f_bufferoffset = 0;
11084         rsurface.modelsvector3f_vertexbuffer = 0;
11085         rsurface.modelsvector3f_bufferoffset = 0;
11086         rsurface.modeltvector3f_vertexbuffer = 0;
11087         rsurface.modeltvector3f_bufferoffset = 0;
11088         rsurface.modelnormal3f_vertexbuffer = 0;
11089         rsurface.modelnormal3f_bufferoffset = 0;
11090         rsurface.modelgeneratedvertex = true;
11091         rsurface.modellightmapcolor4f  = color4f;
11092         rsurface.modellightmapcolor4f_vertexbuffer = 0;
11093         rsurface.modellightmapcolor4f_bufferoffset = 0;
11094         rsurface.modeltexcoordtexture2f  = texcoord2f;
11095         rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
11096         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
11097         rsurface.modeltexcoordlightmap2f  = NULL;
11098         rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
11099         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
11100         rsurface.modelelement3i = element3i;
11101         rsurface.modelelement3i_indexbuffer = NULL;
11102         rsurface.modelelement3i_bufferoffset = 0;
11103         rsurface.modelelement3s = element3s;
11104         rsurface.modelelement3s_indexbuffer = NULL;
11105         rsurface.modelelement3s_bufferoffset = 0;
11106         rsurface.modellightmapoffsets = NULL;
11107         rsurface.modelsurfaces = NULL;
11108         rsurface.batchgeneratedvertex = false;
11109         rsurface.batchfirstvertex = 0;
11110         rsurface.batchnumvertices = 0;
11111         rsurface.batchfirsttriangle = 0;
11112         rsurface.batchnumtriangles = 0;
11113         rsurface.batchvertex3f  = NULL;
11114         rsurface.batchvertex3f_vertexbuffer = NULL;
11115         rsurface.batchvertex3f_bufferoffset = 0;
11116         rsurface.batchsvector3f = NULL;
11117         rsurface.batchsvector3f_vertexbuffer = NULL;
11118         rsurface.batchsvector3f_bufferoffset = 0;
11119         rsurface.batchtvector3f = NULL;
11120         rsurface.batchtvector3f_vertexbuffer = NULL;
11121         rsurface.batchtvector3f_bufferoffset = 0;
11122         rsurface.batchnormal3f  = NULL;
11123         rsurface.batchnormal3f_vertexbuffer = NULL;
11124         rsurface.batchnormal3f_bufferoffset = 0;
11125         rsurface.batchlightmapcolor4f = NULL;
11126         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11127         rsurface.batchlightmapcolor4f_bufferoffset = 0;
11128         rsurface.batchtexcoordtexture2f = NULL;
11129         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11130         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11131         rsurface.batchtexcoordlightmap2f = NULL;
11132         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11133         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11134         rsurface.batchvertexmesh = NULL;
11135         rsurface.batchvertexmeshbuffer = NULL;
11136         rsurface.batchvertexposition = NULL;
11137         rsurface.batchvertexpositionbuffer = NULL;
11138         rsurface.batchelement3i = NULL;
11139         rsurface.batchelement3i_indexbuffer = NULL;
11140         rsurface.batchelement3i_bufferoffset = 0;
11141         rsurface.batchelement3s = NULL;
11142         rsurface.batchelement3s_indexbuffer = NULL;
11143         rsurface.batchelement3s_bufferoffset = 0;
11144         rsurface.passcolor4f = NULL;
11145         rsurface.passcolor4f_vertexbuffer = NULL;
11146         rsurface.passcolor4f_bufferoffset = 0;
11147
11148         if (rsurface.modelnumvertices && rsurface.modelelement3i)
11149         {
11150                 if ((wantnormals || wanttangents) && !normal3f)
11151                 {
11152                         Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
11153                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
11154                 }
11155                 if (wanttangents && !svector3f)
11156                 {
11157                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
11158                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
11159                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
11160                 }
11161         }
11162
11163         // now convert arrays into vertexmesh structs
11164         for (i = 0;i < numvertices;i++)
11165         {
11166                 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexposition[i].vertex3f);
11167                 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexmesh[i].vertex3f);
11168                 if (rsurface.modelsvector3f)
11169                         VectorCopy(rsurface.modelsvector3f + 3*i, rsurface.array_modelvertexmesh[i].svector3f);
11170                 if (rsurface.modeltvector3f)
11171                         VectorCopy(rsurface.modeltvector3f + 3*i, rsurface.array_modelvertexmesh[i].tvector3f);
11172                 if (rsurface.modelnormal3f)
11173                         VectorCopy(rsurface.modelnormal3f + 3*i, rsurface.array_modelvertexmesh[i].normal3f);
11174                 if (rsurface.modellightmapcolor4f)
11175                         Vector4Scale(rsurface.modellightmapcolor4f + 4*i, 255.0f, rsurface.array_modelvertexmesh[i].color4ub);
11176                 if (rsurface.modeltexcoordtexture2f)
11177                         Vector2Copy(rsurface.modeltexcoordtexture2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordtexture2f);
11178                 if (rsurface.modeltexcoordlightmap2f)
11179                         Vector2Copy(rsurface.modeltexcoordlightmap2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordlightmap2f);
11180         }
11181 }
11182
11183 float RSurf_FogPoint(const float *v)
11184 {
11185         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11186         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
11187         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
11188         float FogHeightFade = r_refdef.fogheightfade;
11189         float fogfrac;
11190         unsigned int fogmasktableindex;
11191         if (r_refdef.fogplaneviewabove)
11192                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11193         else
11194                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11195         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
11196         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11197 }
11198
11199 float RSurf_FogVertex(const float *v)
11200 {
11201         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11202         float FogPlaneViewDist = rsurface.fogplaneviewdist;
11203         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
11204         float FogHeightFade = rsurface.fogheightfade;
11205         float fogfrac;
11206         unsigned int fogmasktableindex;
11207         if (r_refdef.fogplaneviewabove)
11208                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11209         else
11210                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11211         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
11212         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11213 }
11214
11215 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
11216 {
11217         int i;
11218         for (i = 0;i < numelements;i++)
11219                 outelement3i[i] = inelement3i[i] + adjust;
11220 }
11221
11222 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
11223 extern cvar_t gl_vbo;
11224 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
11225 {
11226         int deformindex;
11227         int firsttriangle;
11228         int numtriangles;
11229         int firstvertex;
11230         int endvertex;
11231         int numvertices;
11232         int surfacefirsttriangle;
11233         int surfacenumtriangles;
11234         int surfacefirstvertex;
11235         int surfaceendvertex;
11236         int surfacenumvertices;
11237         int needsupdate;
11238         int i, j;
11239         qboolean gaps;
11240         qboolean dynamicvertex;
11241         float amplitude;
11242         float animpos;
11243         float scale;
11244         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
11245         float waveparms[4];
11246         q3shaderinfo_deform_t *deform;
11247         const msurface_t *surface, *firstsurface;
11248         r_vertexposition_t *vertexposition;
11249         r_vertexmesh_t *vertexmesh;
11250         if (!texturenumsurfaces)
11251                 return;
11252         // find vertex range of this surface batch
11253         gaps = false;
11254         firstsurface = texturesurfacelist[0];
11255         firsttriangle = firstsurface->num_firsttriangle;
11256         numtriangles = 0;
11257         firstvertex = endvertex = firstsurface->num_firstvertex;
11258         for (i = 0;i < texturenumsurfaces;i++)
11259         {
11260                 surface = texturesurfacelist[i];
11261                 if (surface != firstsurface + i)
11262                         gaps = true;
11263                 surfacefirstvertex = surface->num_firstvertex;
11264                 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
11265                 surfacenumtriangles = surface->num_triangles;
11266                 if (firstvertex > surfacefirstvertex)
11267                         firstvertex = surfacefirstvertex;
11268                 if (endvertex < surfaceendvertex)
11269                         endvertex = surfaceendvertex;
11270                 numtriangles += surfacenumtriangles;
11271         }
11272         if (!numtriangles)
11273                 return;
11274
11275         // we now know the vertex range used, and if there are any gaps in it
11276         rsurface.batchfirstvertex = firstvertex;
11277         rsurface.batchnumvertices = endvertex - firstvertex;
11278         rsurface.batchfirsttriangle = firsttriangle;
11279         rsurface.batchnumtriangles = numtriangles;
11280
11281         // this variable holds flags for which properties have been updated that
11282         // may require regenerating vertexmesh or vertexposition arrays...
11283         needsupdate = 0;
11284
11285         // check if any dynamic vertex processing must occur
11286         dynamicvertex = false;
11287
11288         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11289                 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_NOGAPS;
11290         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11291         {
11292                 switch (deform->deform)
11293                 {
11294                 default:
11295                 case Q3DEFORM_PROJECTIONSHADOW:
11296                 case Q3DEFORM_TEXT0:
11297                 case Q3DEFORM_TEXT1:
11298                 case Q3DEFORM_TEXT2:
11299                 case Q3DEFORM_TEXT3:
11300                 case Q3DEFORM_TEXT4:
11301                 case Q3DEFORM_TEXT5:
11302                 case Q3DEFORM_TEXT6:
11303                 case Q3DEFORM_TEXT7:
11304                 case Q3DEFORM_NONE:
11305                         break;
11306                 case Q3DEFORM_AUTOSPRITE:
11307                         dynamicvertex = true;
11308                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11309                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11310                         break;
11311                 case Q3DEFORM_AUTOSPRITE2:
11312                         dynamicvertex = true;
11313                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11314                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11315                         break;
11316                 case Q3DEFORM_NORMAL:
11317                         dynamicvertex = true;
11318                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11319                         needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11320                         break;
11321                 case Q3DEFORM_WAVE:
11322                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11323                                 break; // if wavefunc is a nop, ignore this transform
11324                         dynamicvertex = true;
11325                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11326                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11327                         break;
11328                 case Q3DEFORM_BULGE:
11329                         dynamicvertex = true;
11330                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11331                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11332                         break;
11333                 case Q3DEFORM_MOVE:
11334                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11335                                 break; // if wavefunc is a nop, ignore this transform
11336                         dynamicvertex = true;
11337                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11338                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX;
11339                         break;
11340                 }
11341         }
11342         switch(rsurface.texture->tcgen.tcgen)
11343         {
11344         default:
11345         case Q3TCGEN_TEXTURE:
11346                 break;
11347         case Q3TCGEN_LIGHTMAP:
11348                 dynamicvertex = true;
11349                 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
11350                 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
11351                 break;
11352         case Q3TCGEN_VECTOR:
11353                 dynamicvertex = true;
11354                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11355                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11356                 break;
11357         case Q3TCGEN_ENVIRONMENT:
11358                 dynamicvertex = true;
11359                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
11360                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11361                 break;
11362         }
11363         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
11364         {
11365                 dynamicvertex = true;
11366                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11367                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11368         }
11369
11370         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11371         {
11372                 dynamicvertex = true;
11373                 batchneed |= BATCHNEED_NOGAPS;
11374                 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
11375         }
11376
11377         if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
11378         {
11379                 dynamicvertex = true;
11380                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11381                 needsupdate |= (batchneed & BATCHNEED_VERTEXPOSITION);
11382         }
11383
11384         if (dynamicvertex || gaps || rsurface.batchfirstvertex)
11385         {
11386                 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
11387                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)      batchneed |= BATCHNEED_ARRAY_VERTEX;
11388                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)      batchneed |= BATCHNEED_ARRAY_NORMAL;
11389                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)      batchneed |= BATCHNEED_ARRAY_VECTOR;
11390                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
11391                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)    batchneed |= BATCHNEED_ARRAY_TEXCOORD;
11392                 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP)    batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
11393         }
11394
11395         // when the model data has no vertex buffer (dynamic mesh), we need to
11396         // eliminate gaps
11397         if (!rsurface.modelvertexmeshbuffer)
11398                 batchneed |= BATCHNEED_NOGAPS;
11399
11400         // if needsupdate, we have to do a dynamic vertex batch for sure
11401         if (needsupdate & batchneed)
11402                 dynamicvertex = true;
11403
11404         // see if we need to build vertexmesh from arrays
11405         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11406                 dynamicvertex = true;
11407
11408         // see if we need to build vertexposition from arrays
11409         if (!rsurface.modelvertexposition && (batchneed & BATCHNEED_VERTEXPOSITION))
11410                 dynamicvertex = true;
11411
11412         // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
11413         if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
11414                 dynamicvertex = true;
11415
11416         // if there is a chance of animated vertex colors, it's a dynamic batch
11417         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11418                 dynamicvertex = true;
11419
11420         rsurface.batchvertex3f = rsurface.modelvertex3f;
11421         rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
11422         rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
11423         rsurface.batchsvector3f = rsurface.modelsvector3f;
11424         rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
11425         rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
11426         rsurface.batchtvector3f = rsurface.modeltvector3f;
11427         rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
11428         rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
11429         rsurface.batchnormal3f = rsurface.modelnormal3f;
11430         rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
11431         rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
11432         rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
11433         rsurface.batchlightmapcolor4f_vertexbuffer  = rsurface.modellightmapcolor4f_vertexbuffer;
11434         rsurface.batchlightmapcolor4f_bufferoffset  = rsurface.modellightmapcolor4f_bufferoffset;
11435         rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
11436         rsurface.batchtexcoordtexture2f_vertexbuffer  = rsurface.modeltexcoordtexture2f_vertexbuffer;
11437         rsurface.batchtexcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
11438         rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
11439         rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
11440         rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
11441         rsurface.batchvertexposition = rsurface.modelvertexposition;
11442         rsurface.batchvertexpositionbuffer = rsurface.modelvertexpositionbuffer;
11443         rsurface.batchvertexmesh = rsurface.modelvertexmesh;
11444         rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
11445         rsurface.batchelement3i = rsurface.modelelement3i;
11446         rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
11447         rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
11448         rsurface.batchelement3s = rsurface.modelelement3s;
11449         rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
11450         rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
11451
11452         // if any dynamic vertex processing has to occur in software, we copy the
11453         // entire surface list together before processing to rebase the vertices
11454         // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
11455         //
11456         // if any gaps exist and we do not have a static vertex buffer, we have to
11457         // copy the surface list together to avoid wasting upload bandwidth on the
11458         // vertices in the gaps.
