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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 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
152 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
153 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
154 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
155
156 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)"};
157 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
158 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"};
159 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
160 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
161 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
162
163 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
164 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
165 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
166 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
167
168 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
169 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
170 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
171 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
172 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
173 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
174 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
175
176 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
177 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
178 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
179 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)"};
180
181 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"};
182
183 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"};
184
185 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
186
187 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
188 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"};
189 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
190 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
191 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
192 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
193 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)"};
194
195 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
196 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
197
198 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)"};
199
200 extern cvar_t v_glslgamma;
201
202 extern qboolean v_flipped_state;
203
204 static struct r_bloomstate_s
205 {
206         qboolean enabled;
207         qboolean hdr;
208
209         int bloomwidth, bloomheight;
210
211         int screentexturewidth, screentextureheight;
212         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
213
214         int bloomtexturewidth, bloomtextureheight;
215         rtexture_t *texture_bloom;
216
217         // arrays for rendering the screen passes
218         float screentexcoord2f[8];
219         float bloomtexcoord2f[8];
220         float offsettexcoord2f[8];
221
222         r_viewport_t viewport;
223 }
224 r_bloomstate;
225
226 r_waterstate_t r_waterstate;
227
228 /// shadow volume bsp struct with automatically growing nodes buffer
229 svbsp_t r_svbsp;
230
231 rtexture_t *r_texture_blanknormalmap;
232 rtexture_t *r_texture_white;
233 rtexture_t *r_texture_grey128;
234 rtexture_t *r_texture_black;
235 rtexture_t *r_texture_notexture;
236 rtexture_t *r_texture_whitecube;
237 rtexture_t *r_texture_normalizationcube;
238 rtexture_t *r_texture_fogattenuation;
239 rtexture_t *r_texture_fogheighttexture;
240 rtexture_t *r_texture_gammaramps;
241 unsigned int r_texture_gammaramps_serial;
242 //rtexture_t *r_texture_fogintensity;
243 rtexture_t *r_texture_reflectcube;
244
245 // TODO: hash lookups?
246 typedef struct cubemapinfo_s
247 {
248         char basename[64];
249         rtexture_t *texture;
250 }
251 cubemapinfo_t;
252
253 int r_texture_numcubemaps;
254 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
255
256 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
257 unsigned int r_numqueries;
258 unsigned int r_maxqueries;
259
260 typedef struct r_qwskincache_s
261 {
262         char name[MAX_QPATH];
263         skinframe_t *skinframe;
264 }
265 r_qwskincache_t;
266
267 static r_qwskincache_t *r_qwskincache;
268 static int r_qwskincache_size;
269
270 /// vertex coordinates for a quad that covers the screen exactly
271 extern const float r_screenvertex3f[12];
272 extern const float r_d3dscreenvertex3f[12];
273 const float r_screenvertex3f[12] =
274 {
275         0, 0, 0,
276         1, 0, 0,
277         1, 1, 0,
278         0, 1, 0
279 };
280 const float r_d3dscreenvertex3f[12] =
281 {
282         0, 1, 0,
283         1, 1, 0,
284         1, 0, 0,
285         0, 0, 0
286 };
287
288 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
289 {
290         int i;
291         for (i = 0;i < verts;i++)
292         {
293                 out[0] = in[0] * r;
294                 out[1] = in[1] * g;
295                 out[2] = in[2] * b;
296                 out[3] = in[3];
297                 in += 4;
298                 out += 4;
299         }
300 }
301
302 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
303 {
304         int i;
305         for (i = 0;i < verts;i++)
306         {
307                 out[0] = r;
308                 out[1] = g;
309                 out[2] = b;
310                 out[3] = a;
311                 out += 4;
312         }
313 }
314
315 // FIXME: move this to client?
316 void FOG_clear(void)
317 {
318         if (gamemode == GAME_NEHAHRA)
319         {
320                 Cvar_Set("gl_fogenable", "0");
321                 Cvar_Set("gl_fogdensity", "0.2");
322                 Cvar_Set("gl_fogred", "0.3");
323                 Cvar_Set("gl_foggreen", "0.3");
324                 Cvar_Set("gl_fogblue", "0.3");
325         }
326         r_refdef.fog_density = 0;
327         r_refdef.fog_red = 0;
328         r_refdef.fog_green = 0;
329         r_refdef.fog_blue = 0;
330         r_refdef.fog_alpha = 1;
331         r_refdef.fog_start = 0;
332         r_refdef.fog_end = 16384;
333         r_refdef.fog_height = 1<<30;
334         r_refdef.fog_fadedepth = 128;
335         memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
336 }
337
338 static void R_BuildBlankTextures(void)
339 {
340         unsigned char data[4];
341         data[2] = 128; // normal X
342         data[1] = 128; // normal Y
343         data[0] = 255; // normal Z
344         data[3] = 128; // height
345         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
346         data[0] = 255;
347         data[1] = 255;
348         data[2] = 255;
349         data[3] = 255;
350         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
351         data[0] = 128;
352         data[1] = 128;
353         data[2] = 128;
354         data[3] = 255;
355         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
356         data[0] = 0;
357         data[1] = 0;
358         data[2] = 0;
359         data[3] = 255;
360         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
361 }
362
363 static void R_BuildNoTexture(void)
364 {
365         int x, y;
366         unsigned char pix[16][16][4];
367         // this makes a light grey/dark grey checkerboard texture
368         for (y = 0;y < 16;y++)
369         {
370                 for (x = 0;x < 16;x++)
371                 {
372                         if ((y < 8) ^ (x < 8))
373                         {
374                                 pix[y][x][0] = 128;
375                                 pix[y][x][1] = 128;
376                                 pix[y][x][2] = 128;
377                                 pix[y][x][3] = 255;
378                         }
379                         else
380                         {
381                                 pix[y][x][0] = 64;
382                                 pix[y][x][1] = 64;
383                                 pix[y][x][2] = 64;
384                                 pix[y][x][3] = 255;
385                         }
386                 }
387         }
388         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
389 }
390
391 static void R_BuildWhiteCube(void)
392 {
393         unsigned char data[6*1*1*4];
394         memset(data, 255, sizeof(data));
395         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
396 }
397
398 static void R_BuildNormalizationCube(void)
399 {
400         int x, y, side;
401         vec3_t v;
402         vec_t s, t, intensity;
403 #define NORMSIZE 64
404         unsigned char *data;
405         data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
406         for (side = 0;side < 6;side++)
407         {
408                 for (y = 0;y < NORMSIZE;y++)
409                 {
410                         for (x = 0;x < NORMSIZE;x++)
411                         {
412                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
413                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
414                                 switch(side)
415                                 {
416                                 default:
417                                 case 0:
418                                         v[0] = 1;
419                                         v[1] = -t;
420                                         v[2] = -s;
421                                         break;
422                                 case 1:
423                                         v[0] = -1;
424                                         v[1] = -t;
425                                         v[2] = s;
426                                         break;
427                                 case 2:
428                                         v[0] = s;
429                                         v[1] = 1;
430                                         v[2] = t;
431                                         break;
432                                 case 3:
433                                         v[0] = s;
434                                         v[1] = -1;
435                                         v[2] = -t;
436                                         break;
437                                 case 4:
438                                         v[0] = s;
439                                         v[1] = -t;
440                                         v[2] = 1;
441                                         break;
442                                 case 5:
443                                         v[0] = -s;
444                                         v[1] = -t;
445                                         v[2] = -1;
446                                         break;
447                                 }
448                                 intensity = 127.0f / sqrt(DotProduct(v, v));
449                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
450                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
451                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
452                                 data[((side*64+y)*64+x)*4+3] = 255;
453                         }
454                 }
455         }
456         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
457         Mem_Free(data);
458 }
459
460 static void R_BuildFogTexture(void)
461 {
462         int x, b;
463 #define FOGWIDTH 256
464         unsigned char data1[FOGWIDTH][4];
465         //unsigned char data2[FOGWIDTH][4];
466         double d, r, alpha;
467
468         r_refdef.fogmasktable_start = r_refdef.fog_start;
469         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
470         r_refdef.fogmasktable_range = r_refdef.fogrange;
471         r_refdef.fogmasktable_density = r_refdef.fog_density;
472
473         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
474         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
475         {
476                 d = (x * r - r_refdef.fogmasktable_start);
477                 if(developer_extra.integer)
478                         Con_DPrintf("%f ", d);
479                 d = max(0, d);
480                 if (r_fog_exp2.integer)
481                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
482                 else
483                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
484                 if(developer_extra.integer)
485                         Con_DPrintf(" : %f ", alpha);
486                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
487                 if(developer_extra.integer)
488                         Con_DPrintf(" = %f\n", alpha);
489                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
490         }
491
492         for (x = 0;x < FOGWIDTH;x++)
493         {
494                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
495                 data1[x][0] = b;
496                 data1[x][1] = b;
497                 data1[x][2] = b;
498                 data1[x][3] = 255;
499                 //data2[x][0] = 255 - b;
500                 //data2[x][1] = 255 - b;
501                 //data2[x][2] = 255 - b;
502                 //data2[x][3] = 255;
503         }
504         if (r_texture_fogattenuation)
505         {
506                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
507                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
508         }
509         else
510         {
511                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
512                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
513         }
514 }
515
516 static void R_BuildFogHeightTexture(void)
517 {
518         unsigned char *inpixels;
519         int size;
520         int x;
521         int y;
522         int j;
523         float c[4];
524         float f;
525         inpixels = NULL;
526         strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
527         if (r_refdef.fogheighttexturename[0])
528                 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
529         if (!inpixels)
530         {
531                 r_refdef.fog_height_tablesize = 0;
532                 if (r_texture_fogheighttexture)
533                         R_FreeTexture(r_texture_fogheighttexture);
534                 r_texture_fogheighttexture = NULL;
535                 if (r_refdef.fog_height_table2d)
536                         Mem_Free(r_refdef.fog_height_table2d);
537                 r_refdef.fog_height_table2d = NULL;
538                 if (r_refdef.fog_height_table1d)
539                         Mem_Free(r_refdef.fog_height_table1d);
540                 r_refdef.fog_height_table1d = NULL;
541                 return;
542         }
543         size = image_width;
544         r_refdef.fog_height_tablesize = size;
545         r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
546         r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
547         memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
548         Mem_Free(inpixels);
549         // LordHavoc: now the magic - what is that table2d for?  it is a cooked
550         // average fog color table accounting for every fog layer between a point
551         // and the camera.  (Note: attenuation is handled separately!)