11459         //
11460         // if gaps exist and we have a static vertex buffer, we still have to
11461         // combine the index buffer ranges into one dynamic index buffer.
11462         //
11463         // in all cases we end up with data that can be drawn in one call.
11464
11465         if (!dynamicvertex)
11466         {
11467                 // static vertex data, just set pointers...
11468                 rsurface.batchgeneratedvertex = false;
11469                 // if there are gaps, we want to build a combined index buffer,
11470                 // otherwise use the original static buffer with an appropriate offset
11471                 if (gaps)
11472                 {
11473                         firsttriangle = 0;
11474                         numtriangles = 0;
11475                         for (i = 0;i < texturenumsurfaces;i++)
11476                         {
11477                                 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11478                                 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11479                                 memcpy(rsurface.array_batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
11480                                 numtriangles += surfacenumtriangles;
11481                         }
11482                         rsurface.batchelement3i = rsurface.array_batchelement3i;
11483                         rsurface.batchelement3i_indexbuffer = NULL;
11484                         rsurface.batchelement3i_bufferoffset = 0;
11485                         rsurface.batchelement3s = NULL;
11486                         rsurface.batchelement3s_indexbuffer = NULL;
11487                         rsurface.batchelement3s_bufferoffset = 0;
11488                         if (endvertex <= 65536)
11489                         {
11490                                 rsurface.batchelement3s = rsurface.array_batchelement3s;
11491                                 for (i = 0;i < numtriangles*3;i++)
11492                                         rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11493                         }
11494                         rsurface.batchfirsttriangle = firsttriangle;
11495                         rsurface.batchnumtriangles = numtriangles;
11496                 }
11497                 return;
11498         }
11499
11500         // something needs software processing, do it for real...
11501         // we only directly handle interleaved array data in this case...
11502         rsurface.batchgeneratedvertex = true;
11503
11504         // now copy the vertex data into a combined array and make an index array
11505         // (this is what Quake3 does all the time)
11506         //if (gaps || rsurface.batchfirstvertex)
11507         {
11508                 rsurface.batchvertexposition = NULL;
11509                 rsurface.batchvertexpositionbuffer = NULL;
11510                 rsurface.batchvertexmesh = NULL;
11511                 rsurface.batchvertexmeshbuffer = NULL;
11512                 rsurface.batchvertex3f = NULL;
11513                 rsurface.batchvertex3f_vertexbuffer = NULL;
11514                 rsurface.batchvertex3f_bufferoffset = 0;
11515                 rsurface.batchsvector3f = NULL;
11516                 rsurface.batchsvector3f_vertexbuffer = NULL;
11517                 rsurface.batchsvector3f_bufferoffset = 0;
11518                 rsurface.batchtvector3f = NULL;
11519                 rsurface.batchtvector3f_vertexbuffer = NULL;
11520                 rsurface.batchtvector3f_bufferoffset = 0;
11521                 rsurface.batchnormal3f = NULL;
11522                 rsurface.batchnormal3f_vertexbuffer = NULL;
11523                 rsurface.batchnormal3f_bufferoffset = 0;
11524                 rsurface.batchlightmapcolor4f = NULL;
11525                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11526                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11527                 rsurface.batchtexcoordtexture2f = NULL;
11528                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11529                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11530                 rsurface.batchtexcoordlightmap2f = NULL;
11531                 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11532                 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11533                 rsurface.batchelement3i = rsurface.array_batchelement3i;
11534                 rsurface.batchelement3i_indexbuffer = NULL;
11535                 rsurface.batchelement3i_bufferoffset = 0;
11536                 rsurface.batchelement3s = NULL;
11537                 rsurface.batchelement3s_indexbuffer = NULL;
11538                 rsurface.batchelement3s_bufferoffset = 0;
11539                 // we'll only be setting up certain arrays as needed
11540                 if (batchneed & BATCHNEED_VERTEXPOSITION)
11541                         rsurface.batchvertexposition = rsurface.array_batchvertexposition;
11542                 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
11543                         rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
11544                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11545                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11546                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
11547                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11548                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
11549                 {
11550                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11551                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11552                 }
11553                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
11554                         rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11555                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
11556                         rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11557                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
11558                         rsurface.batchtexcoordlightmap2f = rsurface.array_batchtexcoordlightmap2f;
11559                 numvertices = 0;
11560                 numtriangles = 0;
11561                 for (i = 0;i < texturenumsurfaces;i++)
11562                 {
11563                         surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
11564                         surfacenumvertices = texturesurfacelist[i]->num_vertices;
11565                         surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11566                         surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11567                         // copy only the data requested
11568                         if ((batchneed & BATCHNEED_VERTEXPOSITION) && rsurface.modelvertexposition)
11569                                 memcpy(rsurface.array_batchvertexposition + numvertices, rsurface.modelvertexposition + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexposition[0]));
11570                         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
11571                                 memcpy(rsurface.array_batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
11572                         if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
11573                         {
11574                                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11575                                         memcpy(rsurface.array_batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11576                                 if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f)
11577                                         memcpy(rsurface.array_batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11578                                 if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f)
11579                                 {
11580                                         memcpy(rsurface.array_batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11581                                         memcpy(rsurface.array_batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11582                                 }
11583                                 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f)
11584                                         memcpy(rsurface.array_batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
11585                                 if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f)
11586                                         memcpy(rsurface.array_batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11587                                 if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f)
11588                                         memcpy(rsurface.array_batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11589                         }
11590                         RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.array_batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
11591                         numvertices += surfacenumvertices;
11592                         numtriangles += surfacenumtriangles;
11593                 }
11594
11595                 // generate a 16bit index array as well if possible
11596                 // (in general, dynamic batches fit)
11597                 if (numvertices <= 65536)
11598                 {
11599                         rsurface.batchelement3s = rsurface.array_batchelement3s;
11600                         for (i = 0;i < numtriangles*3;i++)
11601                                 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11602                 }
11603
11604                 // since we've copied everything, the batch now starts at 0
11605                 rsurface.batchfirstvertex = 0;
11606                 rsurface.batchnumvertices = numvertices;
11607                 rsurface.batchfirsttriangle = 0;
11608                 rsurface.batchnumtriangles = numtriangles;
11609         }
11610
11611         // q1bsp surfaces rendered in vertex color mode have to have colors
11612         // calculated based on lightstyles
11613         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11614         {
11615                 // generate color arrays for the surfaces in this list
11616                 int c[4];
11617                 int scale;
11618                 int size3;
11619                 const int *offsets;
11620                 const unsigned char *lm;
11621                 numvertices = 0;
11622                 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11623                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11624                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11625                 for (i = 0;i < texturenumsurfaces;i++)
11626                 {
11627                         surface = texturesurfacelist[i];
11628                         offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
11629                         surfacenumvertices = surface->num_vertices;
11630                         if (surface->lightmapinfo->samples)
11631                         {
11632                                 for (j = 0;j < surfacenumvertices;j++)
11633                                 {
11634                                         lm = surface->lightmapinfo->samples + offsets[j];
11635                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
11636                                         VectorScale(lm, scale, c);
11637                                         if (surface->lightmapinfo->styles[1] != 255)
11638                                         {
11639                                                 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
11640                                                 lm += size3;
11641                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
11642                                                 VectorMA(c, scale, lm, c);
11643                                                 if (surface->lightmapinfo->styles[2] != 255)
11644                                                 {
11645                                                         lm += size3;
11646                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
11647                                                         VectorMA(c, scale, lm, c);
11648                                                         if (surface->lightmapinfo->styles[3] != 255)
11649                                                         {
11650                                                                 lm += size3;
11651                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
11652                                                                 VectorMA(c, scale, lm, c);
11653                                                         }
11654                                                 }
11655                                         }
11656                                         c[0] >>= 15;
11657                                         c[1] >>= 15;
11658                                         c[2] >>= 15;
11659                                         Vector4Set(rsurface.array_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);
11660                                         numvertices++;
11661                                 }
11662                         }
11663                         else
11664                         {
11665                                 for (j = 0;j < surfacenumvertices;j++)
11666                                 {
11667                                         Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
11668                                         numvertices++;
11669                                 }
11670                         }
11671                 }
11672         }
11673
11674         // if vertices are deformed (sprite flares and things in maps, possibly
11675         // water waves, bulges and other deformations), modify the copied vertices
11676         // in place
11677         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11678         {
11679                 switch (deform->deform)
11680                 {
11681                 default:
11682                 case Q3DEFORM_PROJECTIONSHADOW:
11683                 case Q3DEFORM_TEXT0:
11684                 case Q3DEFORM_TEXT1:
11685                 case Q3DEFORM_TEXT2:
11686                 case Q3DEFORM_TEXT3:
11687                 case Q3DEFORM_TEXT4:
11688                 case Q3DEFORM_TEXT5:
11689                 case Q3DEFORM_TEXT6:
11690                 case Q3DEFORM_TEXT7:
11691                 case Q3DEFORM_NONE:
11692                         break;
11693                 case Q3DEFORM_AUTOSPRITE:
11694                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11695                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11696                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11697                         VectorNormalize(newforward);
11698                         VectorNormalize(newright);
11699                         VectorNormalize(newup);
11700                         // a single autosprite surface can contain multiple sprites...
11701                         for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11702                         {
11703                                 VectorClear(center);
11704                                 for (i = 0;i < 4;i++)
11705                                         VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11706                                 VectorScale(center, 0.25f, center);
11707                                 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
11708                                 VectorCopy(rsurface.batchsvector3f + 3*j, right);
11709                                 VectorCopy(rsurface.batchtvector3f + 3*j, up);
11710                                 for (i = 0;i < 4;i++)
11711                                 {
11712                                         VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
11713                                         VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_batchvertex3f + 3*(j+i));
11714                                 }
11715                         }
11716                         // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
11717                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11718                         Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11719                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11720                         rsurface.batchvertex3f_vertexbuffer = NULL;
11721                         rsurface.batchvertex3f_bufferoffset = 0;
11722                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11723                         rsurface.batchsvector3f_vertexbuffer = NULL;
11724                         rsurface.batchsvector3f_bufferoffset = 0;
11725                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11726                         rsurface.batchtvector3f_vertexbuffer = NULL;
11727                         rsurface.batchtvector3f_bufferoffset = 0;
11728                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11729                         rsurface.batchnormal3f_vertexbuffer = NULL;
11730                         rsurface.batchnormal3f_bufferoffset = 0;
11731                         break;
11732                 case Q3DEFORM_AUTOSPRITE2:
11733                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11734                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11735                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11736                         VectorNormalize(newforward);
11737                         VectorNormalize(newright);
11738                         VectorNormalize(newup);
11739                         {
11740                                 const float *v1, *v2;
11741                                 vec3_t start, end;
11742                                 float f, l;
11743                                 struct
11744                                 {
11745                                         float length2;
11746                                         const float *v1;
11747                                         const float *v2;
11748                                 }
11749                                 shortest[2];
11750                                 memset(shortest, 0, sizeof(shortest));
11751                                 // a single autosprite surface can contain multiple sprites...