552         for (y = 0;y < size;y++)
553         {
554                 for (x = 0;x < size;x++)
555                 {
556                         Vector4Clear(c);
557                         f = 0;
558                         if (x < y)
559                         {
560                                 for (j = x;j <= y;j++)
561                                 {
562                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
563                                         f++;
564                                 }
565                         }
566                         else
567                         {
568                                 for (j = x;j >= y;j--)
569                                 {
570                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
571                                         f++;
572                                 }
573                         }
574                         f = 1.0f / f;
575                         r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
576                         r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
577                         r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
578                         r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
579                 }
580         }
581         r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
582 }
583
584 //=======================================================================================================================================================
585
586 static const char *builtinshaderstring =
587 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
588 "// written by Forest 'LordHavoc' Hale\n"
589 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
590 "\n"
591 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
592 "# define USEFOG\n"
593 "#endif\n"
594 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
595 "#define USELIGHTMAP\n"
596 "#endif\n"
597 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
598 "#define USEEYEVECTOR\n"
599 "#endif\n"
600 "\n"
601 "#ifdef USESHADOWMAP2D\n"
602 "# ifdef GL_EXT_gpu_shader4\n"
603 "#   extension GL_EXT_gpu_shader4 : enable\n"
604 "# endif\n"
605 "# ifdef GL_ARB_texture_gather\n"
606 "#   extension GL_ARB_texture_gather : enable\n"
607 "# else\n"
608 "#   ifdef GL_AMD_texture_texture4\n"
609 "#     extension GL_AMD_texture_texture4 : enable\n"
610 "#   endif\n"
611 "# endif\n"
612 "#endif\n"
613 "\n"
614 "//#ifdef USESHADOWSAMPLER\n"
615 "//# extension GL_ARB_shadow : enable\n"
616 "//#endif\n"
617 "\n"
618 "//#ifdef __GLSL_CG_DATA_TYPES\n"
619 "//# define myhalf half\n"
620 "//# define myhalf2 half2\n"
621 "//# define myhalf3 half3\n"
622 "//# define myhalf4 half4\n"
623 "//#else\n"
624 "# define myhalf float\n"
625 "# define myhalf2 vec2\n"
626 "# define myhalf3 vec3\n"
627 "# define myhalf4 vec4\n"
628 "//#endif\n"
629 "\n"
630 "#ifdef VERTEX_SHADER\n"
631 "uniform mat4 ModelViewProjectionMatrix;\n"
632 "#endif\n"
633 "\n"
634 "#ifdef MODE_DEPTH_OR_SHADOW\n"
635 "#ifdef VERTEX_SHADER\n"
636 "void main(void)\n"
637 "{\n"
638 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
639 "}\n"
640 "#endif\n"
641 "#else // !MODE_DEPTH_ORSHADOW\n"
642 "\n"
643 "\n"
644 "\n"
645 "\n"
646 "#ifdef MODE_SHOWDEPTH\n"
647 "#ifdef VERTEX_SHADER\n"
648 "void main(void)\n"
649 "{\n"
650 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
651 "       gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
652 "}\n"
653 "#endif\n"
654 "\n"
655 "#ifdef FRAGMENT_SHADER\n"
656 "void main(void)\n"
657 "{\n"
658 "       gl_FragColor = gl_Color;\n"
659 "}\n"
660 "#endif\n"
661 "#else // !MODE_SHOWDEPTH\n"
662 "\n"
663 "\n"
664 "\n"
665 "\n"
666 "#ifdef MODE_POSTPROCESS\n"
667 "varying vec2 TexCoord1;\n"
668 "varying vec2 TexCoord2;\n"
669 "\n"
670 "#ifdef VERTEX_SHADER\n"
671 "void main(void)\n"
672 "{\n"
673 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
674 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
675 "#ifdef USEBLOOM\n"
676 "       TexCoord2 = gl_MultiTexCoord4.xy;\n"
677 "#endif\n"
678 "}\n"
679 "#endif\n"
680 "\n"
681 "#ifdef FRAGMENT_SHADER\n"
682 "uniform sampler2D Texture_First;\n"
683 "#ifdef USEBLOOM\n"
684 "uniform sampler2D Texture_Second;\n"
685 "uniform vec4 BloomColorSubtract;\n"
686 "#endif\n"
687 "#ifdef USEGAMMARAMPS\n"
688 "uniform sampler2D Texture_GammaRamps;\n"
689 "#endif\n"
690 "#ifdef USESATURATION\n"
691 "uniform float Saturation;\n"
692 "#endif\n"
693 "#ifdef USEVIEWTINT\n"
694 "uniform vec4 ViewTintColor;\n"
695 "#endif\n"
696 "//uncomment these if you want to use them:\n"
697 "uniform vec4 UserVec1;\n"
698 "uniform vec4 UserVec2;\n"
699 "// uniform vec4 UserVec3;\n"
700 "// uniform vec4 UserVec4;\n"
701 "// uniform float ClientTime;\n"
702 "uniform vec2 PixelSize;\n"
703 "void main(void)\n"
704 "{\n"
705 "       gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
706 "#ifdef USEBLOOM\n"
707 "       gl_FragColor += max(vec4(0,0,0,0), texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
708 "#endif\n"
709 "#ifdef USEVIEWTINT\n"
710 "       gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
711 "#endif\n"
712 "\n"
713 "#ifdef USEPOSTPROCESSING\n"
714 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
715 "// 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"
716 "       float sobel = 1.0;\n"
717 "       // vec2 ts = textureSize(Texture_First, 0);\n"
718 "       // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
719 "       vec2 px = PixelSize;\n"
720 "       vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
721 "       vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;\n"
722 "       vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
723 "       vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
724 "       vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;\n"
725 "       vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
726 "       vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
727 "       vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;\n"
728 "       vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
729 "       vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
730 "       vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;\n"
731 "       vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
732 "       float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
733 "       float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
734 "       float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
735 "       float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
736 "       float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
737 "       float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
738 "       float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
739 "       float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
740 "       float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
741 "       float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
742 "       float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
743 "       float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
744 "       sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
745 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
746 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
747 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
748 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
749 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
750 "       gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
751 "       gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
752 "#endif\n"
753 "\n"
754 "#ifdef USESATURATION\n"
755 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
756 "       float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
757 "       // 'vampire sight' effect, wheres red is compensated\n"
758 "       #ifdef SATURATION_REDCOMPENSATE\n"
759 "               float rboost = max(0.0, (gl_FragColor.r - max(gl_FragColor.g, gl_FragColor.b))*(1.0 - Saturation));\n"
760 "               gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
761 "               gl_FragColor.r += rboost;\n"
762 "       #else\n"
763 "               // normal desaturation\n"
764 "               //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
765 "               gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
766 "       #endif\n"
767 "#endif\n"
768 "\n"
769 "#ifdef USEGAMMARAMPS\n"
770 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
771 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
772 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
773 "#endif\n"
774 "}\n"
775 "#endif\n"
776 "#else // !MODE_POSTPROCESS\n"
777 "\n"
778 "\n"
779 "\n"
780 "\n"
781 "#ifdef MODE_GENERIC\n"
782 "#ifdef USEDIFFUSE\n"
783 "varying vec2 TexCoord1;\n"
784 "#endif\n"
785 "#ifdef USESPECULAR\n"
786 "varying vec2 TexCoord2;\n"
787 "#endif\n"
788 "#ifdef VERTEX_SHADER\n"
789 "void main(void)\n"
790 "{\n"
791 "       gl_FrontColor = gl_Color;\n"
792 "#ifdef USEDIFFUSE\n"
793 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
794 "#endif\n"
795 "#ifdef USESPECULAR\n"
796 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
797 "#endif\n"
798 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
799 "}\n"
800 "#endif\n"
801 "\n"
802 "#ifdef FRAGMENT_SHADER\n"
803 "#ifdef USEDIFFUSE\n"
804 "uniform sampler2D Texture_First;\n"
805 "#endif\n"
806 "#ifdef USESPECULAR\n"
807 "uniform sampler2D Texture_Second;\n"
808 "#endif\n"
809 "\n"
810 "void main(void)\n"
811 "{\n"
812 "#ifdef USEVIEWTINT\n"
813 "       gl_FragColor = gl_Color;\n"
814 "#else\n"
815 "       gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n"
816 "#endif\n"
817 "#ifdef USEDIFFUSE\n"
818 "       gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
819 "#endif\n"
820 "\n"
821 "#ifdef USESPECULAR\n"
822 "       vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
823 "# ifdef USECOLORMAPPING\n"
824 "       gl_FragColor *= tex2;\n"
825 "# endif\n"
826 "# ifdef USEGLOW\n"
827 "       gl_FragColor += tex2;\n"
828 "# endif\n"
829 "# ifdef USEVERTEXTEXTUREBLEND\n"
830 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
831 "# endif\n"
832 "#endif\n"
833 "}\n"
834 "#endif\n"
835 "#else // !MODE_GENERIC\n"
836 "\n"
837 "\n"
838 "\n"
839 "\n"
840 "#ifdef MODE_BLOOMBLUR\n"
841 "varying TexCoord;\n"
842 "#ifdef VERTEX_SHADER\n"
843 "void main(void)\n"
844 "{\n"
845 "       gl_FrontColor = gl_Color;\n"
846 "       TexCoord = gl_MultiTexCoord0.xy;\n"
847 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
848 "}\n"
849 "#endif\n"
850 "\n"
851 "#ifdef FRAGMENT_SHADER\n"
852 "uniform sampler2D Texture_First;\n"
853 "uniform vec4 BloomBlur_Parameters;\n"
854 "\n"
855 "void main(void)\n"
856 "{\n"
857 "       int i;\n"
858 "       vec2 tc = TexCoord;\n"
859 "       vec3 color = texture2D(Texture_First, tc).rgb;\n"
860 "       tc += BloomBlur_Parameters.xy;\n"
861 "       for (i = 1;i < SAMPLES;i++)\n"
862 "       {\n"
863 "               color += texture2D(Texture_First, tc).rgb;\n"
864 "               tc += BloomBlur_Parameters.xy;\n"
865 "       }\n"
866 "       gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
867 "}\n"
868 "#endif\n"
869 "#else // !MODE_BLOOMBLUR\n"
870 "#ifdef MODE_REFRACTION\n"
871 "varying vec2 TexCoord;\n"
872 "varying vec4 ModelViewProjectionPosition;\n"
873 "uniform mat4 TexMatrix;\n"
874 "#ifdef VERTEX_SHADER\n"
875 "\n"
876 "void main(void)\n"
877 "{\n"
878 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
879 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
880 "       ModelViewProjectionPosition = gl_Position;\n"
881 "}\n"
882 "#endif\n"
883 "\n"
884 "#ifdef FRAGMENT_SHADER\n"
885 "uniform sampler2D Texture_Normal;\n"
886 "uniform sampler2D Texture_Refraction;\n"
887 "uniform sampler2D Texture_Reflection;\n"
888 "\n"
889 "uniform vec4 DistortScaleRefractReflect;\n"
890 "uniform vec4 ScreenScaleRefractReflect;\n"
891 "uniform vec4 ScreenCenterRefractReflect;\n"
892 "uniform vec4 RefractColor;\n"
893 "uniform vec4 ReflectColor;\n"
894 "uniform float ReflectFactor;\n"
895 "uniform float ReflectOffset;\n"
896 "\n"
897 "void main(void)\n"
898 "{\n"
899 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
900 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
901 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
902 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
903 "       // FIXME temporary hack to detect the case that the reflection\n"
904 "       // gets blackened at edges due to leaving the area that contains actual\n"
905 "       // content.\n"
906 "       // Remove this 'ack once we have a better way to stop this thing from\n"
907 "       // 'appening.\n"
908 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
909 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
910 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
911 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
912 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
913 "       gl_FragColor = vec4(texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * RefractColor;\n"
914 "}\n"
915 "#endif\n"
916 "#else // !MODE_REFRACTION\n"
917 "\n"
918 "\n"
919 "\n"
920 "\n"
921 "#ifdef MODE_WATER\n"
922 "varying vec2 TexCoord;\n"
923 "varying vec3 EyeVector;\n"
924 "varying vec4 ModelViewProjectionPosition;\n"
925 "#ifdef VERTEX_SHADER\n"
926 "uniform vec3 EyePosition;\n"
927 "uniform mat4 TexMatrix;\n"
928 "\n"
929 "void main(void)\n"
930 "{\n"
931 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
932 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
933 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
934 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
935 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
936 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
937 "       ModelViewProjectionPosition = gl_Position;\n"
938 "}\n"
939 "#endif\n"
940 "\n"
941 "#ifdef FRAGMENT_SHADER\n"
942 "uniform sampler2D Texture_Normal;\n"
943 "uniform sampler2D Texture_Refraction;\n"
944 "uniform sampler2D Texture_Reflection;\n"
945 "\n"
946 "uniform vec4 DistortScaleRefractReflect;\n"
947 "uniform vec4 ScreenScaleRefractReflect;\n"
948 "uniform vec4 ScreenCenterRefractReflect;\n"
949 "uniform vec4 RefractColor;\n"
950 "uniform vec4 ReflectColor;\n"
951 "uniform float ReflectFactor;\n"
952 "uniform float ReflectOffset;\n"
953 "uniform float ClientTime;\n"
954 "#ifdef USENORMALMAPSCROLLBLEND\n"
955 "uniform vec2 NormalmapScrollBlend;\n"
956 "#endif\n"
957 "\n"
958 "void main(void)\n"
959 "{\n"
960 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
961 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
962 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
963 "       //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
964 "       // slight water animation via 2 layer scrolling (todo: tweak)\n"
965 "       #ifdef USENORMALMAPSCROLLBLEND\n"
966 "               vec3 normal = texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
967 "               normal += texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