11752                                 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11753                                 {
11754                                         VectorClear(center);
11755                                         for (i = 0;i < 4;i++)
11756                                                 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11757                                         VectorScale(center, 0.25f, center);
11758                                         // find the two shortest edges, then use them to define the
11759                                         // axis vectors for rotating around the central axis
11760                                         for (i = 0;i < 6;i++)
11761                                         {
11762                                                 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
11763                                                 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
11764                                                 l = VectorDistance2(v1, v2);
11765                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
11766                                                 if (v1[2] != v2[2])
11767                                                         l += (1.0f / 1024.0f);
11768                                                 if (shortest[0].length2 > l || i == 0)
11769                                                 {
11770                                                         shortest[1] = shortest[0];
11771                                                         shortest[0].length2 = l;
11772                                                         shortest[0].v1 = v1;
11773                                                         shortest[0].v2 = v2;
11774                                                 }
11775                                                 else if (shortest[1].length2 > l || i == 1)
11776                                                 {
11777                                                         shortest[1].length2 = l;
11778                                                         shortest[1].v1 = v1;
11779                                                         shortest[1].v2 = v2;
11780                                                 }
11781                                         }
11782                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
11783                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
11784                                         // this calculates the right vector from the shortest edge
11785                                         // and the up vector from the edge midpoints
11786                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
11787                                         VectorNormalize(right);
11788                                         VectorSubtract(end, start, up);
11789                                         VectorNormalize(up);
11790                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
11791                                         VectorSubtract(rsurface.localvieworigin, center, forward);
11792                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
11793                                         VectorNegate(forward, forward);
11794                                         VectorReflect(forward, 0, up, forward);
11795                                         VectorNormalize(forward);
11796                                         CrossProduct(up, forward, newright);
11797                                         VectorNormalize(newright);
11798                                         // rotate the quad around the up axis vector, this is made
11799                                         // especially easy by the fact we know the quad is flat,
11800                                         // so we only have to subtract the center position and
11801                                         // measure distance along the right vector, and then
11802                                         // multiply that by the newright vector and add back the
11803                                         // center position
11804                                         // we also need to subtract the old position to undo the
11805                                         // displacement from the center, which we do with a
11806                                         // DotProduct, the subtraction/addition of center is also
11807                                         // optimized into DotProducts here
11808                                         l = DotProduct(right, center);
11809                                         for (i = 0;i < 4;i++)
11810                                         {
11811                                                 v1 = rsurface.batchvertex3f + 3*(j+i);
11812                                                 f = DotProduct(right, v1) - l;
11813                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_batchvertex3f + 3*(j+i));
11814                                         }
11815                                 }
11816                         }
11817                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11818                         rsurface.batchvertex3f_vertexbuffer = NULL;
11819                         rsurface.batchvertex3f_bufferoffset = 0;
11820                         if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
11821                         {
11822                                 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11823                                 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11824                                 rsurface.batchnormal3f_vertexbuffer = NULL;
11825                                 rsurface.batchnormal3f_bufferoffset = 0;
11826                         }
11827                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11828                         {
11829                                 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11830                                 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11831                                 rsurface.batchsvector3f_vertexbuffer = NULL;
11832                                 rsurface.batchsvector3f_bufferoffset = 0;
11833                                 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11834                                 rsurface.batchtvector3f_vertexbuffer = NULL;
11835                                 rsurface.batchtvector3f_bufferoffset = 0;
11836                         }
11837                         break;
11838                 case Q3DEFORM_NORMAL:
11839                         // deform the normals to make reflections wavey
11840                         for (j = 0;j < rsurface.batchnumvertices;j++)
11841                         {
11842                                 float vertex[3];
11843                                 float *normal = rsurface.array_batchnormal3f + 3*j;
11844                                 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
11845                                 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
11846                                 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
11847                                 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
11848                                 VectorNormalize(normal);
11849                         }
11850                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11851                         rsurface.batchnormal3f_vertexbuffer = NULL;
11852                         rsurface.batchnormal3f_bufferoffset = 0;
11853                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11854                         {
11855                                 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11856                                 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11857                                 rsurface.batchsvector3f_vertexbuffer = NULL;
11858                                 rsurface.batchsvector3f_bufferoffset = 0;
11859                                 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11860                                 rsurface.batchtvector3f_vertexbuffer = NULL;
11861                                 rsurface.batchtvector3f_bufferoffset = 0;
11862                         }
11863                         break;
11864                 case Q3DEFORM_WAVE:
11865                         // deform vertex array to make wavey water and flags and such
11866                         waveparms[0] = deform->waveparms[0];
11867                         waveparms[1] = deform->waveparms[1];
11868                         waveparms[2] = deform->waveparms[2];
11869                         waveparms[3] = deform->waveparms[3];
11870                         if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
11871                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
11872                         // this is how a divisor of vertex influence on deformation
11873                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
11874                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
11875                         for (j = 0;j < rsurface.batchnumvertices;j++)
11876                         {
11877                                 // if the wavefunc depends on time, evaluate it per-vertex
11878                                 if (waveparms[3])
11879                                 {
11880                                         waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
11881                                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
11882                                 }
11883                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
11884                         }
11885                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
11886                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11887                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11888                         rsurface.batchvertex3f_vertexbuffer = NULL;
11889                         rsurface.batchvertex3f_bufferoffset = 0;
11890                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11891                         rsurface.batchnormal3f_vertexbuffer = NULL;
11892                         rsurface.batchnormal3f_bufferoffset = 0;
11893                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11894                         {
11895                                 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11896                                 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11897                                 rsurface.batchsvector3f_vertexbuffer = NULL;
11898                                 rsurface.batchsvector3f_bufferoffset = 0;
11899                                 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11900                                 rsurface.batchtvector3f_vertexbuffer = NULL;
11901                                 rsurface.batchtvector3f_bufferoffset = 0;
11902                         }
11903                         break;
11904                 case Q3DEFORM_BULGE:
11905                         // deform vertex array to make the surface have moving bulges
11906                         for (j = 0;j < rsurface.batchnumvertices;j++)
11907                         {
11908                                 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1];
11909                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
11910                         }
11911                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
11912                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11913                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11914                         rsurface.batchvertex3f_vertexbuffer = NULL;
11915                         rsurface.batchvertex3f_bufferoffset = 0;
11916                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11917                         rsurface.batchnormal3f_vertexbuffer = NULL;
11918                         rsurface.batchnormal3f_bufferoffset = 0;
11919                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11920                         {
11921                                 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11922                                 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11923                                 rsurface.batchsvector3f_vertexbuffer = NULL;
11924                                 rsurface.batchsvector3f_bufferoffset = 0;
11925                                 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11926                                 rsurface.batchtvector3f_vertexbuffer = NULL;
11927                                 rsurface.batchtvector3f_bufferoffset = 0;
11928                         }
11929                         break;
11930                 case Q3DEFORM_MOVE:
11931                         // deform vertex array
11932                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11933                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
11934                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
11935                         VectorScale(deform->parms, scale, waveparms);
11936                         for (j = 0;j < rsurface.batchnumvertices;j++)
11937                                 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.array_batchvertex3f + 3*j);
11938                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11939                         rsurface.batchvertex3f_vertexbuffer = NULL;
11940                         rsurface.batchvertex3f_bufferoffset = 0;
11941                         break;
11942                 }
11943         }
11944
11945         // generate texcoords based on the chosen texcoord source
11946         switch(rsurface.texture->tcgen.tcgen)
11947         {
11948         default:
11949         case Q3TCGEN_TEXTURE:
11950                 break;
11951         case Q3TCGEN_LIGHTMAP:
11952                 if (rsurface.batchtexcoordlightmap2f)
11953                         memcpy(rsurface.array_batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, rsurface.batchnumvertices * sizeof(float[2]));
11954                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11955                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11956                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11957                 break;
11958         case Q3TCGEN_VECTOR:
11959                 for (j = 0;j < rsurface.batchnumvertices;j++)
11960                 {
11961                         rsurface.array_batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
11962                         rsurface.array_batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
11963                 }
11964                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11965                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11966                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11967                 break;
11968         case Q3TCGEN_ENVIRONMENT:
11969                 // make environment reflections using a spheremap
11970                 for (j = 0;j < rsurface.batchnumvertices;j++)
11971                 {
11972                         // identical to Q3A's method, but executed in worldspace so
11973                         // carried models can be shiny too
11974
11975                         float viewer[3], d, reflected[3], worldreflected[3];
11976
11977                         VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
11978                         // VectorNormalize(viewer);
11979
11980                         d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
11981
11982                         reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
11983                         reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
11984                         reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
11985                         // note: this is proportinal to viewer, so we can normalize later
11986
11987                         Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
11988                         VectorNormalize(worldreflected);
11989
11990                         // note: this sphere map only uses world x and z!
11991                         // so positive and negative y will LOOK THE SAME.
11992                         rsurface.array_batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
11993                         rsurface.array_batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
11994                 }
11995                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11996                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11997                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11998                 break;
11999         }
12000         // the only tcmod that needs software vertex processing is turbulent, so
12001         // check for it here and apply the changes if needed
12002         // and we only support that as the first one
12003         // (handling a mixture of turbulent and other tcmods would be problematic
12004         //  without punting it entirely to a software path)
12005         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
12006         {
12007                 amplitude = rsurface.texture->tcmods[0].parms[1];
12008                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
12009                 for (j = 0;j < rsurface.batchnumvertices;j++)
12010                 {
12011                         rsurface.array_batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
12012                         rsurface.array_batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1]                                ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
12013                 }
12014                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
12015                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
12016                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
12017         }
12018
12019         if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
12020         {
12021                 // convert the modified arrays to vertex structs
12022                 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
12023                 rsurface.batchvertexmeshbuffer = NULL;
12024                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
12025                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12026                                 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
12027                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
12028                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12029                                 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
12030                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
12031                 {
12032                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12033                         {
12034                                 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
12035                                 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
12036                         }
12037                 }
12038                 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
12039                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12040                                 Vector4Scale(rsurface.batchlightmapcolor4f + 4*j, 255.0f, vertexmesh->color4ub);
12041                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
12042                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12043                                 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
12044                 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
12045                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12046                                 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
12047         }
12048
12049         if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
12050         {
12051                 // convert the modified arrays to vertex structs
12052                 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
12053                 rsurface.batchvertexpositionbuffer = NULL;
12054                 if (sizeof(r_vertexposition_t) == sizeof(float[3]))
12055                         memcpy(rsurface.array_batchvertexposition, rsurface.batchvertex3f, rsurface.batchnumvertices * sizeof(r_vertexposition_t));
12056                 else
12057                         for (j = 0, vertexposition = rsurface.array_batchvertexposition;j < rsurface.batchnumvertices;j++, vertexposition++)
12058                                 VectorCopy(rsurface.batchvertex3f + 3*j, vertexposition->vertex3f);
12059         }
12060 }
12061
12062 void RSurf_DrawBatch(void)
12063 {
12064         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);
12065 }
12066
12067 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
12068 {
12069         // pick the closest matching water plane