968 "               vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * DistortScaleRefractReflect;\n"
969 "       #else\n"
970 "               vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
971 "       #endif\n"
972 "       // FIXME temporary hack to detect the case that the reflection\n"
973 "       // gets blackened at edges due to leaving the area that contains actual\n"
974 "       // content.\n"
975 "       // Remove this 'ack once we have a better way to stop this thing from\n"
976 "       // 'appening.\n"
977 "       float f  = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);\n"
978 "       f       *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);\n"
979 "       f       *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);\n"
980 "       f       *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);\n"
981 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
982 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);\n"
983 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);\n"
984 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);\n"
985 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);\n"
986 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
987 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
988 "       gl_FragColor = mix(vec4(texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, vec4(texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
989 "}\n"
990 "#endif\n"
991 "#else // !MODE_WATER\n"
992 "\n"
993 "\n"
994 "\n"
995 "\n"
996 "// common definitions between vertex shader and fragment shader:\n"
997 "\n"
998 "varying vec2 TexCoord;\n"
999 "#ifdef USEVERTEXTEXTUREBLEND\n"
1000 "varying vec2 TexCoord2;\n"
1001 "#endif\n"
1002 "#ifdef USELIGHTMAP\n"
1003 "varying vec2 TexCoordLightmap;\n"
1004 "#endif\n"
1005 "\n"
1006 "#ifdef MODE_LIGHTSOURCE\n"
1007 "varying vec3 CubeVector;\n"
1008 "#endif\n"
1009 "\n"
1010 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
1011 "varying vec3 LightVector;\n"
1012 "#endif\n"
1013 "\n"
1014 "#ifdef USEEYEVECTOR\n"
1015 "varying vec3 EyeVector;\n"
1016 "#endif\n"
1017 "#ifdef USEFOG\n"
1018 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
1019 "#endif\n"
1020 "\n"
1021 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
1022 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
1023 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
1024 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
1025 "#endif\n"
1026 "\n"
1027 "#ifdef USEREFLECTION\n"
1028 "varying vec4 ModelViewProjectionPosition;\n"
1029 "#endif\n"
1030 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1031 "uniform vec3 LightPosition;\n"
1032 "varying vec4 ModelViewPosition;\n"
1033 "#endif\n"
1034 "\n"
1035 "#ifdef MODE_LIGHTSOURCE\n"
1036 "uniform vec3 LightPosition;\n"
1037 "#endif\n"
1038 "uniform vec3 EyePosition;\n"
1039 "#ifdef MODE_LIGHTDIRECTION\n"
1040 "uniform vec3 LightDir;\n"
1041 "#endif\n"
1042 "uniform vec4 FogPlane;\n"
1043 "\n"
1044 "#ifdef USESHADOWMAPORTHO\n"
1045 "varying vec3 ShadowMapTC;\n"
1046 "#endif\n"
1047 "\n"
1048 "\n"
1049 "\n"
1050 "\n"
1051 "\n"
1052 "// 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"
1053 "\n"
1054 "// fragment shader specific:\n"
1055 "#ifdef FRAGMENT_SHADER\n"
1056 "\n"
1057 "uniform sampler2D Texture_Normal;\n"
1058 "uniform sampler2D Texture_Color;\n"
1059 "uniform sampler2D Texture_Gloss;\n"
1060 "#ifdef USEGLOW\n"
1061 "uniform sampler2D Texture_Glow;\n"
1062 "#endif\n"
1063 "#ifdef USEVERTEXTEXTUREBLEND\n"
1064 "uniform sampler2D Texture_SecondaryNormal;\n"
1065 "uniform sampler2D Texture_SecondaryColor;\n"
1066 "uniform sampler2D Texture_SecondaryGloss;\n"
1067 "#ifdef USEGLOW\n"
1068 "uniform sampler2D Texture_SecondaryGlow;\n"
1069 "#endif\n"
1070 "#endif\n"
1071 "#ifdef USECOLORMAPPING\n"
1072 "uniform sampler2D Texture_Pants;\n"
1073 "uniform sampler2D Texture_Shirt;\n"
1074 "#endif\n"
1075 "#ifdef USEFOG\n"
1076 "#ifdef USEFOGHEIGHTTEXTURE\n"
1077 "uniform sampler2D Texture_FogHeightTexture;\n"
1078 "#endif\n"
1079 "uniform sampler2D Texture_FogMask;\n"
1080 "#endif\n"
1081 "#ifdef USELIGHTMAP\n"
1082 "uniform sampler2D Texture_Lightmap;\n"
1083 "#endif\n"
1084 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1085 "uniform sampler2D Texture_Deluxemap;\n"
1086 "#endif\n"
1087 "#ifdef USEREFLECTION\n"
1088 "uniform sampler2D Texture_Reflection;\n"
1089 "#endif\n"
1090 "\n"
1091 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1092 "uniform sampler2D Texture_ScreenDepth;\n"
1093 "uniform sampler2D Texture_ScreenNormalMap;\n"
1094 "#endif\n"
1095 "#ifdef USEDEFERREDLIGHTMAP\n"
1096 "uniform sampler2D Texture_ScreenDiffuse;\n"
1097 "uniform sampler2D Texture_ScreenSpecular;\n"
1098 "#endif\n"
1099 "\n"
1100 "uniform myhalf3 Color_Pants;\n"
1101 "uniform myhalf3 Color_Shirt;\n"
1102 "uniform myhalf3 FogColor;\n"
1103 "\n"
1104 "#ifdef USEFOG\n"
1105 "uniform float FogRangeRecip;\n"
1106 "uniform float FogPlaneViewDist;\n"
1107 "uniform float FogHeightFade;\n"
1108 "vec3 FogVertex(vec3 surfacecolor)\n"
1109 "{\n"
1110 "       vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1111 "       float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1112 "       float fogfrac;\n"
1113 "#ifdef USEFOGHEIGHTTEXTURE\n"
1114 "       vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1115 "       fogfrac = fogheightpixel.a;\n"
1116 "       return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1117 "#else\n"
1118 "# ifdef USEFOGOUTSIDE\n"
1119 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1120 "# else\n"
1121 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1122 "# endif\n"
1123 "       return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1124 "#endif\n"
1125 "}\n"
1126 "#endif\n"
1127 "\n"
1128 "#ifdef USEOFFSETMAPPING\n"
1129 "uniform float OffsetMapping_Scale;\n"
1130 "vec2 OffsetMapping(vec2 TexCoord)\n"
1131 "{\n"
1132 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1133 "       // 14 sample relief mapping: linear search and then binary search\n"
1134 "       // this basically steps forward a small amount repeatedly until it finds\n"
1135 "       // itself inside solid, then jitters forward and back using decreasing\n"
1136 "       // amounts to find the impact\n"
1137 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1138 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1139 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1140 "       vec3 RT = vec3(TexCoord, 1);\n"
1141 "       OffsetVector *= 0.1;\n"
1142 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1143 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1144 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1145 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1146 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1147 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1148 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1149 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1150 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1151 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
1152 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
1153 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
1154 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
1155 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1156 "       return RT.xy;\n"
1157 "#else\n"
1158 "       // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1159 "       // this basically moves forward the full distance, and then backs up based\n"
1160 "       // on height of samples\n"
1161 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1162 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1163 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1164 "       TexCoord += OffsetVector;\n"
1165 "       OffsetVector *= 0.5;\n"
1166 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1167 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1168 "       return TexCoord;\n"
1169 "#endif\n"
1170 "}\n"
1171 "#endif // USEOFFSETMAPPING\n"
1172 "\n"
1173 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1174 "uniform sampler2D Texture_Attenuation;\n"
1175 "uniform samplerCube Texture_Cube;\n"
1176 "#endif\n"
1177 "\n"
1178 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1179 "\n"
1180 "#ifdef USESHADOWMAP2D\n"
1181 "# ifdef USESHADOWSAMPLER\n"
1182 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1183 "# else\n"
1184 "uniform sampler2D Texture_ShadowMap2D;\n"
1185 "# endif\n"
1186 "#endif\n"
1187 "\n"
1188 "#ifdef USESHADOWMAPVSDCT\n"
1189 "uniform samplerCube Texture_CubeProjection;\n"
1190 "#endif\n"
1191 "\n"
1192 "#if defined(USESHADOWMAP2D)\n"
1193 "uniform vec2 ShadowMap_TextureScale;\n"
1194 "uniform vec4 ShadowMap_Parameters;\n"
1195 "#endif\n"
1196 "\n"
1197 "#if defined(USESHADOWMAP2D)\n"
1198 "# ifdef USESHADOWMAPORTHO\n"
1199 "#  define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1200 "# else\n"
1201 "#  ifdef USESHADOWMAPVSDCT\n"
1202 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1203 "{\n"
1204 "       vec3 adir = abs(dir);\n"
1205 "       vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1206 "       vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1207 "       return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1208 "}\n"
1209 "#  else\n"
1210 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1211 "{\n"
1212 "       vec3 adir = abs(dir);\n"
1213 "       float ma = adir.z;\n"
1214 "       vec4 proj = vec4(dir, 2.5);\n"
1215 "       if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1216 "       if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1217 "       vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1218 "       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"
1219 "}\n"
1220 "#  endif\n"
1221 "# endif\n"
1222 "#endif // defined(USESHADOWMAP2D)\n"
1223 "\n"
1224 "# ifdef USESHADOWMAP2D\n"
1225 "float ShadowMapCompare(vec3 dir)\n"
1226 "{\n"
1227 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1228 "       float f;\n"
1229 "\n"
1230 "#  ifdef USESHADOWSAMPLER\n"
1231 "#    ifdef USESHADOWMAPPCF\n"
1232 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
1233 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1234 "       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"
1235 "#    else\n"
1236 "       f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1237 "#    endif\n"
1238 "#  else\n"
1239 "#    ifdef USESHADOWMAPPCF\n"
1240 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1241 "#      ifdef GL_ARB_texture_gather\n"
1242 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1243 "#      else\n"
1244 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1245 "#      endif\n"
1246 "       vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1247 "#      if USESHADOWMAPPCF > 1\n"
1248 "   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1249 "   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1250 "   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1251 "   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));\n"
1252 "   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));\n"
1253 "   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));\n"
1254 "   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));\n"
1255 "   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));\n"
1256 "   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));\n"
1257 "       vec4 locols = vec4(group1.ab, group3.ab);\n"
1258 "       vec4 hicols = vec4(group7.rg, group9.rg);\n"
1259 "       locols.yz += group2.ab;\n"
1260 "       hicols.yz += group8.rg;\n"
1261 "       vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1262 "                               vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1263 "                               mix(locols, hicols, offset.y);\n"
1264 "       vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1265 "       cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1266 "       f = dot(cols, vec4(1.0/25.0));\n"
1267 "#      else\n"
1268 "       vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1269 "       vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1270 "       vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
1271 "       vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
1272 "       vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1273 "                               mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1274 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1275 "#      endif\n"
1276 "#     else\n"
1277 "#      ifdef GL_EXT_gpu_shader4\n"
1278 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1279 "#      else\n"
1280 "#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
1281 "#      endif\n"
1282 "#      if USESHADOWMAPPCF > 1\n"
1283 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1284 "       center *= ShadowMap_TextureScale;\n"
1285 "       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"
1286 "       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"
1287 "       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"
1288 "       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"
1289 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1290 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1291 "#      else\n"
1292 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1293 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1294 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1295 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1296 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1297 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1298 "#      endif\n"
1299 "#     endif\n"
1300 "#    else\n"
1301 "       f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1302 "#    endif\n"
1303 "#  endif\n"
1304 "#  ifdef USESHADOWMAPORTHO\n"
1305 "       return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1306 "#  else\n"
1307 "       return f;\n"
1308 "#  endif\n"
1309 "}\n"
1310 "# endif\n"
1311 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1312 "#endif // FRAGMENT_SHADER\n"
1313 "\n"
1314 "\n"
1315 "\n"
1316 "\n"
1317 "#ifdef MODE_DEFERREDGEOMETRY\n"
1318 "#ifdef VERTEX_SHADER\n"
1319 "uniform mat4 TexMatrix;\n"
1320 "#ifdef USEVERTEXTEXTUREBLEND\n"
1321 "uniform mat4 BackgroundTexMatrix;\n"
1322 "#endif\n"
1323 "uniform mat4 ModelViewMatrix;\n"
1324 "void main(void)\n"
1325 "{\n"
1326 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1327 "#ifdef USEVERTEXTEXTUREBLEND\n"
1328 "       gl_FrontColor = gl_Color;\n"
1329 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1330 "#endif\n"
1331 "\n"
1332 "       // transform unnormalized eye direction into tangent space\n"
1333 "#ifdef USEOFFSETMAPPING\n"
1334 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1335 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1336 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1337 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1338 "#endif\n"
1339 "\n"
1340 "       VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1341 "       VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1342 "       VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1343 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1344 "}\n"