12070         int planeindex, vertexindex, bestplaneindex = -1;
12071         float d, bestd;
12072         vec3_t vert;
12073         const float *v;
12074         r_waterstate_waterplane_t *p;
12075         bestd = 0;
12076         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
12077         {
12078                 if(p->camera_entity != rsurface.texture->camera_entity)
12079                         continue;
12080                 d = 0;
12081                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
12082                 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
12083                 {
12084                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
12085                         d += fabs(PlaneDiff(vert, &p->plane));
12086                 }
12087                 if (bestd > d || bestplaneindex < 0)
12088                 {
12089                         bestd = d;
12090                         bestplaneindex = planeindex;
12091                 }
12092         }
12093         return bestplaneindex;
12094 }
12095
12096 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
12097 {
12098         int i;
12099         for (i = 0;i < rsurface.batchnumvertices;i++)
12100                 Vector4Set(rsurface.array_passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
12101         rsurface.passcolor4f = rsurface.array_passcolor4f;
12102         rsurface.passcolor4f_vertexbuffer = 0;
12103         rsurface.passcolor4f_bufferoffset = 0;
12104 }
12105
12106 static void RSurf_DrawBatch_GL11_ApplyFog(void)
12107 {
12108         int i;
12109         float f;
12110         const float *v;
12111         const float *c;
12112         float *c2;
12113         if (rsurface.passcolor4f)
12114         {
12115                 // generate color arrays
12116                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
12117                 {
12118                         f = RSurf_FogVertex(v);
12119                         c2[0] = c[0] * f;
12120                         c2[1] = c[1] * f;
12121                         c2[2] = c[2] * f;
12122                         c2[3] = c[3];
12123                 }
12124         }
12125         else
12126         {
12127                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
12128                 {
12129                         f = RSurf_FogVertex(v);
12130                         c2[0] = f;
12131                         c2[1] = f;
12132                         c2[2] = f;
12133                         c2[3] = 1;
12134                 }
12135         }
12136         rsurface.passcolor4f = rsurface.array_passcolor4f;
12137         rsurface.passcolor4f_vertexbuffer = 0;
12138         rsurface.passcolor4f_bufferoffset = 0;
12139 }
12140
12141 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
12142 {
12143         int i;
12144         float f;
12145         const float *v;
12146         const float *c;
12147         float *c2;
12148         if (!rsurface.passcolor4f)
12149                 return;
12150         for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
12151         {
12152                 f = RSurf_FogVertex(v);
12153                 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
12154                 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
12155                 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
12156                 c2[3] = c[3];
12157         }
12158         rsurface.passcolor4f = rsurface.array_passcolor4f;
12159         rsurface.passcolor4f_vertexbuffer = 0;
12160         rsurface.passcolor4f_bufferoffset = 0;
12161 }
12162
12163 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
12164 {
12165         int i;
12166         const float *c;
12167         float *c2;
12168         if (!rsurface.passcolor4f)
12169                 return;
12170         for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
12171         {
12172                 c2[0] = c[0] * r;
12173                 c2[1] = c[1] * g;
12174                 c2[2] = c[2] * b;
12175                 c2[3] = c[3] * a;
12176         }
12177         rsurface.passcolor4f = rsurface.array_passcolor4f;
12178         rsurface.passcolor4f_vertexbuffer = 0;
12179         rsurface.passcolor4f_bufferoffset = 0;
12180 }
12181
12182 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
12183 {
12184         int i;
12185         const float *c;
12186         float *c2;
12187         if (!rsurface.passcolor4f)
12188                 return;
12189         for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
12190         {
12191                 c2[0] = c[0] + r_refdef.scene.ambient;
12192                 c2[1] = c[1] + r_refdef.scene.ambient;
12193                 c2[2] = c[2] + r_refdef.scene.ambient;
12194                 c2[3] = c[3];
12195         }
12196         rsurface.passcolor4f = rsurface.array_passcolor4f;
12197         rsurface.passcolor4f_vertexbuffer = 0;
12198         rsurface.passcolor4f_bufferoffset = 0;
12199 }
12200
12201 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12202 {
12203         // TODO: optimize
12204         rsurface.passcolor4f = NULL;
12205         rsurface.passcolor4f_vertexbuffer = 0;
12206         rsurface.passcolor4f_bufferoffset = 0;
12207         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
12208         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12209         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12210         GL_Color(r, g, b, a);
12211         R_Mesh_TexBind(0, rsurface.lightmaptexture);
12212         RSurf_DrawBatch();
12213 }
12214
12215 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12216 {
12217         // TODO: optimize applyfog && applycolor case
12218         // just apply fog if necessary, and tint the fog color array if necessary
12219         rsurface.passcolor4f = NULL;
12220         rsurface.passcolor4f_vertexbuffer = 0;
12221         rsurface.passcolor4f_bufferoffset = 0;
12222         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
12223         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12224         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12225         GL_Color(r, g, b, a);
12226         RSurf_DrawBatch();
12227 }
12228
12229 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12230 {
12231         // TODO: optimize
12232         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12233         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12234         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12235         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
12236         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12237         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12238         GL_Color(r, g, b, a);
12239         RSurf_DrawBatch();
12240 }
12241
12242 static void RSurf_DrawBatch_GL11_ClampColor(void)
12243 {
12244         int i;
12245         const float *c1;
12246         float *c2;
12247         if (!rsurface.passcolor4f)
12248                 return;
12249         for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.array_passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
12250         {
12251                 c2[0] = bound(0.0f, c1[0], 1.0f);
12252                 c2[1] = bound(0.0f, c1[1], 1.0f);
12253                 c2[2] = bound(0.0f, c1[2], 1.0f);
12254                 c2[3] = bound(0.0f, c1[3], 1.0f);
12255         }
12256 }
12257
12258 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
12259 {
12260         int i;
12261         float f;
12262         const float *v;
12263         const float *n;
12264         float *c;
12265         //vec3_t eyedir;
12266
12267         // fake shading
12268         for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
12269         {
12270                 f = -DotProduct(r_refdef.view.forward, n);
12271                 f = max(0, f);
12272                 f = f * 0.85 + 0.15; // work around so stuff won't get black
12273                 f *= r_refdef.lightmapintensity;
12274                 Vector4Set(c, f, f, f, 1);
12275         }
12276
12277         rsurface.passcolor4f = rsurface.array_passcolor4f;
12278         rsurface.passcolor4f_vertexbuffer = 0;
12279         rsurface.passcolor4f_bufferoffset = 0;
12280 }
12281
12282 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12283 {
12284         RSurf_DrawBatch_GL11_ApplyFakeLight();
12285         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
12286         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12287         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12288         GL_Color(r, g, b, a);
12289         RSurf_DrawBatch();
12290 }
12291
12292 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
12293 {
12294         int i;
12295         float f;
12296         float alpha;
12297         const float *v;
12298         const float *n;
12299         float *c;
12300         vec3_t ambientcolor;
12301         vec3_t diffusecolor;
12302         vec3_t lightdir;
12303         // TODO: optimize
12304         // model lighting
12305         VectorCopy(rsurface.modellight_lightdir, lightdir);
12306         f = 0.5f * r_refdef.lightmapintensity;
12307         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
12308         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
12309         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
12310         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
12311         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
12312         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
12313         alpha = *a;
12314         if (VectorLength2(diffusecolor) > 0)
12315         {
12316                 // q3-style directional shading
12317                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
12318                 {
12319                         if ((f = DotProduct(n, lightdir)) > 0)
12320                                 VectorMA(ambientcolor, f, diffusecolor, c);
12321                         else
12322                                 VectorCopy(ambientcolor, c);
12323                         c[3] = alpha;
12324                 }
12325                 *r = 1;
12326                 *g = 1;
12327                 *b = 1;
12328                 *a = 1;
12329                 rsurface.passcolor4f = rsurface.array_passcolor4f;
12330                 rsurface.passcolor4f_vertexbuffer = 0;
12331                 rsurface.passcolor4f_bufferoffset = 0;
12332                 *applycolor = false;
12333         }
12334         else
12335         {
12336                 *r = ambientcolor[0];
12337                 *g = ambientcolor[1];
12338                 *b = ambientcolor[2];
12339                 rsurface.passcolor4f = NULL;
12340                 rsurface.passcolor4f_vertexbuffer = 0;
12341                 rsurface.passcolor4f_bufferoffset = 0;
12342         }
12343 }
12344
12345 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12346 {
12347         RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
12348         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
12349         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12350         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12351         GL_Color(r, g, b, a);
12352         RSurf_DrawBatch();
12353 }
12354
12355 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
12356 {
12357         int i;
12358         float f;
12359         const float *v;
12360         float *c;
12361         for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
12362         {
12363                 f = 1 - RSurf_FogVertex(v);
12364                 c[0] = r;
12365                 c[1] = g;
12366                 c[2] = b;
12367                 c[3] = f * a;
12368         }
12369 }
12370
12371 void RSurf_SetupDepthAndCulling(void)
12372 {
12373         // submodels are biased to avoid z-fighting with world surfaces that they
12374         // may be exactly overlapping (avoids z-fighting artifacts on certain
12375         // doors and things in Quake maps)
12376         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
12377         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
12378         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
12379         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
12380 }
12381
12382 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
12383 {
12384         // transparent sky would be ridiculous
12385         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12386                 return;
12387         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12388         skyrenderlater = true;
12389         RSurf_SetupDepthAndCulling();
12390         GL_DepthMask(true);
12391         // LordHavoc: HalfLife maps have freaky skypolys so don't use
12392         // skymasking on them, and Quake3 never did sky masking (unlike
12393         // software Quake and software Quake2), so disable the sky masking
12394         // in Quake3 maps as it causes problems with q3map2 sky tricks,
12395         // and skymasking also looks very bad when noclipping outside the
12396         // level, so don't use it then either.
12397         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
12398         {
12399                 R_Mesh_ResetTextureState();
12400                 if (skyrendermasked)
12401                 {
12402                         R_SetupShader_DepthOrShadow();
12403                         // depth-only (masking)
12404                         GL_ColorMask(0,0,0,0);
12405                         // just to make sure that braindead drivers don't draw
12406                         // anything despite that colormask...
12407                         GL_BlendFunc(GL_ZERO, GL_ONE);
12408                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12409                         R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12410                 }
12411                 else
12412                 {
12413                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12414                         // fog sky
12415                         GL_BlendFunc(GL_ONE, GL_ZERO);
12416                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12417                         GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
12418                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12419                 }
12420                 RSurf_DrawBatch();
12421                 if (skyrendermasked)
12422                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
12423         }
12424         R_Mesh_ResetTextureState();
12425         GL_Color(1, 1, 1, 1);
12426 }
12427
12428 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
12429 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
12430 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12431 {
12432         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
12433                 return;
12434         if (prepass)
12435         {
12436                 // render screenspace normalmap to texture
12437                 GL_DepthMask(true);
12438                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL);
12439                 RSurf_DrawBatch();
12440                 return;
12441         }
12442
12443         // bind lightmap texture
12444
12445         // water/refraction/reflection/camera surfaces have to be handled specially
12446         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)) && !r_waterstate.renderingscene)
12447         {
12448                 int start, end, startplaneindex;
12449                 for (start = 0;start < texturenumsurfaces;start = end)
12450                 {
12451                         startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
12452                         for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
12453                                 ;
12454                         // now that we have a batch using the same planeindex, render it
12455                         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
12456                         {
12457                                 // render water or distortion background
12458                                 GL_DepthMask(true);
12459                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex));
12460                                 RSurf_DrawBatch();
12461                                 // blend surface on top
12462                                 GL_DepthMask(false);
12463                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL);
12464                                 RSurf_DrawBatch();
12465                         }
12466                         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) && !r_waterstate.renderingscene)
12467                         {
12468                                 // render surface with reflection texture as input
12469                                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12470                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex));
12471                                 RSurf_DrawBatch();
12472                         }
12473                 }
12474                 return;
12475         }
12476
12477         // render surface batch normally
12478         GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12479         R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL);
12480         RSurf_DrawBatch();
12481 }
12482
12483 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12484 {
12485         // OpenGL 1.3 path - anything not completely ancient
12486         qboolean applycolor;
12487         qboolean applyfog;
12488         int layerindex;
12489         const texturelayer_t *layer;
12490         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);
12491         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12492
12493         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12494         {
12495                 vec4_t layercolor;
12496                 int layertexrgbscale;
12497                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12498                 {
12499                         if (layerindex == 0)
12500                                 GL_AlphaTest(true);
12501                         else
12502                         {
12503                                 GL_AlphaTest(false);
12504                                 GL_DepthFunc(GL_EQUAL);
12505                         }
12506                 }
12507                 GL_DepthMask(layer->depthmask && writedepth);
12508                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12509                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
12510                 {
12511                         layertexrgbscale = 4;
12512                         VectorScale(layer->color, 0.25f, layercolor);
12513                 }
12514                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
12515                 {
12516                         layertexrgbscale = 2;
12517                         VectorScale(layer->color, 0.5f, layercolor);
12518                 }
12519                 else
12520                 {
12521                         layertexrgbscale = 1;
12522                         VectorScale(layer->color, 1.0f, layercolor);
12523                 }
12524                 layercolor[3] = layer->color[3];
12525                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
12526                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12527                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12528                 switch (layer->type)
12529                 {
12530                 case TEXTURELAYERTYPE_LITTEXTURE:
12531                         // single-pass lightmapped texture with 2x rgbscale
12532                         R_Mesh_TexBind(0, r_texture_white);
12533                         R_Mesh_TexMatrix(0, NULL);
12534                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12535                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12536                         R_Mesh_TexBind(1, layer->texture);
12537                         R_Mesh_TexMatrix(1, &layer->texmatrix);
12538                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12539                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12540                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12541                                 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12542                         else if (FAKELIGHT_ENABLED)
12543                                 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12544                         else if (rsurface.uselightmaptexture)
12545                                 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12546                         else
12547                                 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12548                         break;
12549                 case TEXTURELAYERTYPE_TEXTURE:
12550                         // singletexture unlit texture with transparency support
12551                         R_Mesh_TexBind(0, layer->texture);
12552                         R_Mesh_TexMatrix(0, &layer->texmatrix);
12553                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12554                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12555                         R_Mesh_TexBind(1, 0);