1345 "#endif // VERTEX_SHADER\n"
1346 "\n"
1347 "#ifdef FRAGMENT_SHADER\n"
1348 "void main(void)\n"
1349 "{\n"
1350 "#ifdef USEOFFSETMAPPING\n"
1351 "       // apply offsetmapping\n"
1352 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1353 "#define TexCoord TexCoordOffset\n"
1354 "#endif\n"
1355 "\n"
1356 "#ifdef USEALPHAKILL\n"
1357 "       if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1358 "               discard;\n"
1359 "#endif\n"
1360 "\n"
1361 "#ifdef USEVERTEXTEXTUREBLEND\n"
1362 "       float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1363 "       float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1364 "       //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1365 "       //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1366 "#endif\n"
1367 "\n"
1368 "#ifdef USEVERTEXTEXTUREBLEND\n"
1369 "       vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1370 "       float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1371 "#else\n"
1372 "       vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1373 "       float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1374 "#endif\n"
1375 "\n"
1376 "       gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1377 "}\n"
1378 "#endif // FRAGMENT_SHADER\n"
1379 "#else // !MODE_DEFERREDGEOMETRY\n"
1380 "\n"
1381 "\n"
1382 "\n"
1383 "\n"
1384 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1385 "#ifdef VERTEX_SHADER\n"
1386 "uniform mat4 ModelViewMatrix;\n"
1387 "void main(void)\n"
1388 "{\n"
1389 "       ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1390 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1391 "}\n"
1392 "#endif // VERTEX_SHADER\n"
1393 "\n"
1394 "#ifdef FRAGMENT_SHADER\n"
1395 "uniform mat4 ViewToLight;\n"
1396 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1397 "uniform vec2 ScreenToDepth;\n"
1398 "uniform myhalf3 DeferredColor_Ambient;\n"
1399 "uniform myhalf3 DeferredColor_Diffuse;\n"
1400 "#ifdef USESPECULAR\n"
1401 "uniform myhalf3 DeferredColor_Specular;\n"
1402 "uniform myhalf SpecularPower;\n"
1403 "#endif\n"
1404 "uniform myhalf2 PixelToScreenTexCoord;\n"
1405 "void main(void)\n"
1406 "{\n"
1407 "       // calculate viewspace pixel position\n"
1408 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1409 "       vec3 position;\n"
1410 "       position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1411 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1412 "       // decode viewspace pixel normal\n"
1413 "       myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1414 "       myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1415 "       // surfacenormal = pixel normal in viewspace\n"
1416 "       // LightVector = pixel to light in viewspace\n"
1417 "       // CubeVector = position in lightspace\n"
1418 "       // eyevector = pixel to view in viewspace\n"
1419 "       vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1420 "       myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1421 "#ifdef USEDIFFUSE\n"
1422 "       // calculate diffuse shading\n"
1423 "       myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1424 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1425 "#endif\n"
1426 "#ifdef USESPECULAR\n"
1427 "       // calculate directional shading\n"
1428 "       vec3 eyevector = position * -1.0;\n"
1429 "#  ifdef USEEXACTSPECULARMATH\n"
1430 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1431 "#  else\n"
1432 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1433 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1434 "#  endif\n"
1435 "#endif\n"
1436 "\n"
1437 "#if defined(USESHADOWMAP2D)\n"
1438 "       fade *= ShadowMapCompare(CubeVector);\n"
1439 "#endif\n"
1440 "\n"
1441 "#ifdef USEDIFFUSE\n"
1442 "       gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1443 "#else\n"
1444 "       gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1445 "#endif\n"
1446 "#ifdef USESPECULAR\n"
1447 "       gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1448 "#else\n"
1449 "       gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1450 "#endif\n"
1451 "\n"
1452 "# ifdef USECUBEFILTER\n"
1453 "       vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1454 "       gl_FragData[0].rgb *= cubecolor;\n"
1455 "       gl_FragData[1].rgb *= cubecolor;\n"
1456 "# endif\n"
1457 "}\n"
1458 "#endif // FRAGMENT_SHADER\n"
1459 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1460 "\n"
1461 "\n"
1462 "\n"
1463 "\n"
1464 "#ifdef VERTEX_SHADER\n"
1465 "uniform mat4 TexMatrix;\n"
1466 "#ifdef USEVERTEXTEXTUREBLEND\n"
1467 "uniform mat4 BackgroundTexMatrix;\n"
1468 "#endif\n"
1469 "#ifdef MODE_LIGHTSOURCE\n"
1470 "uniform mat4 ModelToLight;\n"
1471 "#endif\n"
1472 "#ifdef USESHADOWMAPORTHO\n"
1473 "uniform mat4 ShadowMapMatrix;\n"
1474 "#endif\n"
1475 "void main(void)\n"
1476 "{\n"
1477 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1478 "       gl_FrontColor = gl_Color;\n"
1479 "#endif\n"
1480 "       // copy the surface texcoord\n"
1481 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1482 "#ifdef USEVERTEXTEXTUREBLEND\n"
1483 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1484 "#endif\n"
1485 "#ifdef USELIGHTMAP\n"
1486 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1487 "#endif\n"
1488 "\n"
1489 "#ifdef MODE_LIGHTSOURCE\n"
1490 "       // transform vertex position into light attenuation/cubemap space\n"
1491 "       // (-1 to +1 across the light box)\n"
1492 "       CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1493 "\n"
1494 "# ifdef USEDIFFUSE\n"
1495 "       // transform unnormalized light direction into tangent space\n"
1496 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
1497 "       //  normalize it per pixel)\n"
1498 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1499 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1500 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1501 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1502 "# endif\n"
1503 "#endif\n"
1504 "\n"
1505 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1506 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1507 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1508 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1509 "#endif\n"
1510 "\n"
1511 "       // transform unnormalized eye direction into tangent space\n"
1512 "#ifdef USEEYEVECTOR\n"
1513 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1514 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1515 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1516 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1517 "#endif\n"
1518 "\n"
1519 "#ifdef USEFOG\n"
1520 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1521 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1522 "#endif\n"
1523 "\n"
1524 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1525 "       VectorS = gl_MultiTexCoord1.xyz;\n"
1526 "       VectorT = gl_MultiTexCoord2.xyz;\n"
1527 "       VectorR = gl_MultiTexCoord3.xyz;\n"
1528 "#endif\n"
1529 "\n"
1530 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1531 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1532 "\n"
1533 "#ifdef USESHADOWMAPORTHO\n"
1534 "       ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1535 "#endif\n"
1536 "\n"
1537 "#ifdef USEREFLECTION\n"
1538 "       ModelViewProjectionPosition = gl_Position;\n"
1539 "#endif\n"
1540 "}\n"
1541 "#endif // VERTEX_SHADER\n"
1542 "\n"
1543 "\n"
1544 "\n"
1545 "\n"
1546 "#ifdef FRAGMENT_SHADER\n"
1547 "#ifdef USEDEFERREDLIGHTMAP\n"
1548 "uniform myhalf2 PixelToScreenTexCoord;\n"
1549 "uniform myhalf3 DeferredMod_Diffuse;\n"
1550 "uniform myhalf3 DeferredMod_Specular;\n"
1551 "#endif\n"
1552 "uniform myhalf3 Color_Ambient;\n"
1553 "uniform myhalf3 Color_Diffuse;\n"
1554 "uniform myhalf3 Color_Specular;\n"
1555 "uniform myhalf SpecularPower;\n"
1556 "#ifdef USEGLOW\n"
1557 "uniform myhalf3 Color_Glow;\n"
1558 "#endif\n"
1559 "uniform myhalf Alpha;\n"
1560 "#ifdef USEREFLECTION\n"
1561 "uniform vec4 DistortScaleRefractReflect;\n"
1562 "uniform vec4 ScreenScaleRefractReflect;\n"
1563 "uniform vec4 ScreenCenterRefractReflect;\n"
1564 "uniform myhalf4 ReflectColor;\n"
1565 "#endif\n"
1566 "#ifdef USEREFLECTCUBE\n"
1567 "uniform mat4 ModelToReflectCube;\n"
1568 "uniform sampler2D Texture_ReflectMask;\n"
1569 "uniform samplerCube Texture_ReflectCube;\n"
1570 "#endif\n"
1571 "#ifdef MODE_LIGHTDIRECTION\n"
1572 "uniform myhalf3 LightColor;\n"
1573 "#endif\n"
1574 "#ifdef MODE_LIGHTSOURCE\n"
1575 "uniform myhalf3 LightColor;\n"
1576 "#endif\n"
1577 "void main(void)\n"
1578 "{\n"
1579 "#ifdef USEOFFSETMAPPING\n"
1580 "       // apply offsetmapping\n"
1581 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1582 "#define TexCoord TexCoordOffset\n"
1583 "#endif\n"
1584 "\n"
1585 "       // combine the diffuse textures (base, pants, shirt)\n"
1586 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1587 "#ifdef USEALPHAKILL\n"
1588 "       if (color.a < 0.5)\n"
1589 "               discard;\n"
1590 "#endif\n"
1591 "       color.a *= Alpha;\n"
1592 "#ifdef USECOLORMAPPING\n"
1593 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1594 "#endif\n"
1595 "#ifdef USEVERTEXTEXTUREBLEND\n"
1596 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1597 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1598 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1599 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1600 "       color.a = 1.0;\n"
1601 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1602 "#endif\n"
1603 "\n"
1604 "       // get the surface normal\n"
1605 "#ifdef USEVERTEXTEXTUREBLEND\n"
1606 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1607 "#else\n"
1608 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1609 "#endif\n"
1610 "\n"
1611 "       // get the material colors\n"
1612 "       myhalf3 diffusetex = color.rgb;\n"
1613 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1614 "# ifdef USEVERTEXTEXTUREBLEND\n"
1615 "       myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1616 "# else\n"
1617 "       myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1618 "# endif\n"
1619 "#endif\n"
1620 "\n"
1621 "#ifdef USEREFLECTCUBE\n"
1622 "       vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1623 "       vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1624 "       vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1625 "       diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1626 "#endif\n"
1627 "\n"
1628 "\n"
1629 "\n"
1630 "\n"
1631 "#ifdef MODE_LIGHTSOURCE\n"
1632 "       // light source\n"
1633 "#ifdef USEDIFFUSE\n"
1634 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1635 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1636 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1637 "#ifdef USESPECULAR\n"
1638 "#ifdef USEEXACTSPECULARMATH\n"
1639 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1640 "#else\n"
1641 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1642 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1643 "#endif\n"
1644 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1645 "#endif\n"
1646 "#else\n"
1647 "       color.rgb = diffusetex * Color_Ambient;\n"
1648 "#endif\n"
1649 "       color.rgb *= LightColor;\n"
1650 "       color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1651 "#if defined(USESHADOWMAP2D)\n"
1652 "       color.rgb *= ShadowMapCompare(CubeVector);\n"
1653 "#endif\n"
1654 "# ifdef USECUBEFILTER\n"
1655 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1656 "# endif\n"
1657 "#endif // MODE_LIGHTSOURCE\n"
1658 "\n"
1659 "\n"
1660 "\n"
1661 "\n"
1662 "#ifdef MODE_LIGHTDIRECTION\n"
1663 "#define SHADING\n"
1664 "#ifdef USEDIFFUSE\n"
1665 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1666 "#endif\n"
1667 "#define lightcolor LightColor\n"
1668 "#endif // MODE_LIGHTDIRECTION\n"
1669 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1670 "#define SHADING\n"
1671 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1672 "       myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1673 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1674 "       // convert modelspace light vector to tangentspace\n"
1675 "       myhalf3 lightnormal;\n"
1676 "       lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1677 "       lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1678 "       lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1679 "       lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this\n"
1680 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1681 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1682 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1683 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1684 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1685 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1686 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1687 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1688 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1689 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1690 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1691 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1692 "#define SHADING\n"
1693 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1694 "       myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1695 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1696 "#endif\n"
1697 "\n"
1698 "\n"
1699 "\n"
1700 "\n"
1701 "#ifdef MODE_FAKELIGHT\n"
1702 "#define SHADING\n"
1703 "myhalf3 lightnormal = myhalf3(normalize(EyeVector));\n"
1704 "myhalf3 lightcolor = myhalf3(1.0);\n"
1705 "#endif // MODE_FAKELIGHT\n"
1706 "\n"
1707 "\n"
1708 "\n"
1709 "\n"
1710 "#ifdef MODE_LIGHTMAP\n"
1711 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1712 "#endif // MODE_LIGHTMAP\n"
1713 "#ifdef MODE_VERTEXCOLOR\n"
1714 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1715 "#endif // MODE_VERTEXCOLOR\n"
1716 "#ifdef MODE_FLATCOLOR\n"
1717 "       color.rgb = diffusetex * Color_Ambient;\n"
1718 "#endif // MODE_FLATCOLOR\n"
1719 "\n"
1720 "\n"
1721 "\n"
1722 "\n"
1723 "#ifdef SHADING\n"
1724 "# ifdef USEDIFFUSE\n"
1725 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1726 "#  ifdef USESPECULAR\n"
1727 "#   ifdef USEEXACTSPECULARMATH\n"
1728 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1729 "#   else\n"
1730 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1731 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1732 "#   endif\n"
1733 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1734 "#  else\n"
1735 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1736 "#  endif\n"
1737 "# else\n"
1738 "       color.rgb = diffusetex * Color_Ambient;\n"
1739 "# endif\n"
1740 "#endif\n"
1741 "\n"
1742 "#ifdef USESHADOWMAPORTHO\n"
1743 "       color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1744 "#endif\n"
1745 "\n"
1746 "#ifdef USEDEFERREDLIGHTMAP\n"
1747 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1748 "       color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1749 "       color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1750 "#endif\n"
1751 "\n"
1752 "#ifdef USEGLOW\n"
1753 "#ifdef USEVERTEXTEXTUREBLEND\n"
1754 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1755 "#else\n"
1756 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1757 "#endif\n"
1758 "#endif\n"
1759 "\n"
1760 "#ifdef USEFOG\n"
1761 "       color.rgb = FogVertex(color.rgb);\n"
1762 "#endif\n"
1763 "\n"
1764 "       // 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"
1765 "#ifdef USEREFLECTION\n"
1766 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1767 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1768 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1769 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1770 "       // FIXME temporary hack to detect the case that the reflection\n"
1771 "       // gets blackened at edges due to leaving the area that contains actual\n"
1772 "       // content.\n"
1773 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1774 "       // 'appening.\n"
1775 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1776 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1777 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1778 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1779 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1780 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1781 "#endif\n"
1782 "\n"
1783 "       gl_FragColor = vec4(color);\n"
1784 "}\n"
1785 "#endif // FRAGMENT_SHADER\n"
1786 "\n"
1787 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1788 "#endif // !MODE_DEFERREDGEOMETRY\n"
1789 "#endif // !MODE_WATER\n"
1790 "#endif // !MODE_REFRACTION\n"
1791 "#endif // !MODE_BLOOMBLUR\n"
1792 "#endif // !MODE_GENERIC\n"
1793 "#endif // !MODE_POSTPROCESS\n"
1794 "#endif // !MODE_SHOWDEPTH\n"
1795 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1796 ;
1797
1798 /*
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1824 */
1825
1826 const char *builtincgshaderstring =
1827 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1828 "// written by Forest 'LordHavoc' Hale\n"
1829 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1830 "\n"
1831 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1832 "#if defined(USEREFLECTION)\n"
1833 "#undef USESHADOWMAPORTHO\n"
1834 "#endif\n"
1835 "\n"
1836 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1837 "# define USEFOG\n"
1838 "#endif\n"
1839 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1840 "#define USELIGHTMAP\n"
1841 "#endif\n"
1842 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
1843 "#define USEEYEVECTOR\n"
1844 "#endif\n"
1845 "\n"
1846 "#ifdef FRAGMENT_SHADER\n"
1847 "#ifdef HLSL\n"
1848 "//#undef USESHADOWMAPPCF\n"
1849 "//#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1850 "#define texDepth2D(tex,texcoord) dot(tex2D(tex,texcoord).rgb, float3(1.0, 255.0/65536.0, 255.0/16777216.0))\n"
1851 "#else\n"
1852 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1853 "#endif\n"
1854 "#endif\n"
1855 "\n"
1856 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1857 "#ifdef VERTEX_SHADER\n"
1858 "void main\n"
1859 "(\n"
1860 "float4 gl_Vertex : POSITION,\n"
1861 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1862 "out float4 gl_Position : POSITION,\n"
1863 "out float Depth : TEXCOORD0\n"
1864 ")\n"
1865 "{\n"
1866 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1867 "       Depth = gl_Position.z;\n"
1868 "}\n"
1869 "#endif\n"
1870 "\n"
1871 "#ifdef FRAGMENT_SHADER\n"
1872 "void main\n"
1873 "(\n"
1874 "float Depth : TEXCOORD0,\n"
1875 "out float4 gl_FragColor : COLOR\n"
1876 ")\n"
1877 "{\n"
1878 "//     float4 temp = float4(Depth,Depth*(65536.0/255.0),Depth*(16777216.0/255.0),0.0);\n"
1879 "       float4 temp = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
1880 "       temp.yz -= floor(temp.yz);\n"
1881 "       gl_FragColor = temp;\n"
1882 "//     gl_FragColor = float4(Depth,0,0,0);\n"
1883 "}\n"
1884 "#endif\n"
1885 "#else // !MODE_DEPTH_ORSHADOW\n"
1886 "\n"
1887 "\n"
1888 "\n"
1889 "\n"
1890 "#ifdef MODE_SHOWDEPTH\n"
1891 "#ifdef VERTEX_SHADER\n"
1892 "void main\n"
1893 "(\n"
1894 "float4 gl_Vertex : POSITION,\n"
1895 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1896 "out float4 gl_Position : POSITION,\n"
1897 "out float4 gl_FrontColor : COLOR0\n"
1898 ")\n"
1899 "{\n"
1900 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1901 "       gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1902 "}\n"
1903 "#endif\n"
1904 "\n"
1905 "#ifdef FRAGMENT_SHADER\n"
1906 "void main\n"
1907 "(\n"
1908 "float4 gl_FrontColor : COLOR0,\n"
1909 "out float4 gl_FragColor : COLOR\n"
1910 ")\n"
1911 "{\n"
1912 "       gl_FragColor = gl_FrontColor;\n"
1913 "}\n"
1914 "#endif\n"
1915 "#else // !MODE_SHOWDEPTH\n"
1916 "\n"
1917 "\n"
1918 "\n"
1919 "\n"
1920 "#ifdef MODE_POSTPROCESS\n"
1921 "\n"
1922 "#ifdef VERTEX_SHADER\n"
1923 "void main\n"
1924 "(\n"
1925 "float4 gl_Vertex : POSITION,\n"
1926 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1927 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1928 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
1929 "out float4 gl_Position : POSITION,\n"
1930 "out float2 TexCoord1 : TEXCOORD0,\n"
1931 "out float2 TexCoord2 : TEXCOORD1\n"
1932 ")\n"
1933 "{\n"
1934 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1935 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
1936 "#ifdef USEBLOOM\n"
1937 "       TexCoord2 = gl_MultiTexCoord4.xy;\n"
1938 "#endif\n"
1939 "}\n"
1940 "#endif\n"
1941 "\n"
1942 "#ifdef FRAGMENT_SHADER\n"
1943 "void main\n"
1944 "(\n"
1945 "float2 TexCoord1 : TEXCOORD0,\n"
1946 "float2 TexCoord2 : TEXCOORD1,\n"
1947 "uniform sampler Texture_First : register(s0),\n"
1948 "#ifdef USEBLOOM\n"
1949 "uniform sampler Texture_Second : register(s1),\n"
1950 "#endif\n"
1951 "#ifdef USEGAMMARAMPS\n"
1952 "uniform sampler Texture_GammaRamps : register(s2),\n"
1953 "#endif\n"
1954 "#ifdef USESATURATION\n"
1955 "uniform float Saturation : register(c30),\n"
1956 "#endif\n"
1957 "#ifdef USEVIEWTINT\n"
1958 "uniform float4 ViewTintColor : register(c41),\n"
1959 "#endif\n"
1960 "uniform float4 UserVec1 : register(c37),\n"
1961 "uniform float4 UserVec2 : register(c38),\n"
1962 "uniform float4 UserVec3 : register(c39),\n"
1963 "uniform float4 UserVec4 : register(c40),\n"
1964 "uniform float ClientTime : register(c2),\n"
1965 "uniform float2 PixelSize : register(c25),\n"
1966 "uniform float4 BloomColorSubtract : register(c43),\n"
1967 "out float4 gl_FragColor : COLOR\n"
1968 ")\n"
1969 "{\n"
1970 "       gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1971 "#ifdef USEBLOOM\n"
1972 "       gl_FragColor += max(float4(0,0,0,0), tex2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
1973 "#endif\n"
1974 "#ifdef USEVIEWTINT\n"
1975 "       gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1976 "#endif\n"
1977 "\n"
1978 "#ifdef USEPOSTPROCESSING\n"
1979 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1980 "// 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"
1981 "       float sobel = 1.0;\n"
1982 "       // float2 ts = textureSize(Texture_First, 0);\n"
1983 "       // float2 px = float2(1/ts.x, 1/ts.y);\n"
1984 "       float2 px = PixelSize;\n"
1985 "       float3 x1 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
1986 "       float3 x2 = tex2D(Texture_First, TexCoord1 + float2(-px.x,  0.0)).rgb;\n"
1987 "       float3 x3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
1988 "       float3 x4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
1989 "       float3 x5 = tex2D(Texture_First, TexCoord1 + float2( px.x,  0.0)).rgb;\n"
1990 "       float3 x6 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
1991 "       float3 y1 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
1992 "       float3 y2 = tex2D(Texture_First, TexCoord1 + float2(  0.0,-px.y)).rgb;\n"
1993 "       float3 y3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
1994 "       float3 y4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
1995 "       float3 y5 = tex2D(Texture_First, TexCoord1 + float2(  0.0, px.y)).rgb;\n"
1996 "       float3 y6 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
1997 "       float px1 = -1.0 * dot(float3(0.3, 0.59, 0.11), x1);\n"
1998 "       float px2 = -2.0 * dot(float3(0.3, 0.59, 0.11), x2);\n"
1999 "       float px3 = -1.0 * dot(float3(0.3, 0.59, 0.11), x3);\n"
2000 "       float px4 =  1.0 * dot(float3(0.3, 0.59, 0.11), x4);\n"
2001 "       float px5 =  2.0 * dot(float3(0.3, 0.59, 0.11), x5);\n"
2002 "       float px6 =  1.0 * dot(float3(0.3, 0.59, 0.11), x6);\n"
2003 "       float py1 = -1.0 * dot(float3(0.3, 0.59, 0.11), y1);\n"
2004 "       float py2 = -2.0 * dot(float3(0.3, 0.59, 0.11), y2);\n"
2005 "       float py3 = -1.0 * dot(float3(0.3, 0.59, 0.11), y3);\n"
2006 "       float py4 =  1.0 * dot(float3(0.3, 0.59, 0.11), y4);\n"
2007 "       float py5 =  2.0 * dot(float3(0.3, 0.59, 0.11), y5);\n"
2008 "       float py6 =  1.0 * dot(float3(0.3, 0.59, 0.11), y6);\n"
2009 "       sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
2010 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
2011 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
2012 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
2013 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107,  0.707107)) * UserVec1.y;\n"
2014 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990,  0.891007)) * UserVec1.y;\n"
2015 "       gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
2016 "       gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + float3(1,1,1)*max(0.0, sobel - UserVec2.z)*UserVec2.y;\n"
2017 "#endif\n"
2018 "\n"
2019 "#ifdef USESATURATION\n"
2020 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
2021 "       float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
2022 "       // 'vampire sight' effect, wheres red is compensated\n"
2023 "       #ifdef SATURATION_REDCOMPENSATE\n"
2024 "               float rboost = max(0.0, (gl_FragColor.r - max(gl_FragColor.g, gl_FragColor.b))*(1.0 - Saturation));\n"
2025 "               gl_FragColor.rgb = mix(float3(y,y,y), gl_FragColor.rgb, Saturation);\n"
2026 "               gl_FragColor.r += r;\n"
2027 "       #else\n"
2028 "               // normal desaturation\n"
2029 "               //gl_FragColor = float3(y,y,y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
2030 "               gl_FragColor.rgb = lerp(float3(y,y,y), gl_FragColor.rgb, Saturation);\n"
2031 "       #endif\n"
2032 "#endif\n"
2033 "\n"
2034 "#ifdef USEGAMMARAMPS\n"
2035 "       gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
2036 "       gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
2037 "       gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
2038 "#endif\n"
2039 "}\n"
2040 "#endif\n"
2041 "#else // !MODE_POSTPROCESS\n"
2042 "\n"
2043 "\n"
2044 "\n"
2045 "\n"
2046 "#ifdef MODE_GENERIC\n"
2047 "#ifdef VERTEX_SHADER\n"
2048 "void main\n"
2049 "(\n"
2050 "float4 gl_Vertex : POSITION,\n"
2051 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2052 "float4 gl_Color : COLOR0,\n"
2053 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2054 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2055 "out float4 gl_Position : POSITION,\n"
2056 "#ifdef USEDIFFUSE\n"
2057 "out float2 TexCoord1 : TEXCOORD0,\n"
2058 "#endif\n"
2059 "#ifdef USESPECULAR\n"
2060 "out float2 TexCoord2 : TEXCOORD1,\n"
2061 "#endif\n"
2062 "out float4 gl_FrontColor : COLOR\n"
2063 ")\n"
2064 "{\n"
2065 "#ifdef HLSL\n"
2066 "       gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2067 "#else\n"
2068 "       gl_FrontColor = gl_Color; // Cg is forward\n"
2069 "#endif\n"
2070 "#ifdef USEDIFFUSE\n"
2071 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
2072 "#endif\n"
2073 "#ifdef USESPECULAR\n"
2074 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
2075 "#endif\n"
2076 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2077 "}\n"
2078 "#endif\n"
2079 "\n"
2080 "#ifdef FRAGMENT_SHADER\n"
2081 "\n"
2082 "void main\n"
2083 "(\n"
2084 "float4 gl_FrontColor : COLOR0,\n"
2085 "float2 TexCoord1 : TEXCOORD0,\n"
2086 "float2 TexCoord2 : TEXCOORD1,\n"
2087 "#ifdef USEDIFFUSE\n"
2088 "uniform sampler Texture_First : register(s0),\n"
2089 "#endif\n"
2090 "#ifdef USESPECULAR\n"
2091 "uniform sampler Texture_Second : register(s1),\n"
2092 "#endif\n"
2093 "out float4 gl_FragColor : COLOR\n"
2094 ")\n"
2095 "{\n"
2096 "#ifdef USEVIEWTINT\n"
2097 "       gl_FragColor = gl_FrontColor;\n"
2098 "#else\n"
2099 "       gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n"
2100 "#endif\n"
2101 "#ifdef USEDIFFUSE\n"
2102 "       gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2103 "#endif\n"
2104 "\n"
2105 "#ifdef USESPECULAR\n"
2106 "       float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2107 "# ifdef USECOLORMAPPING\n"
2108 "       gl_FragColor *= tex2;\n"
2109 "# endif\n"
2110 "# ifdef USEGLOW\n"
2111 "       gl_FragColor += tex2;\n"
2112 "# endif\n"
2113 "# ifdef USEVERTEXTEXTUREBLEND\n"
2114 "       gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2115 "# endif\n"
2116 "#endif\n"
2117 "}\n"
2118 "#endif\n"
2119 "#else // !MODE_GENERIC\n"
2120 "\n"
2121 "\n"
2122 "\n"
2123 "\n"
2124 "#ifdef MODE_BLOOMBLUR\n"
2125 "#ifdef VERTEX_SHADER\n"
2126 "void main\n"
2127 "(\n"
2128 "float4 gl_Vertex : POSITION,\n"
2129 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2130 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2131 "out float4 gl_Position : POSITION,\n"
2132 "out float2 TexCoord : TEXCOORD0\n"
2133 ")\n"
2134 "{\n"
2135 "       TexCoord = gl_MultiTexCoord0.xy;\n"
2136 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2137 "}\n"
2138 "#endif\n"
2139 "\n"
2140 "#ifdef FRAGMENT_SHADER\n"
2141 "\n"
2142 "void main\n"
2143 "(\n"
2144 "float2 TexCoord : TEXCOORD0,\n"
2145 "uniform sampler Texture_First : register(s0),\n"
2146 "uniform float4 BloomBlur_Parameters : register(c1),\n"
2147 "out float4 gl_FragColor : COLOR\n"
2148 ")\n"
2149 "{\n"
2150 "       int i;\n"
2151 "       float2 tc = TexCoord;\n"
2152 "       float3 color = tex2D(Texture_First, tc).rgb;\n"
2153 "       tc += BloomBlur_Parameters.xy;\n"
2154 "       for (i = 1;i < SAMPLES;i++)\n"
2155 "       {\n"
2156 "               color += tex2D(Texture_First, tc).rgb;\n"
2157 "               tc += BloomBlur_Parameters.xy;\n"
2158 "       }\n"
2159 "       gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2160 "}\n"
2161 "#endif\n"
2162 "#else // !MODE_BLOOMBLUR\n"
2163 "#ifdef MODE_REFRACTION\n"
2164 "#ifdef VERTEX_SHADER\n"
2165 "void main\n"
2166 "(\n"
2167 "float4 gl_Vertex : POSITION,\n"
2168 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2169 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2170 "uniform float4x4 TexMatrix : register(c0),\n"
2171 "uniform float3 EyePosition : register(c24),\n"
2172 "out float4 gl_Position : POSITION,\n"
2173 "out float2 TexCoord : TEXCOORD0,\n"
2174 "out float3 EyeVector : TEXCOORD1,\n"
2175 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2176 ")\n"
2177 "{\n"
2178 "       TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2179 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2180 "       ModelViewProjectionPosition = gl_Position;\n"