12556                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12557                         RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12558                         break;
12559                 case TEXTURELAYERTYPE_FOG:
12560                         // singletexture fogging
12561                         if (layer->texture)
12562                         {
12563                                 R_Mesh_TexBind(0, layer->texture);
12564                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
12565                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12566                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12567                         }
12568                         else
12569                         {
12570                                 R_Mesh_TexBind(0, 0);
12571                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12572                         }
12573                         R_Mesh_TexBind(1, 0);
12574                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12575                         // generate a color array for the fog pass
12576                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12577                         RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
12578                         RSurf_DrawBatch();
12579                         break;
12580                 default:
12581                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12582                 }
12583         }
12584         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12585         {
12586                 GL_DepthFunc(GL_LEQUAL);
12587                 GL_AlphaTest(false);
12588         }
12589 }
12590
12591 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12592 {
12593         // OpenGL 1.1 - crusty old voodoo path
12594         qboolean applyfog;
12595         int layerindex;
12596         const texturelayer_t *layer;
12597         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);
12598         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12599
12600         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12601         {
12602                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12603                 {
12604                         if (layerindex == 0)
12605                                 GL_AlphaTest(true);
12606                         else
12607                         {
12608                                 GL_AlphaTest(false);
12609                                 GL_DepthFunc(GL_EQUAL);
12610                         }
12611                 }
12612                 GL_DepthMask(layer->depthmask && writedepth);
12613                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12614                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12615                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12616                 switch (layer->type)
12617                 {
12618                 case TEXTURELAYERTYPE_LITTEXTURE:
12619                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
12620                         {
12621                                 // two-pass lit texture with 2x rgbscale
12622                                 // first the lightmap pass
12623                                 R_Mesh_TexBind(0, r_texture_white);
12624                                 R_Mesh_TexMatrix(0, NULL);
12625                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12626                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12627                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12628                                         RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
12629                                 else if (FAKELIGHT_ENABLED)
12630                                         RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
12631                                 else if (rsurface.uselightmaptexture)
12632                                         RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
12633                                 else
12634                                         RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
12635                                 // then apply the texture to it
12636                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
12637                                 R_Mesh_TexBind(0, layer->texture);
12638                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
12639                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12640                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12641                                 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);
12642                         }
12643                         else
12644                         {
12645                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
12646                                 R_Mesh_TexBind(0, layer->texture);
12647                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
12648                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12649                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12650                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12651                                         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);
12652                                 else
12653                                         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);
12654                         }
12655                         break;
12656                 case TEXTURELAYERTYPE_TEXTURE:
12657                         // singletexture unlit texture with transparency support
12658                         R_Mesh_TexBind(0, layer->texture);
12659                         R_Mesh_TexMatrix(0, &layer->texmatrix);
12660                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12661                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12662                         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);
12663                         break;
12664                 case TEXTURELAYERTYPE_FOG:
12665                         // singletexture fogging
12666                         if (layer->texture)
12667                         {
12668                                 R_Mesh_TexBind(0, layer->texture);
12669                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
12670                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12671                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12672                         }
12673                         else
12674                         {
12675                                 R_Mesh_TexBind(0, 0);
12676                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12677                         }
12678                         // generate a color array for the fog pass
12679                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12680                         RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
12681                         RSurf_DrawBatch();
12682                         break;
12683                 default:
12684                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12685                 }
12686         }
12687         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12688         {
12689                 GL_DepthFunc(GL_LEQUAL);
12690                 GL_AlphaTest(false);
12691         }
12692 }
12693
12694 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12695 {
12696         int vi;
12697         int j;
12698         r_vertexgeneric_t *batchvertex;
12699         float c[4];
12700
12701         GL_AlphaTest(false);
12702         R_Mesh_ResetTextureState();
12703         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12704
12705         if(rsurface.texture && rsurface.texture->currentskinframe)
12706         {
12707                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
12708                 c[3] *= rsurface.texture->currentalpha;
12709         }
12710         else
12711         {
12712                 c[0] = 1;
12713                 c[1] = 0;
12714                 c[2] = 1;
12715                 c[3] = 1;
12716         }
12717
12718         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
12719         {
12720                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
12721                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
12722                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
12723         }
12724
12725         // brighten it up (as texture value 127 means "unlit")
12726         c[0] *= 2 * r_refdef.view.colorscale;
12727         c[1] *= 2 * r_refdef.view.colorscale;
12728         c[2] *= 2 * r_refdef.view.colorscale;
12729
12730         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
12731                 c[3] *= r_wateralpha.value;
12732
12733         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
12734         {
12735                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12736                 GL_DepthMask(false);
12737         }
12738         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
12739         {
12740                 GL_BlendFunc(GL_ONE, GL_ONE);
12741                 GL_DepthMask(false);
12742         }
12743         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12744         {
12745                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
12746                 GL_DepthMask(false);
12747         }
12748         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
12749         {
12750                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
12751                 GL_DepthMask(false);
12752         }
12753         else
12754         {
12755                 GL_BlendFunc(GL_ONE, GL_ZERO);
12756                 GL_DepthMask(writedepth);
12757         }
12758
12759         if (r_showsurfaces.integer == 3)
12760         {
12761                 rsurface.passcolor4f = NULL;
12762
12763                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
12764                 {
12765                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12766
12767                         rsurface.passcolor4f = NULL;
12768                         rsurface.passcolor4f_vertexbuffer = 0;
12769                         rsurface.passcolor4f_bufferoffset = 0;
12770                 }
12771                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12772                 {
12773                         qboolean applycolor = true;
12774                         float one = 1.0;
12775
12776                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12777
12778                         r_refdef.lightmapintensity = 1;
12779                         RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
12780                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
12781                 }
12782                 else if (FAKELIGHT_ENABLED)
12783                 {
12784                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12785
12786                         r_refdef.lightmapintensity = r_fakelight_intensity.value;
12787                         RSurf_DrawBatch_GL11_ApplyFakeLight();
12788                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
12789                 }
12790                 else
12791                 {
12792                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12793
12794                         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12795                         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12796                         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12797                 }
12798
12799                 if(!rsurface.passcolor4f)
12800                         RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
12801
12802                 RSurf_DrawBatch_GL11_ApplyAmbient();
12803                 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
12804                 if(r_refdef.fogenabled)
12805                         RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
12806                 RSurf_DrawBatch_GL11_ClampColor();
12807
12808                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
12809                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12810                 RSurf_DrawBatch();
12811         }
12812         else if (!r_refdef.view.showdebug)
12813         {
12814                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12815                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
12816                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
12817                 {
12818                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12819                         Vector4Set(batchvertex[vi].color4ub, 0, 0, 0, 255);
12820                 }
12821                 R_Mesh_PrepareVertices_Generic_Unlock();
12822                 RSurf_DrawBatch();
12823         }
12824         else if (r_showsurfaces.integer == 4)
12825         {
12826                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12827                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
12828                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
12829                 {
12830                         unsigned char c = vi << 3;
12831                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12832                         Vector4Set(batchvertex[vi].color4ub, c, c, c, 255);
12833                 }
12834                 R_Mesh_PrepareVertices_Generic_Unlock();
12835                 RSurf_DrawBatch();
12836         }
12837         else if (r_showsurfaces.integer == 2)
12838         {
12839                 const int *e;
12840                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12841                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
12842                 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
12843                 {
12844                         unsigned char c = (j + rsurface.batchfirsttriangle) << 3;
12845                         VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
12846                         VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
12847                         VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
12848                         Vector4Set(batchvertex[j*3+0].color4ub, c, c, c, 255);
12849                         Vector4Set(batchvertex[j*3+1].color4ub, c, c, c, 255);
12850                         Vector4Set(batchvertex[j*3+2].color4ub, c, c, c, 255);
12851                 }
12852                 R_Mesh_PrepareVertices_Generic_Unlock();
12853                 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
12854         }
12855         else
12856         {
12857                 int texturesurfaceindex;
12858                 int k;
12859                 const msurface_t *surface;
12860                 unsigned char surfacecolor4ub[4];
12861                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12862                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
12863                 vi = 0;
12864                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
12865                 {
12866                         surface = texturesurfacelist[texturesurfaceindex];
12867                         k = (int)(((size_t)surface) / sizeof(msurface_t));
12868                         Vector4Set(surfacecolor4ub, (k & 0xF) << 4, (k & 0xF0), (k & 0xF00) >> 4, 255);
12869                         for (j = 0;j < surface->num_vertices;j++)
12870                         {
12871                                 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12872                                 Vector4Copy(surfacecolor4ub, batchvertex[vi].color4ub);
12873                                 vi++;
12874                         }
12875                 }
12876                 R_Mesh_PrepareVertices_Generic_Unlock();
12877                 RSurf_DrawBatch();
12878         }
12879 }
12880
12881 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12882 {
12883         CHECKGLERROR
12884         RSurf_SetupDepthAndCulling();
12885         if (r_showsurfaces.integer)
12886         {
12887                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
12888                 return;
12889         }
12890         switch (vid.renderpath)
12891         {
12892         case RENDERPATH_GL20:
12893         case RENDERPATH_CGGL:
12894         case RENDERPATH_D3D9:
12895         case RENDERPATH_D3D10:
12896         case RENDERPATH_D3D11:
12897                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12898                 break;
12899         case RENDERPATH_GL13:
12900                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
12901                 break;
12902         case RENDERPATH_GL11:
12903                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
12904                 break;
12905         }
12906         CHECKGLERROR
12907 }
12908
12909 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12910 {
12911         CHECKGLERROR
12912         RSurf_SetupDepthAndCulling();
12913         if (r_showsurfaces.integer)
12914         {
12915                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
12916                 return;
12917         }
12918         switch (vid.renderpath)
12919         {
12920         case RENDERPATH_GL20:
12921         case RENDERPATH_CGGL:
12922         case RENDERPATH_D3D9:
12923         case RENDERPATH_D3D10:
12924         case RENDERPATH_D3D11:
12925                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12926                 break;
12927         case RENDERPATH_GL13:
12928                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
12929                 break;
12930         case RENDERPATH_GL11:
12931                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
12932                 break;
12933         }
12934         CHECKGLERROR
12935 }
12936
12937 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
12938 {
12939         int i, j;
12940         int texturenumsurfaces, endsurface;
12941         texture_t *texture;
12942         const msurface_t *surface;
12943 #define MAXBATCH_TRANSPARENTSURFACES 256
12944         const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
12945
12946         // if the model is static it doesn't matter what value we give for
12947         // wantnormals and wanttangents, so this logic uses only rules applicable
12948         // to a model, knowing that they are meaningless otherwise
12949         if (ent == r_refdef.scene.worldentity)
12950                 RSurf_ActiveWorldEntity();
12951         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12952                 RSurf_ActiveModelEntity(ent, false, false, false);
12953         else
12954         {
12955                 switch (vid.renderpath)
12956                 {
12957                 case RENDERPATH_GL20:
12958                 case RENDERPATH_CGGL:
12959                 case RENDERPATH_D3D9:
12960                 case RENDERPATH_D3D10:
12961                 case RENDERPATH_D3D11:
12962                         RSurf_ActiveModelEntity(ent, true, true, false);
12963                         break;
12964                 case RENDERPATH_GL13:
12965                 case RENDERPATH_GL11:
12966                         RSurf_ActiveModelEntity(ent, true, false, false);
12967                         break;
12968                 }
12969         }
12970
12971         if (r_transparentdepthmasking.integer)
12972         {
12973                 qboolean setup = false;
12974                 for (i = 0;i < numsurfaces;i = j)
12975                 {
12976                         j = i + 1;
12977                         surface = rsurface.modelsurfaces + surfacelist[i];
12978                         texture = surface->texture;
12979                         rsurface.texture = R_GetCurrentTexture(texture);
12980                         rsurface.lightmaptexture = NULL;
12981                         rsurface.deluxemaptexture = NULL;
12982                         rsurface.uselightmaptexture = false;
12983                         // scan ahead until we find a different texture
12984                         endsurface = min(i + 1024, numsurfaces);
12985                         texturenumsurfaces = 0;
12986                         texturesurfacelist[texturenumsurfaces++] = surface;
12987                         for (;j < endsurface;j++)
12988                         {
12989                                 surface = rsurface.modelsurfaces + surfacelist[j];
12990                                 if (texture != surface->texture)
12991                                         break;
12992                                 texturesurfacelist[texturenumsurfaces++] = surface;
12993                         }
12994                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
12995                                 continue;
12996                         // render the range of surfaces as depth
12997                         if (!setup)
12998                         {
12999                                 setup = true;
13000                                 GL_ColorMask(0,0,0,0);
13001                                 GL_Color(1,1,1,1);
13002                                 GL_DepthTest(true);
13003                                 GL_BlendFunc(GL_ONE, GL_ZERO);
13004                                 GL_DepthMask(true);
13005                                 GL_AlphaTest(false);
13006                                 R_Mesh_ResetTextureState();
13007                                 R_SetupShader_DepthOrShadow();
13008                         }
13009                         RSurf_SetupDepthAndCulling();
13010                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
13011                         R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
13012                         RSurf_DrawBatch();
13013                 }
13014                 if (setup)
13015                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
13016         }
13017
13018         for (i = 0;i < numsurfaces;i = j)
13019         {
13020                 j = i + 1;
13021                 surface = rsurface.modelsurfaces + surfacelist[i];
13022                 texture = surface->texture;
13023                 rsurface.texture = R_GetCurrentTexture(texture);
13024                 // scan ahead until we find a different texture
13025                 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
13026                 texturenumsurfaces = 0;
13027                 texturesurfacelist[texturenumsurfaces++] = surface;
13028                 if(FAKELIGHT_ENABLED)
13029                 {
13030                         rsurface.lightmaptexture = NULL;
13031                         rsurface.deluxemaptexture = NULL;
13032                         rsurface.uselightmaptexture = false;
13033                         for (;j < endsurface;j++)
13034                         {
13035                                 surface = rsurface.modelsurfaces + surfacelist[j];
13036                                 if (texture != surface->texture)
13037                                         break;
13038                                 texturesurfacelist[texturenumsurfaces++] = surface;
13039                         }
13040                 }
13041                 else
13042                 {
13043                         rsurface.lightmaptexture = surface->lightmaptexture;
13044                         rsurface.deluxemaptexture = surface->deluxemaptexture;
13045                         rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
13046                         for (;j < endsurface;j++)
13047                         {
13048                                 surface = rsurface.modelsurfaces + surfacelist[j];
13049                                 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
13050                                         break;
13051                                 texturesurfacelist[texturenumsurfaces++] = surface;
13052                         }
13053                 }
13054                 // render the range of surfaces
13055                 if (ent == r_refdef.scene.worldentity)
13056                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
13057                 else
13058                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
13059         }
13060         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13061         GL_AlphaTest(false);
13062 }
13063
13064 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
13065 {
13066         // transparent surfaces get pushed off into the transparent queue
13067         int surfacelistindex;
13068         const msurface_t *surface;
13069         vec3_t tempcenter, center;
13070         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
13071         {
13072                 surface = texturesurfacelist[surfacelistindex];
13073                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
13074                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
13075                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
13076                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
13077                 if (queueentity->transparent_offset) // transparent offset
13078                 {
13079                         center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
13080                         center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
13081                         center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
13082                 }
13083                 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
13084         }
13085 }
13086
13087 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
13088 {
13089         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
13090                 return;
13091         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
13092                 return;
13093         RSurf_SetupDepthAndCulling();
13094         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
13095         R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
13096         RSurf_DrawBatch();
13097 }
13098
13099 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
13100 {
13101         const entity_render_t *queueentity = r_refdef.scene.worldentity;
13102         CHECKGLERROR
13103         if (depthonly)
13104                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
13105         else if (prepass)
13106         {
13107                 if (!rsurface.texture->currentnumlayers)
13108                         return;
13109                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
13110                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13111                 else
13112                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13113         }
13114         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
13115                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
13116         else if (!rsurface.texture->currentnumlayers)
13117                 return;
13118         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
13119         {
13120                 // in the deferred case, transparent surfaces were queued during prepass
13121                 if (!r_shadow_usingdeferredprepass)
13122                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13123         }
13124         else
13125         {
13126                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
13127                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
13128         }
13129         CHECKGLERROR
13130 }
13131
13132 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
13133 {
13134         int i, j;
13135         texture_t *texture;
13136         // break the surface list down into batches by texture and use of lightmapping
13137         for (i = 0;i < numsurfaces;i = j)
13138         {
13139                 j = i + 1;
13140                 // texture is the base texture pointer, rsurface.texture is the
13141                 // current frame/skin the texture is directing us to use (for example
13142                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
13143                 // use skin 1 instead)
13144                 texture = surfacelist[i]->texture;
13145                 rsurface.texture = R_GetCurrentTexture(texture);
13146                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
13147                 {
13148                         // if this texture is not the kind we want, skip ahead to the next one
13149                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13150                                 ;
13151                         continue;
13152                 }
13153                 if(FAKELIGHT_ENABLED || depthonly || prepass)
13154                 {
13155                         rsurface.lightmaptexture = NULL;
13156                         rsurface.deluxemaptexture = NULL;
13157                         rsurface.uselightmaptexture = false;
13158                         // simply scan ahead until we find a different texture or lightmap state
13159                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13160                                 ;
13161                 }
13162                 else
13163                 {
13164                         rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
13165                         rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
13166                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
13167                         // simply scan ahead until we find a different texture or lightmap state
13168                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
13169                                 ;
13170                 }
13171                 // render the range of surfaces
13172                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
13173         }
13174 }
13175
13176 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
13177 {
13178         CHECKGLERROR
13179         if (depthonly)
13180                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
13181         else if (prepass)
13182         {
13183                 if (!rsurface.texture->currentnumlayers)
13184                         return;
13185                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
13186                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13187                 else
13188                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13189         }
13190         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
13191                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
13192         else if (!rsurface.texture->currentnumlayers)
13193                 return;
13194         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
13195         {
13196                 // in the deferred case, transparent surfaces were queued during prepass
13197                 if (!r_shadow_usingdeferredprepass)
13198                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13199         }
13200         else
13201         {
13202                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
13203                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
13204         }
13205         CHECKGLERROR
13206 }
13207
13208 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
13209 {
13210         int i, j;
13211         texture_t *texture;
13212         // break the surface list down into batches by texture and use of lightmapping
13213         for (i = 0;i < numsurfaces;i = j)
13214         {
13215                 j = i + 1;
13216                 // texture is the base texture pointer, rsurface.texture is the
13217                 // current frame/skin the texture is directing us to use (for example
13218                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
13219                 // use skin 1 instead)
13220                 texture = surfacelist[i]->texture;
13221                 rsurface.texture = R_GetCurrentTexture(texture);
13222                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
13223                 {
13224                         // if this texture is not the kind we want, skip ahead to the next one
13225                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13226                                 ;
13227                         continue;
13228                 }
13229                 if(FAKELIGHT_ENABLED || depthonly || prepass)
13230                 {
13231                         rsurface.lightmaptexture = NULL;
13232                         rsurface.deluxemaptexture = NULL;
13233                         rsurface.uselightmaptexture = false;
13234                         // simply scan ahead until we find a different texture or lightmap state
13235                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13236                                 ;
13237                 }
13238                 else
13239                 {
13240                         rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
13241                         rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
13242                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
13243                         // simply scan ahead until we find a different texture or lightmap state
13244                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
13245                                 ;
13246                 }
13247                 // render the range of surfaces
13248                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
13249         }
13250 }
13251
13252 float locboxvertex3f[6*4*3] =
13253 {
13254         1,0,1, 1,0,0, 1,1,0, 1,1,1,
13255         0,1,1, 0,1,0, 0,0,0, 0,0,1,
13256         1,1,1, 1,1,0, 0,1,0, 0,1,1,
13257         0,0,1, 0,0,0, 1,0,0, 1,0,1,
13258         0,0,1, 1,0,1, 1,1,1, 0,1,1,
13259         1,0,0, 0,0,0, 0,1,0, 1,1,0
13260 };
13261
13262 unsigned short locboxelements[6*2*3] =
13263 {
13264          0, 1, 2, 0, 2, 3,
13265          4, 5, 6, 4, 6, 7,
13266          8, 9,10, 8,10,11,
13267         12,13,14, 12,14,15,
13268         16,17,18, 16,18,19,
13269         20,21,22, 20,22,23
13270 };
13271
13272 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
13273 {
13274         int i, j;
13275         cl_locnode_t *loc = (cl_locnode_t *)ent;
13276         vec3_t mins, size;
13277         float vertex3f[6*4*3];
13278         CHECKGLERROR
13279         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13280         GL_DepthMask(false);
13281         GL_DepthRange(0, 1);
13282         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
13283         GL_DepthTest(true);
13284         GL_CullFace(GL_NONE);
13285         R_EntityMatrix(&identitymatrix);
13286
13287         R_Mesh_ResetTextureState();
13288
13289         i = surfacelist[0];
13290         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13291                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13292                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13293                         surfacelist[0] < 0 ? 0.5f : 0.125f);
13294
13295         if (VectorCompare(loc->mins, loc->maxs))
13296         {
13297                 VectorSet(size, 2, 2, 2);
13298                 VectorMA(loc->mins, -0.5f, size, mins);
13299         }
13300         else
13301         {
13302                 VectorCopy(loc->mins, mins);
13303                 VectorSubtract(loc->maxs, loc->mins, size);
13304         }
13305
13306         for (i = 0;i < 6*4*3;)
13307                 for (j = 0;j < 3;j++, i++)
13308                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
13309
13310         R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
13311         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
13312         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
13313 }
13314
13315 void R_DrawLocs(void)
13316 {
13317         int index;
13318         cl_locnode_t *loc, *nearestloc;
13319         vec3_t center;
13320         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
13321         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
13322         {
13323                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
13324                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
13325         }
13326 }
13327
13328 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
13329 {
13330         if (decalsystem->decals)
13331                 Mem_Free(decalsystem->decals);
13332         memset(decalsystem, 0, sizeof(*decalsystem));
13333 }
13334
13335 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)
13336 {
13337         tridecal_t *decal;
13338         tridecal_t *decals;
13339         int i;
13340
13341         // expand or initialize the system
13342         if (decalsystem->maxdecals <= decalsystem->numdecals)
13343         {
13344                 decalsystem_t old = *decalsystem;
13345                 qboolean useshortelements;
13346                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
13347                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
13348                 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)));
13349                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
13350                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
13351                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
13352                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
13353                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
13354                 if (decalsystem->numdecals)
13355                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
13356                 if (old.decals)
13357                         Mem_Free(old.decals);
13358                 for (i = 0;i < decalsystem->maxdecals*3;i++)
13359                         decalsystem->element3i[i] = i;
13360                 if (useshortelements)
13361                         for (i = 0;i < decalsystem->maxdecals*3;i++)
13362                                 decalsystem->element3s[i] = i;
13363         }
13364
13365         // grab a decal and search for another free slot for the next one
13366         decals = decalsystem->decals;
13367         decal = decalsystem->decals + (i = decalsystem->freedecal++);
13368         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
13369                 ;
13370         decalsystem->freedecal = i;
13371         if (decalsystem->numdecals <= i)
13372                 decalsystem->numdecals = i + 1;
13373
13374         // initialize the decal
13375         decal->lived = 0;
13376         decal->triangleindex = triangleindex;
13377         decal->surfaceindex = surfaceindex;
13378         decal->decalsequence = decalsequence;
13379         decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
13380         decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
13381         decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
13382         decal->color4ub[0][3] = 255;
13383         decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
13384         decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
13385         decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
13386         decal->color4ub[1][3] = 255;
13387         decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
13388         decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
13389         decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
13390         decal->color4ub[2][3] = 255;
13391         decal->vertex3f[0][0] = v0[0];
13392         decal->vertex3f[0][1] = v0[1];
13393         decal->vertex3f[0][2] = v0[2];
13394         decal->vertex3f[1][0] = v1[0];
13395         decal->vertex3f[1][1] = v1[1];
13396         decal->vertex3f[1][2] = v1[2];
13397         decal->vertex3f[2][0] = v2[0];
13398         decal->vertex3f[2][1] = v2[1];
13399         decal->vertex3f[2][2] = v2[2];
13400         decal->texcoord2f[0][0] = t0[0];
13401         decal->texcoord2f[0][1] = t0[1];
13402         decal->texcoord2f[1][0] = t1[0];
13403         decal->texcoord2f[1][1] = t1[1];
13404         decal->texcoord2f[2][0] = t2[0];
13405         decal->texcoord2f[2][1] = t2[1];
13406 }
13407
13408 extern cvar_t cl_decals_bias;
13409 extern cvar_t cl_decals_models;
13410 extern cvar_t cl_decals_newsystem_intensitymultiplier;
13411 // baseparms, parms, temps
13412 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)
13413 {
13414         int cornerindex;
13415         int index;
13416         float v[9][3];
13417         const float *vertex3f;
13418         int numpoints;
13419         float points[2][9][3];
13420         float temp[3];
13421         float tc[9][2];
13422         float f;
13423         float c[9][4];
13424         const int *e;
13425
13426         e = rsurface.modelelement3i + 3*triangleindex;
13427
13428         vertex3f = rsurface.modelvertex3f;
13429
13430         for (cornerindex = 0;cornerindex < 3;cornerindex++)
13431         {
13432                 index = 3*e[cornerindex];
13433                 VectorCopy(vertex3f + index, v[cornerindex]);
13434         }
13435         // cull backfaces
13436         //TriangleNormal(v[0], v[1], v[2], normal);
13437         //if (DotProduct(normal, localnormal) < 0.0f)
13438         //      continue;
13439         // clip by each of the box planes formed from the projection matrix
13440         // if anything survives, we emit the decal
13441         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]);
13442         if (numpoints < 3)
13443                 return;
13444         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]);
13445         if (numpoints < 3)
13446                 return;
13447         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]);
13448         if (numpoints < 3)
13449                 return;
13450         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]);
13451         if (numpoints < 3)
13452                 return;
13453         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]);
13454         if (numpoints < 3)
13455                 return;
13456         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]);
13457         if (numpoints < 3)
13458                 return;
13459         // some part of the triangle survived, so we have to accept it...