2181 "}\n"
2182 "#endif\n"
2183 "\n"
2184 "#ifdef FRAGMENT_SHADER\n"
2185 "void main\n"
2186 "(\n"
2187 "float2 TexCoord : TEXCOORD0,\n"
2188 "float3 EyeVector : TEXCOORD1,\n"
2189 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2190 "uniform sampler Texture_Normal : register(s0),\n"
2191 "uniform sampler Texture_Refraction : register(s3),\n"
2192 "uniform sampler Texture_Reflection : register(s7),\n"
2193 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2194 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2195 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2196 "uniform float4 RefractColor : register(c29),\n"
2197 "out float4 gl_FragColor : COLOR\n"
2198 ")\n"
2199 "{\n"
2200 "       float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2201 "       //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"
2202 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2203 "       float2 ScreenTexCoord = SafeScreenTexCoord + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * DistortScaleRefractReflect.xy;\n"
2204 "       // FIXME temporary hack to detect the case that the reflection\n"
2205 "       // gets blackened at edges due to leaving the area that contains actual\n"
2206 "       // content.\n"
2207 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2208 "       // 'appening.\n"
2209 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2210 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2211 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2212 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2213 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2214 "       gl_FragColor = float4(tex2D(Texture_Refraction, ScreenTexCoord).rgb, 1) * RefractColor;\n"
2215 "}\n"
2216 "#endif\n"
2217 "#else // !MODE_REFRACTION\n"
2218 "\n"
2219 "\n"
2220 "\n"
2221 "\n"
2222 "#ifdef MODE_WATER\n"
2223 "#ifdef VERTEX_SHADER\n"
2224 "\n"
2225 "void main\n"
2226 "(\n"
2227 "float4 gl_Vertex : POSITION,\n"
2228 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2229 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2230 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2231 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2232 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2233 "uniform float4x4 TexMatrix : register(c0),\n"
2234 "uniform float3 EyePosition : register(c24),\n"
2235 "out float4 gl_Position : POSITION,\n"
2236 "out float2 TexCoord : TEXCOORD0,\n"
2237 "out float3 EyeVector : TEXCOORD1,\n"
2238 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2239 ")\n"
2240 "{\n"
2241 "       TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2242 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2243 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2244 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2245 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2246 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2247 "       ModelViewProjectionPosition = gl_Position;\n"
2248 "}\n"
2249 "#endif\n"
2250 "\n"
2251 "#ifdef FRAGMENT_SHADER\n"
2252 "void main\n"
2253 "(\n"
2254 "float2 TexCoord : TEXCOORD0,\n"
2255 "float3 EyeVector : TEXCOORD1,\n"
2256 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2257 "uniform sampler Texture_Normal : register(s0),\n"
2258 "uniform sampler Texture_Refraction : register(s3),\n"
2259 "uniform sampler Texture_Reflection : register(s7),\n"
2260 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2261 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2262 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2263 "uniform float4 RefractColor : register(c29),\n"
2264 "uniform float4 ReflectColor : register(c26),\n"
2265 "uniform float ReflectFactor : register(c27),\n"
2266 "uniform float ReflectOffset : register(c28),\n"
2267 "out float4 gl_FragColor : COLOR\n"
2268 ")\n"
2269 "{\n"
2270 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2271 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2272 "       float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2273 "       //SafeScreenTexCoord = gl_FragCoord.xyxy * float4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
2274 "       float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy).xyxy * DistortScaleRefractReflect;\n"
2275 "       // FIXME temporary hack to detect the case that the reflection\n"
2276 "       // gets blackened at edges due to leaving the area that contains actual\n"
2277 "       // content.\n"
2278 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2279 "       // 'appening.\n"
2280 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2281 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2282 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2283 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2284 "       ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2285 "       f       = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2286 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2287 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2288 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2289 "       ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2290 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2291 "       gl_FragColor = lerp(float4(tex2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, float4(tex2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
2292 "}\n"
2293 "#endif\n"
2294 "#else // !MODE_WATER\n"
2295 "\n"
2296 "\n"
2297 "\n"
2298 "\n"
2299 "// 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"
2300 "\n"
2301 "// fragment shader specific:\n"
2302 "#ifdef FRAGMENT_SHADER\n"
2303 "\n"
2304 "#ifdef USEFOG\n"
2305 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler Texture_FogMask, sampler Texture_FogHeightTexture)\n"
2306 "{\n"
2307 "       float fogfrac;\n"
2308 "#ifdef USEFOGHEIGHTTEXTURE\n"
2309 "       float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2310 "       fogfrac = fogheightpixel.a;\n"
2311 "       return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2312 "#else\n"
2313 "# ifdef USEFOGOUTSIDE\n"
2314 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2315 "# else\n"
2316 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2317 "# endif\n"
2318 "       return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2319 "#endif\n"
2320 "}\n"
2321 "#endif\n"
2322 "\n"
2323 "#ifdef USEOFFSETMAPPING\n"
2324 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler Texture_Normal)\n"
2325 "{\n"
2326 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2327 "       // 14 sample relief mapping: linear search and then binary search\n"
2328 "       // this basically steps forward a small amount repeatedly until it finds\n"
2329 "       // itself inside solid, then jitters forward and back using decreasing\n"
2330 "       // amounts to find the impact\n"
2331 "       //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2332 "       //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2333 "       float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2334 "       float3 RT = float3(TexCoord, 1);\n"
2335 "       OffsetVector *= 0.1;\n"
2336 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2337 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2338 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2339 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2340 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2341 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2342 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2343 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2344 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2345 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
2346 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
2347 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
2348 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
2349 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2350 "       return RT.xy;\n"
2351 "#else\n"
2352 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2353 "       // this basically moves forward the full distance, and then backs up based\n"
2354 "       // on height of samples\n"
2355 "       //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2356 "       //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2357 "       float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2358 "       TexCoord += OffsetVector;\n"
2359 "       OffsetVector *= 0.333;\n"
2360 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2361 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2362 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2363 "       return TexCoord;\n"
2364 "#endif\n"
2365 "}\n"
2366 "#endif // USEOFFSETMAPPING\n"
2367 "\n"
2368 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2369 "#if defined(USESHADOWMAP2D)\n"
2370 "# ifdef USESHADOWMAPORTHO\n"
2371 "#  define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2372 "# else\n"
2373 "#  ifdef USESHADOWMAPVSDCT\n"
2374 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2375 "{\n"
2376 "       float3 adir = abs(dir);\n"
2377 "       float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2378 "       float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2379 "       return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2380 "}\n"
2381 "#  else\n"
2382 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2383 "{\n"
2384 "       float3 adir = abs(dir);\n"
2385 "       float ma = adir.z;\n"
2386 "       float4 proj = float4(dir, 2.5);\n"
2387 "       if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2388 "       if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2389 "#ifdef HLSL\n"
2390 "       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"
2391 "#else\n"
2392 "       float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2393 "       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"
2394 "#endif\n"
2395 "}\n"
2396 "#  endif\n"
2397 "# endif\n"
2398 "#endif // defined(USESHADOWMAP2D)\n"
2399 "\n"
2400 "# ifdef USESHADOWMAP2D\n"
2401 "#ifdef USESHADOWMAPVSDCT\n"
2402 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2403 "#else\n"
2404 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2405 "#endif\n"
2406 "{\n"
2407 "#ifdef USESHADOWMAPVSDCT\n"
2408 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2409 "#else\n"
2410 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2411 "#endif\n"
2412 "       float f;\n"
2413 "\n"
2414 "#  ifdef USESHADOWSAMPLER\n"
2415 "#    ifdef USESHADOWMAPPCF\n"
2416 "#      define texval(x, y) tex2Dproj(Texture_ShadowMap2D, float4(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r  \n"
2417 "       float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2418 "       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"
2419 "#    else\n"
2420 "       f = tex2Dproj(Texture_ShadowMap2D, float4(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r;\n"
2421 "#    endif\n"
2422 "#  else\n"
2423 "#    ifdef USESHADOWMAPPCF\n"
2424 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2425 "#      ifdef GL_ARB_texture_gather\n"
2426 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, int2(x, y))\n"
2427 "#      else\n"
2428 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)\n"
2429 "#      endif\n"
2430 "       float2 offset = frac(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
2431 "#      if USESHADOWMAPPCF > 1\n"
2432 "       float4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
2433 "       float4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
2434 "       float4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
2435 "       float4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));\n"
2436 "       float4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));\n"
2437 "       float4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));\n"
2438 "       float4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));\n"
2439 "       float4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));\n"
2440 "       float4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));\n"
2441 "       float4 locols = float4(group1.ab, group3.ab);\n"
2442 "       float4 hicols = float4(group7.rg, group9.rg);\n"
2443 "       locols.yz += group2.ab;\n"
2444 "       hicols.yz += group8.rg;\n"
2445 "       float4 midcols = float4(group1.rg, group3.rg) + float4(group7.ab, group9.ab) +\n"
2446 "                               float4(group4.rg, group6.rg) + float4(group4.ab, group6.ab) +\n"
2447 "                               lerp(locols, hicols, offset.y);\n"
2448 "       float4 cols = group5 + float4(group2.rg, group8.ab);\n"
2449 "       cols.xyz += lerp(midcols.xyz, midcols.yzw, offset.x);\n"
2450 "       f = dot(cols, float4(1.0/25.0));\n"
2451 "#      else\n"
2452 "       float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2453 "       float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2454 "       float4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
2455 "       float4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
2456 "       float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2457 "                               lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2458 "       f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2459 "#      endif\n"
2460 "#     else\n"
2461 "#      ifdef GL_EXT_gpu_shader4\n"
2462 "#        define texval(x, y) tex2DOffset(Texture_ShadowMap2D, center, int2(x, y)).r\n"
2463 "#      else\n"
2464 "#        define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale).r  \n"
2465 "#      endif\n"
2466 "#      if USESHADOWMAPPCF > 1\n"
2467 "       float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2468 "       center *= ShadowMap_TextureScale;\n"
2469 "       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"
2470 "       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"
2471 "       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"
2472 "       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"
2473 "       float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2474 "       f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2475 "#      else\n"
2476 "       float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2477 "       float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2478 "       float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2479 "       float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2480 "       float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2481 "       f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n"
2482 "#      endif\n"
2483 "#     endif\n"
2484 "#    else\n"
2485 "       f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2486 "#    endif\n"
2487 "#  endif\n"
2488 "#  ifdef USESHADOWMAPORTHO\n"
2489 "       return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2490 "#  else\n"
2491 "       return f;\n"
2492 "#  endif\n"
2493 "}\n"
2494 "# endif\n"
2495 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
2496 "#endif // FRAGMENT_SHADER\n"
2497 "\n"
2498 "\n"
2499 "\n"
2500 "\n"
2501 "#ifdef MODE_DEFERREDGEOMETRY\n"
2502 "#ifdef VERTEX_SHADER\n"
2503 "void main\n"
2504 "(\n"
2505 "float4 gl_Vertex : POSITION,\n"
2506 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2507 "#ifdef USEVERTEXTEXTUREBLEND\n"
2508 "float4 gl_Color : COLOR0,\n"
2509 "#endif\n"
2510 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2511 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2512 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2513 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2514 "uniform float4x4 TexMatrix : register(c0),\n"
2515 "#ifdef USEVERTEXTEXTUREBLEND\n"
2516 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2517 "#endif\n"
2518 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2519 "#ifdef USEOFFSETMAPPING\n"
2520 "uniform float3 EyePosition : register(c24),\n"
2521 "#endif\n"
2522 "out float4 gl_Position : POSITION,\n"
2523 "#ifdef USEVERTEXTEXTUREBLEND\n"
2524 "out float4 gl_FrontColor : COLOR,\n"
2525 "#endif\n"
2526 "out float4 TexCoordBoth : TEXCOORD0,\n"
2527 "#ifdef USEOFFSETMAPPING\n"
2528 "out float3 EyeVector : TEXCOORD2,\n"
2529 "#endif\n"
2530 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2531 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2532 "out float4 VectorR : TEXCOORD7 // direction of R texcoord (surface normal), Depth value\n"
2533 ")\n"
2534 "{\n"
2535 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2536 "#ifdef USEVERTEXTEXTUREBLEND\n"
2537 "#ifdef HLSL\n"
2538 "       gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2539 "#else\n"
2540 "       gl_FrontColor = gl_Color; // Cg is forward\n"
2541 "#endif\n"
2542 "       TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2543 "#endif\n"
2544 "\n"
2545 "       // transform unnormalized eye direction into tangent space\n"
2546 "#ifdef USEOFFSETMAPPING\n"
2547 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2548 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2549 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2550 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2551 "#endif\n"
2552 "\n"
2553 "       VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2554 "       VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2555 "       VectorR.xyz = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2556 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2557 "       VectorR.w = gl_Position.z;\n"
2558 "}\n"
2559 "#endif // VERTEX_SHADER\n"
2560 "\n"
2561 "#ifdef FRAGMENT_SHADER\n"
2562 "void main\n"
2563 "(\n"
2564 "float4 TexCoordBoth : TEXCOORD0,\n"
2565 "float3 EyeVector : TEXCOORD2,\n"
2566 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2567 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2568 "float4 VectorR : TEXCOORD7, // direction of R texcoord (surface normal), Depth value\n"
2569 "uniform sampler Texture_Normal : register(s0),\n"
2570 "#ifdef USEALPHAKILL\n"
2571 "uniform sampler Texture_Color : register(s1),\n"
2572 "#endif\n"
2573 "uniform sampler Texture_Gloss : register(s2),\n"
2574 "#ifdef USEVERTEXTEXTUREBLEND\n"
2575 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
2576 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
2577 "#endif\n"
2578 "#ifdef USEOFFSETMAPPING\n"
2579 "uniform float OffsetMapping_Scale : register(c24),\n"
2580 "#endif\n"
2581 "uniform half SpecularPower : register(c36),\n"
2582 "#ifdef HLSL\n"
2583 "out float4 gl_FragData0 : COLOR0,\n"
2584 "out float4 gl_FragData1 : COLOR1\n"
2585 "#else\n"
2586 "out float4 gl_FragColor : COLOR\n"
2587 "#endif\n"
2588 ")\n"
2589 "{\n"
2590 "       float2 TexCoord = TexCoordBoth.xy;\n"
2591 "#ifdef USEOFFSETMAPPING\n"
2592 "       // apply offsetmapping\n"
2593 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2594 "#define TexCoord TexCoordOffset\n"
2595 "#endif\n"
2596 "\n"
2597 "#ifdef USEALPHAKILL\n"
2598 "       if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2599 "               discard;\n"
2600 "#endif\n"
2601 "\n"
2602 "#ifdef USEVERTEXTEXTUREBLEND\n"
2603 "       float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2604 "       float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2605 "       //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2606 "       //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2607 "#endif\n"
2608 "\n"
2609 "#ifdef USEVERTEXTEXTUREBLEND\n"
2610 "       float3 surfacenormal = lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend) - float3(0.5, 0.5, 0.5);\n"
2611 "       float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2).a, tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2612 "#else\n"
2613 "       float3 surfacenormal = tex2D(Texture_Normal, TexCoord).rgb - float3(0.5, 0.5, 0.5);\n"
2614 "       float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2615 "#endif\n"
2616 "\n"
2617 "#ifdef HLSL\n"
2618 "       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"
2619 "       float Depth = VectorR.w / 256.0;\n"
2620 "       float4 depthcolor = float4(Depth,Depth*65536.0/255.0,Depth*16777216.0/255.0,0.0);\n"
2621 "//     float4 depthcolor = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
2622 "       depthcolor.yz -= floor(depthcolor.yz);\n"
2623 "       gl_FragData1 = depthcolor;\n"
2624 "#else\n"
2625 "       gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
2626 "#endif\n"
2627 "}\n"
2628 "#endif // FRAGMENT_SHADER\n"
2629 "#else // !MODE_DEFERREDGEOMETRY\n"
2630 "\n"
2631 "\n"
2632 "\n"
2633 "\n"
2634 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2635 "#ifdef VERTEX_SHADER\n"
2636 "void main\n"
2637 "(\n"
2638 "float4 gl_Vertex : POSITION,\n"
2639 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2640 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2641 "out float4 gl_Position : POSITION,\n"
2642 "out float4 ModelViewPosition : TEXCOORD0\n"
2643 ")\n"
2644 "{\n"
2645 "       ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2646 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2647 "}\n"
2648 "#endif // VERTEX_SHADER\n"
2649 "\n"
2650 "#ifdef FRAGMENT_SHADER\n"
2651 "void main\n"
2652 "(\n"
2653 "#ifdef HLSL\n"
2654 "float2 Pixel : VPOS,\n"
2655 "#else\n"
2656 "float2 Pixel : WPOS,\n"
2657 "#endif\n"
2658 "float4 ModelViewPosition : TEXCOORD0,\n"
2659 "uniform float4x4 ViewToLight : register(c44),\n"
2660 "uniform float2 ScreenToDepth : register(c33), // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2661 "uniform float3 LightPosition : register(c23),\n"
2662 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
2663 "uniform half3 DeferredColor_Ambient : register(c9),\n"
2664 "uniform half3 DeferredColor_Diffuse : register(c10),\n"
2665 "#ifdef USESPECULAR\n"
2666 "uniform half3 DeferredColor_Specular : register(c11),\n"
2667 "uniform half SpecularPower : register(c36),\n"
2668 "#endif\n"
2669 "uniform sampler Texture_Attenuation : register(s9),\n"
2670 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2671 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2672 "\n"
2673 "#ifdef USECUBEFILTER\n"
2674 "uniform samplerCUBE Texture_Cube : register(s10),\n"
2675 "#endif\n"
2676 "\n"
2677 "#ifdef USESHADOWMAP2D\n"
2678 "# ifdef USESHADOWSAMPLER\n"
2679 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
2680 "# else\n"
2681 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
2682 "# endif\n"
2683 "#endif\n"
2684 "\n"
2685 "#ifdef USESHADOWMAPVSDCT\n"
2686 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
2687 "#endif\n"
2688 "\n"
2689 "#if defined(USESHADOWMAP2D)\n"
2690 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
2691 "uniform float4 ShadowMap_Parameters : register(c34),\n"
2692 "#endif\n"
2693 "\n"
2694 "out float4 gl_FragData0 : COLOR0,\n"
2695 "out float4 gl_FragData1 : COLOR1\n"
2696 ")\n"
2697 "{\n"
2698 "       // calculate viewspace pixel position\n"
2699 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2700 "       //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2701 "       float3 position;\n"
2702 "#ifdef HLSL\n"
2703 "       position.z = texDepth2D(Texture_ScreenDepth, ScreenTexCoord) * 256.0;\n"
2704 "#else\n"
2705 "       position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2706 "#endif\n"
2707 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2708 "       // decode viewspace pixel normal\n"
2709 "       half4 normalmap = half4(tex2D(Texture_ScreenNormalMap, ScreenTexCoord));\n"
2710 "       half3 surfacenormal = half3(normalize(normalmap.rgb - half3(0.5,0.5,0.5)));\n"
2711 "       // surfacenormal = pixel normal in viewspace\n"
2712 "       // LightVector = pixel to light in viewspace\n"
2713 "       // CubeVector = position in lightspace\n"
2714 "       // eyevector = pixel to view in viewspace\n"
2715 "       float3 CubeVector = mul(ViewToLight, float4(position,1)).xyz;\n"
2716 "       half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
2717 "#ifdef USEDIFFUSE\n"
2718 "       // calculate diffuse shading\n"
2719 "       half3 lightnormal = half3(normalize(LightPosition - position));\n"
2720 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2721 "#endif\n"
2722 "#ifdef USESPECULAR\n"
2723 "       // calculate directional shading\n"
2724 "       float3 eyevector = position * -1.0;\n"
2725 "#  ifdef USEEXACTSPECULARMATH\n"
2726 "       half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a));\n"
2727 "#  else\n"
2728 "       half3 specularnormal = half3(normalize(lightnormal + half3(normalize(eyevector))));\n"
2729 "       half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a));\n"
2730 "#  endif\n"
2731 "#endif\n"
2732 "\n"
2733 "#if defined(USESHADOWMAP2D)\n"
2734 "       fade *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2735 "#ifdef USESHADOWMAPVSDCT\n"
2736 ", Texture_CubeProjection\n"
2737 "#endif\n"
2738 "       ));\n"
2739 "#endif\n"
2740 "\n"
2741 "#ifdef USEDIFFUSE\n"
2742 "       gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2743 "#else\n"
2744 "       gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2745 "#endif\n"
2746 "#ifdef USESPECULAR\n"
2747 "       gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2748 "#else\n"
2749 "       gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2750 "#endif\n"
2751 "\n"
2752 "# ifdef USECUBEFILTER\n"
2753 "       float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2754 "       gl_FragData0.rgb *= cubecolor;\n"
2755 "       gl_FragData1.rgb *= cubecolor;\n"
2756 "# endif\n"
2757 "}\n"
2758 "#endif // FRAGMENT_SHADER\n"
2759 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2760 "\n"
2761 "\n"
2762 "\n"
2763 "\n"
2764 "#ifdef VERTEX_SHADER\n"
2765 "void main\n"
2766 "(\n"
2767 "float4 gl_Vertex : POSITION,\n"
2768 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2769 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2770 "float4 gl_Color : COLOR0,\n"
2771 "#endif\n"
2772 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2773 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2774 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2775 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2776 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2777 "\n"
2778 "uniform float3 EyePosition : register(c24),\n"
2779 "uniform float4x4 TexMatrix : register(c0),\n"
2780 "#ifdef USEVERTEXTEXTUREBLEND\n"
2781 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2782 "#endif\n"
2783 "#ifdef MODE_LIGHTSOURCE\n"
2784 "uniform float4x4 ModelToLight : register(c20),\n"
2785 "#endif\n"
2786 "#ifdef MODE_LIGHTSOURCE\n"
2787 "uniform float3 LightPosition : register(c27),\n"
2788 "#endif\n"
2789 "#ifdef MODE_LIGHTDIRECTION\n"
2790 "uniform float3 LightDir : register(c26),\n"
2791 "#endif\n"
2792 "uniform float4 FogPlane : register(c25),\n"
2793 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2794 "uniform float3 LightPosition : register(c27),\n"
2795 "#endif\n"
2796 "#ifdef USESHADOWMAPORTHO\n"
2797 "uniform float4x4 ShadowMapMatrix : register(c16),\n"
2798 "#endif\n"
2799 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2800 "out float4 gl_FrontColor : COLOR,\n"
2801 "#endif\n"
2802 "out float4 TexCoordBoth : TEXCOORD0,\n"
2803 "#ifdef USELIGHTMAP\n"
2804 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2805 "#endif\n"
2806 "#ifdef USEEYEVECTOR\n"
2807 "out float3 EyeVector : TEXCOORD2,\n"
2808 "#endif\n"
2809 "#ifdef USEREFLECTION\n"
2810 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2811 "#endif\n"
2812 "#ifdef USEFOG\n"
2813 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2814 "#endif\n"
2815 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) || defined(USEDIFFUSE)\n"
2816 "out float3 LightVector : TEXCOORD1,\n"
2817 "#endif\n"
2818 "#ifdef MODE_LIGHTSOURCE\n"
2819 "out float3 CubeVector : TEXCOORD3,\n"
2820 "#endif\n"
2821 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2822 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2823 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2824 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2825 "#endif\n"
2826 "#ifdef USESHADOWMAPORTHO\n"
2827 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2828 "#endif\n"
2829 "out float4 gl_Position : POSITION\n"
2830 ")\n"
2831 "{\n"
2832 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2833 "#ifdef HLSL\n"
2834 "       gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2835 "#else\n"
2836 "       gl_FrontColor = gl_Color; // Cg is forward\n"
2837 "#endif\n"
2838 "#endif\n"
2839 "       // copy the surface texcoord\n"
2840 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2841 "#ifdef USEVERTEXTEXTUREBLEND\n"
2842 "       TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2843 "#endif\n"
2844 "#ifdef USELIGHTMAP\n"
2845 "       TexCoordLightmap = gl_MultiTexCoord4.xy;\n"
2846 "#endif\n"
2847 "\n"
2848 "#ifdef MODE_LIGHTSOURCE\n"
2849 "       // transform vertex position into light attenuation/cubemap space\n"
2850 "       // (-1 to +1 across the light box)\n"
2851 "       CubeVector = mul(ModelToLight, gl_Vertex).xyz;\n"
2852 "\n"
2853 "# ifdef USEDIFFUSE\n"
2854 "       // transform unnormalized light direction into tangent space\n"
2855 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
2856 "       //  normalize it per pixel)\n"
2857 "       float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2858 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2859 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2860 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2861 "# endif\n"
2862 "#endif\n"
2863 "\n"
2864 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2865 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2866 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2867 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2868 "#endif\n"
2869 "\n"
2870 "       // transform unnormalized eye direction into tangent space\n"
2871 "#ifdef USEEYEVECTOR\n"
2872 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2873 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2874 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2875 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2876 "#endif\n"
2877 "\n"
2878 "#ifdef USEFOG\n"
2879 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2880 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2881 "#endif\n"