13460         if (dynamic)
13461         {
13462                 // dynamic always uses the original triangle
13463                 numpoints = 3;
13464                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
13465                 {
13466                         index = 3*e[cornerindex];
13467                         VectorCopy(vertex3f + index, v[cornerindex]);
13468                 }
13469         }
13470         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
13471         {
13472                 // convert vertex positions to texcoords
13473                 Matrix4x4_Transform(projection, v[cornerindex], temp);
13474                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
13475                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
13476                 // calculate distance fade from the projection origin
13477                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
13478                 f = bound(0.0f, f, 1.0f);
13479                 c[cornerindex][0] = r * f;
13480                 c[cornerindex][1] = g * f;
13481                 c[cornerindex][2] = b * f;
13482                 c[cornerindex][3] = 1.0f;
13483                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
13484         }
13485         if (dynamic)
13486                 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);
13487         else
13488                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
13489                         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);
13490 }
13491 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)
13492 {
13493         matrix4x4_t projection;
13494         decalsystem_t *decalsystem;
13495         qboolean dynamic;
13496         dp_model_t *model;
13497         const msurface_t *surface;
13498         const msurface_t *surfaces;
13499         const int *surfacelist;
13500         const texture_t *texture;
13501         int numtriangles;
13502         int numsurfacelist;
13503         int surfacelistindex;
13504         int surfaceindex;
13505         int triangleindex;
13506         float localorigin[3];
13507         float localnormal[3];
13508         float localmins[3];
13509         float localmaxs[3];
13510         float localsize;
13511         //float normal[3];
13512         float planes[6][4];
13513         float angles[3];
13514         bih_t *bih;
13515         int bih_triangles_count;
13516         int bih_triangles[256];
13517         int bih_surfaces[256];
13518
13519         decalsystem = &ent->decalsystem;
13520         model = ent->model;
13521         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
13522         {
13523                 R_DecalSystem_Reset(&ent->decalsystem);
13524                 return;
13525         }
13526
13527         if (!model->brush.data_leafs && !cl_decals_models.integer)
13528         {
13529                 if (decalsystem->model)
13530                         R_DecalSystem_Reset(decalsystem);
13531                 return;
13532         }
13533
13534         if (decalsystem->model != model)
13535                 R_DecalSystem_Reset(decalsystem);
13536         decalsystem->model = model;
13537
13538         RSurf_ActiveModelEntity(ent, false, false, false);
13539
13540         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
13541         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
13542         VectorNormalize(localnormal);
13543         localsize = worldsize*rsurface.inversematrixscale;
13544         localmins[0] = localorigin[0] - localsize;
13545         localmins[1] = localorigin[1] - localsize;
13546         localmins[2] = localorigin[2] - localsize;
13547         localmaxs[0] = localorigin[0] + localsize;
13548         localmaxs[1] = localorigin[1] + localsize;
13549         localmaxs[2] = localorigin[2] + localsize;
13550
13551         //VectorCopy(localnormal, planes[4]);
13552         //VectorVectors(planes[4], planes[2], planes[0]);
13553         AnglesFromVectors(angles, localnormal, NULL, false);
13554         AngleVectors(angles, planes[0], planes[2], planes[4]);
13555         VectorNegate(planes[0], planes[1]);
13556         VectorNegate(planes[2], planes[3]);
13557         VectorNegate(planes[4], planes[5]);
13558         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
13559         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
13560         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
13561         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
13562         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
13563         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
13564
13565 #if 1
13566 // works
13567 {
13568         matrix4x4_t forwardprojection;
13569         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
13570         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
13571 }
13572 #else
13573 // broken
13574 {
13575         float projectionvector[4][3];
13576         VectorScale(planes[0], ilocalsize, projectionvector[0]);
13577         VectorScale(planes[2], ilocalsize, projectionvector[1]);
13578         VectorScale(planes[4], ilocalsize, projectionvector[2]);
13579         projectionvector[0][0] = planes[0][0] * ilocalsize;
13580         projectionvector[0][1] = planes[1][0] * ilocalsize;
13581         projectionvector[0][2] = planes[2][0] * ilocalsize;
13582         projectionvector[1][0] = planes[0][1] * ilocalsize;
13583         projectionvector[1][1] = planes[1][1] * ilocalsize;
13584         projectionvector[1][2] = planes[2][1] * ilocalsize;
13585         projectionvector[2][0] = planes[0][2] * ilocalsize;
13586         projectionvector[2][1] = planes[1][2] * ilocalsize;
13587         projectionvector[2][2] = planes[2][2] * ilocalsize;
13588         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
13589         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
13590         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
13591         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
13592 }
13593 #endif
13594
13595         dynamic = model->surfmesh.isanimated;
13596         numsurfacelist = model->nummodelsurfaces;
13597         surfacelist = model->sortedmodelsurfaces;
13598         surfaces = model->data_surfaces;
13599
13600         bih = NULL;
13601         bih_triangles_count = -1;
13602         if(!dynamic)
13603         {
13604                 if(model->render_bih.numleafs)
13605                         bih = &model->render_bih;
13606                 else if(model->collision_bih.numleafs)
13607                         bih = &model->collision_bih;
13608         }
13609         if(bih)
13610                 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
13611         if(bih_triangles_count == 0)
13612                 return;
13613         if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
13614                 return;
13615         if(bih_triangles_count > 0)
13616         {
13617                 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
13618                 {
13619                         surfaceindex = bih_surfaces[triangleindex];
13620                         surface = surfaces + surfaceindex;
13621                         texture = surface->texture;
13622                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13623                                 continue;
13624                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13625                                 continue;
13626                         R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
13627                 }
13628         }
13629         else
13630         {
13631                 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
13632                 {
13633                         surfaceindex = surfacelist[surfacelistindex];
13634                         surface = surfaces + surfaceindex;
13635                         // check cull box first because it rejects more than any other check
13636                         if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
13637                                 continue;
13638                         // skip transparent surfaces
13639                         texture = surface->texture;
13640                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13641                                 continue;
13642                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13643                                 continue;
13644                         numtriangles = surface->num_triangles;
13645                         for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
13646                                 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
13647                 }
13648         }
13649 }
13650
13651 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
13652 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)
13653 {
13654         int renderentityindex;
13655         float worldmins[3];
13656         float worldmaxs[3];
13657         entity_render_t *ent;
13658
13659         if (!cl_decals_newsystem.integer)
13660                 return;
13661
13662         worldmins[0] = worldorigin[0] - worldsize;
13663         worldmins[1] = worldorigin[1] - worldsize;
13664         worldmins[2] = worldorigin[2] - worldsize;
13665         worldmaxs[0] = worldorigin[0] + worldsize;
13666         worldmaxs[1] = worldorigin[1] + worldsize;
13667         worldmaxs[2] = worldorigin[2] + worldsize;
13668
13669         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13670
13671         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
13672         {
13673                 ent = r_refdef.scene.entities[renderentityindex];
13674                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
13675                         continue;
13676
13677                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13678         }
13679 }
13680
13681 typedef struct r_decalsystem_splatqueue_s
13682 {
13683         vec3_t worldorigin;
13684         vec3_t worldnormal;
13685         float color[4];
13686         float tcrange[4];
13687         float worldsize;
13688         int decalsequence;
13689 }
13690 r_decalsystem_splatqueue_t;
13691
13692 int r_decalsystem_numqueued = 0;
13693 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
13694
13695 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)
13696 {
13697         r_decalsystem_splatqueue_t *queue;
13698
13699         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
13700                 return;
13701
13702         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
13703         VectorCopy(worldorigin, queue->worldorigin);
13704         VectorCopy(worldnormal, queue->worldnormal);
13705         Vector4Set(queue->color, r, g, b, a);
13706         Vector4Set(queue->tcrange, s1, t1, s2, t2);
13707         queue->worldsize = worldsize;
13708         queue->decalsequence = cl.decalsequence++;
13709 }
13710
13711 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
13712 {
13713         int i;
13714         r_decalsystem_splatqueue_t *queue;
13715
13716         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
13717                 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);
13718         r_decalsystem_numqueued = 0;
13719 }
13720
13721 extern cvar_t cl_decals_max;
13722 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
13723 {
13724         int i;
13725         decalsystem_t *decalsystem = &ent->decalsystem;
13726         int numdecals;
13727         int killsequence;
13728         tridecal_t *decal;
13729         float frametime;
13730         float lifetime;
13731
13732         if (!decalsystem->numdecals)
13733                 return;
13734
13735         if (r_showsurfaces.integer)
13736                 return;
13737
13738         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
13739         {
13740                 R_DecalSystem_Reset(decalsystem);
13741                 return;
13742         }
13743
13744         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
13745         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
13746
13747         if (decalsystem->lastupdatetime)
13748                 frametime = (cl.time - decalsystem->lastupdatetime);
13749         else
13750                 frametime = 0;
13751         decalsystem->lastupdatetime = cl.time;
13752         decal = decalsystem->decals;
13753         numdecals = decalsystem->numdecals;
13754
13755         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
13756         {
13757                 if (decal->color4ub[0][3])
13758                 {
13759                         decal->lived += frametime;
13760                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
13761                         {
13762                                 memset(decal, 0, sizeof(*decal));
13763                                 if (decalsystem->freedecal > i)
13764                                         decalsystem->freedecal = i;
13765                         }
13766                 }
13767         }
13768         decal = decalsystem->decals;
13769         while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
13770                 numdecals--;
13771
13772         // collapse the array by shuffling the tail decals into the gaps
13773         for (;;)
13774         {
13775                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
13776                         decalsystem->freedecal++;
13777                 if (decalsystem->freedecal == numdecals)
13778                         break;
13779                 decal[decalsystem->freedecal] = decal[--numdecals];
13780         }
13781
13782         decalsystem->numdecals = numdecals;
13783
13784         if (numdecals <= 0)
13785         {
13786                 // if there are no decals left, reset decalsystem
13787                 R_DecalSystem_Reset(decalsystem);
13788         }
13789 }
13790
13791 extern skinframe_t *decalskinframe;
13792 static void R_DrawModelDecals_Entity(entity_render_t *ent)
13793 {
13794         int i;
13795         decalsystem_t *decalsystem = &ent->decalsystem;
13796         int numdecals;
13797         tridecal_t *decal;
13798         float faderate;
13799         float alpha;
13800         float *v3f;
13801         float *c4f;
13802         float *t2f;
13803         const int *e;
13804         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
13805         int numtris = 0;
13806
13807         numdecals = decalsystem->numdecals;
13808         if (!numdecals)
13809                 return;
13810
13811         if (r_showsurfaces.integer)
13812                 return;
13813
13814         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
13815         {
13816                 R_DecalSystem_Reset(decalsystem);
13817                 return;
13818         }
13819
13820         // if the model is static it doesn't matter what value we give for
13821         // wantnormals and wanttangents, so this logic uses only rules applicable
13822         // to a model, knowing that they are meaningless otherwise
13823         if (ent == r_refdef.scene.worldentity)
13824                 RSurf_ActiveWorldEntity();
13825         else
13826                 RSurf_ActiveModelEntity(ent, false, false, false);
13827
13828         decalsystem->lastupdatetime = cl.time;
13829         decal = decalsystem->decals;
13830
13831         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
13832
13833         // update vertex positions for animated models
13834         v3f = decalsystem->vertex3f;
13835         c4f = decalsystem->color4f;
13836         t2f = decalsystem->texcoord2f;
13837         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
13838         {
13839                 if (!decal->color4ub[0][3])
13840                         continue;
13841
13842                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
13843                         continue;
13844
13845                 // update color values for fading decals
13846                 if (decal->lived >= cl_decals_time.value)
13847                 {
13848                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
13849                         alpha *= (1.0f/255.0f);
13850                 }
13851                 else
13852                         alpha = 1.0f/255.0f;
13853
13854                 c4f[ 0] = decal->color4ub[0][0] * alpha;
13855                 c4f[ 1] = decal->color4ub[0][1] * alpha;
13856                 c4f[ 2] = decal->color4ub[0][2] * alpha;
13857                 c4f[ 3] = 1;
13858                 c4f[ 4] = decal->color4ub[1][0] * alpha;
13859                 c4f[ 5] = decal->color4ub[1][1] * alpha;
13860                 c4f[ 6] = decal->color4ub[1][2] * alpha;
13861                 c4f[ 7] = 1;
13862                 c4f[ 8] = decal->color4ub[2][0] * alpha;
13863                 c4f[ 9] = decal->color4ub[2][1] * alpha;
13864                 c4f[10] = decal->color4ub[2][2] * alpha;
13865                 c4f[11] = 1;
13866
13867                 t2f[0] = decal->texcoord2f[0][0];
13868                 t2f[1] = decal->texcoord2f[0][1];
13869                 t2f[2] = decal->texcoord2f[1][0];
13870                 t2f[3] = decal->texcoord2f[1][1];
13871                 t2f[4] = decal->texcoord2f[2][0];
13872                 t2f[5] = decal->texcoord2f[2][1];
13873
13874                 // update vertex positions for animated models
13875                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
13876                 {
13877                         e = rsurface.modelelement3i + 3*decal->triangleindex;
13878                         VectorCopy(rsurface.modelvertexposition[e[0]].vertex3f, v3f);
13879                         VectorCopy(rsurface.modelvertexposition[e[1]].vertex3f, v3f + 3);
13880                         VectorCopy(rsurface.modelvertexposition[e[2]].vertex3f, v3f + 6);
13881                 }
13882                 else
13883                 {
13884                         VectorCopy(decal->vertex3f[0], v3f);
13885                         VectorCopy(decal->vertex3f[1], v3f + 3);
13886                         VectorCopy(decal->vertex3f[2], v3f + 6);
13887                 }
13888
13889                 if (r_refdef.fogenabled)
13890                 {
13891                         alpha = RSurf_FogVertex(v3f);
13892                         VectorScale(c4f, alpha, c4f);
13893                         alpha = RSurf_FogVertex(v3f + 3);
13894                         VectorScale(c4f + 4, alpha, c4f + 4);
13895                         alpha = RSurf_FogVertex(v3f + 6);
13896                         VectorScale(c4f + 8, alpha, c4f + 8);
13897                 }
13898
13899                 v3f += 9;
13900                 c4f += 12;
13901                 t2f += 6;
13902                 numtris++;
13903         }
13904
13905         if (numtris > 0)
13906         {
13907                 r_refdef.stats.drawndecals += numtris;
13908
13909                 // now render the decals all at once
13910                 // (this assumes they all use one particle font texture!)
13911                 RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, rsurface.ent_shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false);
13912                 R_Mesh_ResetTextureState();
13913                 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
13914                 GL_DepthMask(false);
13915                 GL_DepthRange(0, 1);
13916                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
13917                 GL_DepthTest(true);
13918                 GL_CullFace(GL_NONE);
13919                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
13920                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
13921                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
13922         }
13923 }
13924
13925 static void R_DrawModelDecals(void)
13926 {
13927         int i, numdecals;
13928
13929         // fade faster when there are too many decals
13930         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
13931         for (i = 0;i < r_refdef.scene.numentities;i++)
13932                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
13933
13934         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
13935         for (i = 0;i < r_refdef.scene.numentities;i++)
13936                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
13937                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
13938
13939         R_DecalSystem_ApplySplatEntitiesQueue();
13940
13941         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
13942         for (i = 0;i < r_refdef.scene.numentities;i++)
13943                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
13944
13945         r_refdef.stats.totaldecals += numdecals;
13946
13947         if (r_showsurfaces.integer)
13948                 return;
13949
13950         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
13951
13952         for (i = 0;i < r_refdef.scene.numentities;i++)
13953         {
13954                 if (!r_refdef.viewcache.entityvisible[i])
13955                         continue;
13956                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
13957                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
13958         }
13959 }
13960
13961 extern cvar_t mod_collision_bih;
13962 void R_DrawDebugModel(void)
13963 {
13964         entity_render_t *ent = rsurface.entity;
13965         int i, j, k, l, flagsmask;
13966         const msurface_t *surface;
13967         dp_model_t *model = ent->model;
13968         vec3_t v;
13969
13970         switch(vid.renderpath)
13971         {
13972         case RENDERPATH_GL11:
13973         case RENDERPATH_GL13:
13974         case RENDERPATH_GL20:
13975         case RENDERPATH_CGGL:
13976                 break;
13977         case RENDERPATH_D3D9:
13978                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13979                 return;
13980         case RENDERPATH_D3D10:
13981                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13982                 return;
13983         case RENDERPATH_D3D11:
13984                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13985                 return;
13986         }
13987
13988         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
13989
13990         R_Mesh_ResetTextureState();
13991         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
13992         GL_DepthRange(0, 1);
13993         GL_DepthTest(!r_showdisabledepthtest.integer);
13994         GL_DepthMask(false);
13995         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13996
13997         if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
13998         {
13999                 int triangleindex;
14000                 int bihleafindex;
14001                 qboolean cullbox = ent == r_refdef.scene.worldentity;
14002                 const q3mbrush_t *brush;
14003                 const bih_t *bih = &model->collision_bih;
14004                 const bih_leaf_t *bihleaf;
14005                 float vertex3f[3][3];
14006                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
14007                 cullbox = false;
14008                 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
14009                 {
14010                         if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
14011                                 continue;
14012                         switch (bihleaf->type)
14013                         {
14014                         case BIH_BRUSH:
14015                                 brush = model->brush.data_brushes + bihleaf->itemindex;
14016                                 if (brush->colbrushf && brush->colbrushf->numtriangles)
14017                                 {
14018                                         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);
14019                                         R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
14020                                         R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
14021                                 }
14022                                 break;
14023                         case BIH_COLLISIONTRIANGLE:
14024                                 triangleindex = bihleaf->itemindex;
14025                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
14026                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
14027                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
14028                                 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);
14029                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
14030                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
14031                                 break;
14032                         case BIH_RENDERTRIANGLE:
14033                                 triangleindex = bihleaf->itemindex;
14034                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
14035                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
14036                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
14037                                 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);
14038                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
14039                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
14040                                 break;
14041                         }
14042                 }
14043         }
14044
14045         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
14046
14047         if (r_showtris.integer || r_shownormals.integer)
14048         {
14049                 if (r_showdisabledepthtest.integer)
14050                 {
14051                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
14052                         GL_DepthMask(false);
14053                 }
14054                 else
14055                 {
14056                         GL_BlendFunc(GL_ONE, GL_ZERO);
14057                         GL_DepthMask(true);
14058                 }
14059                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
14060                 {
14061                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
14062                                 continue;
14063                         rsurface.texture = R_GetCurrentTexture(surface->texture);
14064                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
14065                         {
14066                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
14067                                 if (r_showtris.value > 0)
14068                                 {
14069                                         if (!rsurface.texture->currentlayers->depthmask)
14070                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
14071                                         else if (ent == r_refdef.scene.worldentity)
14072                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
14073                                         else
14074                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
14075                                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
14076                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
14077                                         RSurf_DrawBatch();
14078                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
14079                                         CHECKGLERROR
14080                                 }
14081                                 if (r_shownormals.value < 0)
14082                                 {
14083                                         qglBegin(GL_LINES);
14084                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14085                                         {
14086                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14087                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
14088                                                 qglVertex3f(v[0], v[1], v[2]);
14089                                                 VectorMA(v, -r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
14090                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
14091                                                 qglVertex3f(v[0], v[1], v[2]);
14092                                         }
14093                                         qglEnd();
14094                                         CHECKGLERROR
14095                                 }
14096                                 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
14097                                 {
14098                                         qglBegin(GL_LINES);
14099                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14100                                         {
14101                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14102                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
14103                                                 qglVertex3f(v[0], v[1], v[2]);
14104                                                 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
14105                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
14106                                                 qglVertex3f(v[0], v[1], v[2]);
14107                                         }
14108                                         qglEnd();
14109                                         CHECKGLERROR
14110                                         qglBegin(GL_LINES);
14111                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14112                                         {
14113                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14114                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
14115                                                 qglVertex3f(v[0], v[1], v[2]);
14116                                                 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
14117                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
14118                                                 qglVertex3f(v[0], v[1], v[2]);
14119                                         }
14120                                         qglEnd();
14121                                         CHECKGLERROR
14122                                         qglBegin(GL_LINES);
14123                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14124                                         {
14125                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14126                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
14127                                                 qglVertex3f(v[0], v[1], v[2]);
14128                                                 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
14129                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
14130                                                 qglVertex3f(v[0], v[1], v[2]);
14131                                         }
14132                                         qglEnd();
14133                                         CHECKGLERROR
14134                                 }
14135                         }
14136                 }
14137                 rsurface.texture = NULL;
14138         }
14139 }
14140
14141 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
14142 int r_maxsurfacelist = 0;
14143 const msurface_t **r_surfacelist = NULL;
14144 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
14145 {
14146         int i, j, endj, flagsmask;
14147         dp_model_t *model = r_refdef.scene.worldmodel;
14148         msurface_t *surfaces;
14149         unsigned char *update;
14150         int numsurfacelist = 0;
14151         if (model == NULL)
14152                 return;
14153
14154         if (r_maxsurfacelist < model->num_surfaces)
14155         {
14156                 r_maxsurfacelist = model->num_surfaces;
14157                 if (r_surfacelist)
14158                         Mem_Free((msurface_t**)r_surfacelist);
14159                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
14160         }
14161
14162         RSurf_ActiveWorldEntity();
14163
14164         surfaces = model->data_surfaces;
14165         update = model->brushq1.lightmapupdateflags;
14166
14167         // update light styles on this submodel
14168         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
14169         {
14170                 model_brush_lightstyleinfo_t *style;
14171                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
14172                 {
14173                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
14174                         {
14175                                 int *list = style->surfacelist;
14176                                 style->value = r_refdef.scene.lightstylevalue[style->style];
14177                                 for (j = 0;j < style->numsurfaces;j++)
14178                                         update[list[j]] = true;
14179                         }
14180                 }
14181         }
14182
14183         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
14184
14185         if (debug)
14186         {
14187                 R_DrawDebugModel();
14188                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14189                 return;
14190         }
14191
14192         rsurface.lightmaptexture = NULL;
14193         rsurface.deluxemaptexture = NULL;
14194         rsurface.uselightmaptexture = false;
14195         rsurface.texture = NULL;
14196         rsurface.rtlight = NULL;
14197         numsurfacelist = 0;
14198         // add visible surfaces to draw list
14199         for (i = 0;i < model->nummodelsurfaces;i++)
14200         {
14201                 j = model->sortedmodelsurfaces[i];
14202                 if (r_refdef.viewcache.world_surfacevisible[j])
14203                         r_surfacelist[numsurfacelist++] = surfaces + j;
14204         }
14205         // update lightmaps if needed
14206         if (model->brushq1.firstrender)
14207         {
14208                 model->brushq1.firstrender = false;
14209                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14210                         if (update[j])
14211                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
14212         }
14213         else if (update)
14214         {
14215                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14216                         if (r_refdef.viewcache.world_surfacevisible[j])
14217                                 if (update[j])
14218                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
14219         }
14220         // don't do anything if there were no surfaces
14221         if (!numsurfacelist)
14222         {
14223                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14224                 return;
14225         }
14226         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
14227         GL_AlphaTest(false);
14228
14229         // add to stats if desired
14230         if (r_speeds.integer && !skysurfaces && !depthonly)
14231         {
14232                 r_refdef.stats.world_surfaces += numsurfacelist;
14233                 for (j = 0;j < numsurfacelist;j++)
14234                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
14235         }
14236
14237         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14238 }
14239
14240 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
14241 {
14242         int i, j, endj, flagsmask;
14243         dp_model_t *model = ent->model;
14244         msurface_t *surfaces;
14245         unsigned char *update;
14246         int numsurfacelist = 0;
14247         if (model == NULL)
14248                 return;
14249
14250         if (r_maxsurfacelist < model->num_surfaces)
14251         {
14252                 r_maxsurfacelist = model->num_surfaces;
14253                 if (r_surfacelist)
14254                         Mem_Free((msurface_t **)r_surfacelist);
14255                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
14256         }
14257
14258         // if the model is static it doesn't matter what value we give for
14259         // wantnormals and wanttangents, so this logic uses only rules applicable
14260         // to a model, knowing that they are meaningless otherwise
14261         if (ent == r_refdef.scene.worldentity)
14262                 RSurf_ActiveWorldEntity();
14263         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
14264                 RSurf_ActiveModelEntity(ent, false, false, false);
14265         else if (prepass)
14266                 RSurf_ActiveModelEntity(ent, true, true, true);
14267         else if (depthonly)
14268         {
14269                 switch (vid.renderpath)
14270                 {
14271                 case RENDERPATH_GL20:
14272                 case RENDERPATH_CGGL:
14273                 case RENDERPATH_D3D9:
14274                 case RENDERPATH_D3D10:
14275                 case RENDERPATH_D3D11:
14276                         RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
14277                         break;
14278                 case RENDERPATH_GL13:
14279                 case RENDERPATH_GL11:
14280                         RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
14281                         break;
14282                 }
14283         }
14284         else
14285         {
14286                 switch (vid.renderpath)
14287                 {
14288                 case RENDERPATH_GL20:
14289                 case RENDERPATH_CGGL:
14290                 case RENDERPATH_D3D9:
14291                 case RENDERPATH_D3D10:
14292                 case RENDERPATH_D3D11:
14293                         RSurf_ActiveModelEntity(ent, true, true, false);
14294                         break;
14295                 case RENDERPATH_GL13:
14296                 case RENDERPATH_GL11:
14297                         RSurf_ActiveModelEntity(ent, true, false, false);
14298                         break;
14299                 }
14300         }
14301
14302         surfaces = model->data_surfaces;
14303         update = model->brushq1.lightmapupdateflags;
14304
14305         // update light styles
14306         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
14307         {
14308                 model_brush_lightstyleinfo_t *style;
14309                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
14310                 {
14311                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
14312                         {
14313                                 int *list = style->surfacelist;
14314                                 style->value = r_refdef.scene.lightstylevalue[style->style];
14315                                 for (j = 0;j < style->numsurfaces;j++)
14316                                         update[list[j]] = true;
14317                         }
14318                 }
14319         }
14320
14321         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
14322
14323         if (debug)
14324         {
14325                 R_DrawDebugModel();
14326                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14327                 return;
14328         }
14329
14330         rsurface.lightmaptexture = NULL;
14331         rsurface.deluxemaptexture = NULL;
14332         rsurface.uselightmaptexture = false;
14333         rsurface.texture = NULL;
14334         rsurface.rtlight = NULL;
14335         numsurfacelist = 0;
14336         // add visible surfaces to draw list
14337         for (i = 0;i < model->nummodelsurfaces;i++)
14338                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
14339         // don't do anything if there were no surfaces
14340         if (!numsurfacelist)
14341         {
14342                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14343                 return;
14344         }
14345         // update lightmaps if needed
14346         if (update)
14347         {
14348                 int updated = 0;
14349                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14350                 {
14351                         if (update[j])
14352                         {
14353                                 updated++;
14354                                 R_BuildLightMap(ent, surfaces + j);
14355                         }
14356                 }
14357         }
14358         if (update)
14359                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14360                         if (update[j])
14361                                 R_BuildLightMap(ent, surfaces + j);
14362         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
14363         GL_AlphaTest(false);
14364
14365         // add to stats if desired
14366         if (r_speeds.integer && !skysurfaces && !depthonly)
14367         {
14368                 r_refdef.stats.entities_surfaces += numsurfacelist;
14369                 for (j = 0;j < numsurfacelist;j++)
14370                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
14371         }
14372
14373         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14374 }
14375
14376 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
14377 {
14378         static texture_t texture;
14379         static msurface_t surface;
14380         const msurface_t *surfacelist = &surface;
14381
14382         // fake enough texture and surface state to render this geometry
14383
14384         texture.update_lastrenderframe = -1; // regenerate this texture
14385         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
14386         texture.currentskinframe = skinframe;
14387         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
14388         texture.offsetmapping = OFFSETMAPPING_OFF;
14389         texture.offsetscale = 1;
14390         texture.specularscalemod = 1;
14391         texture.specularpowermod = 1;
14392
14393         surface.texture = &texture;
14394         surface.num_triangles = numtriangles;
14395         surface.num_firsttriangle = firsttriangle;
14396         surface.num_vertices = numvertices;
14397         surface.num_firstvertex = firstvertex;
14398
14399         // now render it
14400         rsurface.texture = R_GetCurrentTexture(surface.texture);
14401         rsurface.lightmaptexture = NULL;
14402         rsurface.deluxemaptexture = NULL;
14403         rsurface.uselightmaptexture = false;
14404         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
14405 }
14406
14407 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)
14408 {
14409         static msurface_t surface;
14410         const msurface_t *surfacelist = &surface;
14411
14412         // fake enough texture and surface state to render this geometry
14413
14414         surface.texture = texture;
14415         surface.num_triangles = numtriangles;
14416         surface.num_firsttriangle = firsttriangle;
14417         surface.num_vertices = numvertices;
14418         surface.num_firstvertex = firstvertex;
14419
14420         // now render it
14421         rsurface.texture = R_GetCurrentTexture(surface.texture);
14422         rsurface.lightmaptexture = NULL;
14423         rsurface.deluxemaptexture = NULL;
14424         rsurface.uselightmaptexture = false;
14425         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
14426 }