2882 "\n"
2883 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2884 "       VectorS = gl_MultiTexCoord1.xyz;\n"
2885 "       VectorT = gl_MultiTexCoord2.xyz;\n"
2886 "       VectorR = gl_MultiTexCoord3.xyz;\n"
2887 "#endif\n"
2888 "\n"
2889 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2890 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2891 "\n"
2892 "#ifdef USESHADOWMAPORTHO\n"
2893 "       ShadowMapTC = mul(ShadowMapMatrix, gl_Position).xyz;\n"
2894 "#endif\n"
2895 "\n"
2896 "#ifdef USEREFLECTION\n"
2897 "       ModelViewProjectionPosition = gl_Position;\n"
2898 "#endif\n"
2899 "}\n"
2900 "#endif // VERTEX_SHADER\n"
2901 "\n"
2902 "\n"
2903 "\n"
2904 "\n"
2905 "#ifdef FRAGMENT_SHADER\n"
2906 "void main\n"
2907 "(\n"
2908 "#ifdef USEDEFERREDLIGHTMAP\n"
2909 "#ifdef HLSL\n"
2910 "float2 Pixel : VPOS,\n"
2911 "#else\n"
2912 "float2 Pixel : WPOS,\n"
2913 "#endif\n"
2914 "#endif\n"
2915 "float4 gl_FrontColor : COLOR,\n"
2916 "float4 TexCoordBoth : TEXCOORD0,\n"
2917 "#ifdef USELIGHTMAP\n"
2918 "float2 TexCoordLightmap : TEXCOORD1,\n"
2919 "#endif\n"
2920 "#ifdef USEEYEVECTOR\n"
2921 "float3 EyeVector : TEXCOORD2,\n"
2922 "#endif\n"
2923 "#ifdef USEREFLECTION\n"
2924 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2925 "#endif\n"
2926 "#ifdef USEFOG\n"
2927 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2928 "#endif\n"
2929 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2930 "float3 LightVector : TEXCOORD1,\n"
2931 "#endif\n"
2932 "#ifdef MODE_LIGHTSOURCE\n"
2933 "float3 CubeVector : TEXCOORD3,\n"
2934 "#endif\n"
2935 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2936 "float4 ModelViewPosition : TEXCOORD0,\n"
2937 "#endif\n"
2938 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2939 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2940 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2941 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2942 "#endif\n"
2943 "#ifdef USESHADOWMAPORTHO\n"
2944 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2945 "#endif\n"
2946 "\n"
2947 "uniform sampler Texture_Normal : register(s0),\n"
2948 "uniform sampler Texture_Color : register(s1),\n"
2949 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2950 "uniform sampler Texture_Gloss : register(s2),\n"
2951 "#endif\n"
2952 "#ifdef USEGLOW\n"
2953 "uniform sampler Texture_Glow : register(s3),\n"
2954 "#endif\n"
2955 "#ifdef USEVERTEXTEXTUREBLEND\n"
2956 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
2957 "uniform sampler Texture_SecondaryColor : register(s5),\n"
2958 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2959 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
2960 "#endif\n"
2961 "#ifdef USEGLOW\n"
2962 "uniform sampler Texture_SecondaryGlow : register(s7),\n"
2963 "#endif\n"
2964 "#endif\n"
2965 "#ifdef USECOLORMAPPING\n"
2966 "uniform sampler Texture_Pants : register(s4),\n"
2967 "uniform sampler Texture_Shirt : register(s7),\n"
2968 "#endif\n"
2969 "#ifdef USEFOG\n"
2970 "uniform sampler Texture_FogHeightTexture : register(s14),\n"
2971 "uniform sampler Texture_FogMask : register(s8),\n"
2972 "#endif\n"
2973 "#ifdef USELIGHTMAP\n"
2974 "uniform sampler Texture_Lightmap : register(s9),\n"
2975 "#endif\n"
2976 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2977 "uniform sampler Texture_Deluxemap : register(s10),\n"
2978 "#endif\n"
2979 "#ifdef USEREFLECTION\n"
2980 "uniform sampler Texture_Reflection : register(s7),\n"
2981 "#endif\n"
2982 "\n"
2983 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2984 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2985 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2986 "#endif\n"
2987 "#ifdef USEDEFERREDLIGHTMAP\n"
2988 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2989 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2990 "uniform sampler Texture_ScreenDiffuse : register(s11),\n"
2991 "uniform sampler Texture_ScreenSpecular : register(s12),\n"
2992 "#endif\n"
2993 "\n"
2994 "#ifdef USECOLORMAPPING\n"
2995 "uniform half3 Color_Pants : register(c7),\n"
2996 "uniform half3 Color_Shirt : register(c8),\n"
2997 "#endif\n"
2998 "#ifdef USEFOG\n"
2999 "uniform float3 FogColor : register(c16),\n"
3000 "uniform float FogRangeRecip : register(c20),\n"
3001 "uniform float FogPlaneViewDist : register(c19),\n"
3002 "uniform float FogHeightFade : register(c17),\n"
3003 "#endif\n"
3004 "\n"
3005 "#ifdef USEOFFSETMAPPING\n"
3006 "uniform float OffsetMapping_Scale : register(c24),\n"
3007 "#endif\n"
3008 "\n"
3009 "#ifdef USEDEFERREDLIGHTMAP\n"
3010 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
3011 "uniform half3 DeferredMod_Diffuse : register(c12),\n"
3012 "uniform half3 DeferredMod_Specular : register(c13),\n"
3013 "#endif\n"
3014 "uniform half3 Color_Ambient : register(c3),\n"
3015 "uniform half3 Color_Diffuse : register(c4),\n"
3016 "uniform half3 Color_Specular : register(c5),\n"
3017 "uniform half SpecularPower : register(c36),\n"
3018 "#ifdef USEGLOW\n"
3019 "uniform half3 Color_Glow : register(c6),\n"
3020 "#endif\n"
3021 "uniform half Alpha : register(c0),\n"
3022 "#ifdef USEREFLECTION\n"
3023 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
3024 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
3025 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
3026 "uniform half4 ReflectColor : register(c26),\n"
3027 "#endif\n"
3028 "#ifdef USEREFLECTCUBE\n"
3029 "uniform float4x4 ModelToReflectCube : register(c48),\n"
3030 "uniform sampler Texture_ReflectMask : register(s5),\n"
3031 "uniform samplerCUBE Texture_ReflectCube : register(s6),\n"
3032 "#endif\n"
3033 "#ifdef MODE_LIGHTDIRECTION\n"
3034 "uniform half3 LightColor : register(c21),\n"
3035 "#endif\n"
3036 "#ifdef MODE_LIGHTSOURCE\n"
3037 "uniform half3 LightColor : register(c21),\n"
3038 "#endif\n"
3039 "\n"
3040 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3041 "uniform sampler Texture_Attenuation : register(s9),\n"
3042 "uniform samplerCUBE Texture_Cube : register(s10),\n"
3043 "#endif\n"
3044 "\n"
3045 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3046 "\n"
3047 "#ifdef USESHADOWMAP2D\n"
3048 "# ifdef USESHADOWSAMPLER\n"
3049 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
3050 "# else\n"
3051 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
3052 "# endif\n"
3053 "#endif\n"
3054 "\n"
3055 "#ifdef USESHADOWMAPVSDCT\n"
3056 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
3057 "#endif\n"
3058 "\n"
3059 "#if defined(USESHADOWMAP2D)\n"
3060 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
3061 "uniform float4 ShadowMap_Parameters : register(c34),\n"
3062 "#endif\n"
3063 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3064 "\n"
3065 "out float4 gl_FragColor : COLOR\n"
3066 ")\n"
3067 "{\n"
3068 "       float2 TexCoord = TexCoordBoth.xy;\n"
3069 "#ifdef USEVERTEXTEXTUREBLEND\n"
3070 "       float2 TexCoord2 = TexCoordBoth.zw;\n"
3071 "#endif\n"
3072 "#ifdef USEOFFSETMAPPING\n"
3073 "       // apply offsetmapping\n"
3074 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3075 "#define TexCoord TexCoordOffset\n"
3076 "#endif\n"
3077 "\n"
3078 "       // combine the diffuse textures (base, pants, shirt)\n"
3079 "       half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3080 "#ifdef USEALPHAKILL\n"
3081 "       if (color.a < 0.5)\n"
3082 "               discard;\n"
3083 "#endif\n"
3084 "       color.a *= Alpha;\n"
3085 "#ifdef USECOLORMAPPING\n"
3086 "       color.rgb += half3(tex2D(Texture_Pants, TexCoord).rgb) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord).rgb) * Color_Shirt;\n"
3087 "#endif\n"
3088 "#ifdef USEVERTEXTEXTUREBLEND\n"
3089 "       half terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3090 "       //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3091 "       //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3092 "       color.rgb = half3(lerp(tex2D(Texture_SecondaryColor, TexCoord2).rgb, float3(color.rgb), terrainblend));\n"
3093 "       color.a = 1.0;\n"
3094 "       //color = half4(lerp(float4(1, 0, 0, 1), color, terrainblend));\n"
3095 "#endif\n"
3096 "\n"
3097 "       // get the surface normal\n"
3098 "#ifdef USEVERTEXTEXTUREBLEND\n"
3099 "       half3 surfacenormal = normalize(half3(lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3100 "#else\n"
3101 "       half3 surfacenormal = half3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5, 0.5, 0.5)));\n"
3102 "#endif\n"
3103 "\n"
3104 "       // get the material colors\n"
3105 "       half3 diffusetex = color.rgb;\n"
3106 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3107 "# ifdef USEVERTEXTEXTUREBLEND\n"
3108 "       half4 glosstex = half4(lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord), terrainblend));\n"
3109 "# else\n"
3110 "       half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3111 "# endif\n"
3112 "#endif\n"
3113 "\n"
3114 "#ifdef USEREFLECTCUBE\n"
3115 "       float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3116 "       float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3117 "       float3 ReflectCubeTexCoord = mul(ModelToReflectCube, float4(ModelReflectVector, 0)).xyz;\n"
3118 "       diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord).rgb) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord).rgb);\n"
3119 "#endif\n"
3120 "\n"
3121 "\n"
3122 "\n"
3123 "\n"
3124 "#ifdef MODE_LIGHTSOURCE\n"
3125 "       // light source\n"
3126 "#ifdef USEDIFFUSE\n"
3127 "       half3 lightnormal = half3(normalize(LightVector));\n"
3128 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3129 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3130 "#ifdef USESPECULAR\n"
3131 "#ifdef USEEXACTSPECULARMATH\n"
3132 "       half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3133 "#else\n"
3134 "       half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3135 "       half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3136 "#endif\n"
3137 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3138 "#endif\n"
3139 "#else\n"
3140 "       color.rgb = diffusetex * Color_Ambient;\n"
3141 "#endif\n"
3142 "       color.rgb *= LightColor;\n"
3143 "       color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
3144 "#if defined(USESHADOWMAP2D)\n"
3145 "       color.rgb *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3146 "#ifdef USESHADOWMAPVSDCT\n"
3147 ", Texture_CubeProjection\n"
3148 "#endif\n"
3149 "       ));\n"
3150 "\n"
3151 "#endif\n"
3152 "# ifdef USECUBEFILTER\n"
3153 "       color.rgb *= half3(texCUBE(Texture_Cube, CubeVector).rgb);\n"
3154 "# endif\n"
3155 "\n"
3156 "#ifdef USESHADOWMAP2D\n"
3157 "#ifdef USESHADOWMAPVSDCT\n"
3158 "//     float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection);\n"
3159 "#else\n"
3160 "//     float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters);\n"
3161 "#endif\n"
3162 "//     color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3163 "//     color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
3164 "//     color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
3165 "//     color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3166 "//     color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3167 "//     color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
3168 "//     color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
3169 "//     color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3170 "//     color.r = half(shadowmaptc.z - texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3171 "//     color.r = half(shadowmaptc.z);\n"
3172 "//     color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3173 "//     color.r = half(shadowmaptc.z);\n"
3174 "//     color.r = 1;\n"
3175 "//     color.rgb = abs(CubeVector);\n"
3176 "#endif\n"
3177 "//     color.rgb = half3(1,1,1);\n"
3178 "#endif // MODE_LIGHTSOURCE\n"
3179 "\n"
3180 "\n"
3181 "\n"
3182 "\n"
3183 "#ifdef MODE_LIGHTDIRECTION\n"
3184 "#define SHADING\n"
3185 "#ifdef USEDIFFUSE\n"
3186 "       half3 lightnormal = half3(normalize(LightVector));\n"
3187 "#endif\n"
3188 "#define lightcolor LightColor\n"
3189 "#endif // MODE_LIGHTDIRECTION\n"
3190 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3191 "#define SHADING\n"
3192 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3193 "       half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3194 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3195 "       // convert modelspace light vector to tangentspace\n"
3196 "       half3 lightnormal;\n"
3197 "       lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3198 "       lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3199 "       lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3200 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3201 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3202 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3203 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3204 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3205 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3206 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3207 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3208 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3209 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3210 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3211 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3212 "#define SHADING\n"
3213 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3214 "       half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3215 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3216 "#endif\n"
3217 "\n"
3218 "\n"
3219 "\n"
3220 "\n"
3221 "#ifdef MODE_FAKELIGHT\n"
3222 "#define SHADING\n"
3223 "half3 lightnormal = half3(normalize(EyeVector));\n"
3224 "half3 lightcolor = half3(1.0,1.0,1.0);\n"
3225 "#endif // MODE_FAKELIGHT\n"
3226 "\n"
3227 "\n"
3228 "\n"
3229 "\n"
3230 "#ifdef MODE_LIGHTMAP\n"
3231 "       color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb) * Color_Diffuse);\n"
3232 "#endif // MODE_LIGHTMAP\n"
3233 "#ifdef MODE_VERTEXCOLOR\n"
3234 "       color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3235 "#endif // MODE_VERTEXCOLOR\n"
3236 "#ifdef MODE_FLATCOLOR\n"
3237 "       color.rgb = diffusetex * Color_Ambient;\n"
3238 "#endif // MODE_FLATCOLOR\n"
3239 "\n"
3240 "\n"
3241 "\n"
3242 "\n"
3243 "#ifdef SHADING\n"
3244 "# ifdef USEDIFFUSE\n"
3245 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3246 "#  ifdef USESPECULAR\n"
3247 "#   ifdef USEEXACTSPECULARMATH\n"
3248 "       half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3249 "#   else\n"
3250 "       half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3251 "       half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3252 "#   endif\n"
3253 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3254 "#  else\n"
3255 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3256 "#  endif\n"
3257 "# else\n"
3258 "       color.rgb = diffusetex * Color_Ambient;\n"
3259 "# endif\n"
3260 "#endif\n"
3261 "\n"
3262 "#ifdef USESHADOWMAPORTHO\n"
3263 "       color.rgb *= half(ShadowMapCompare(ShadowMapTC, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale));\n"
3264 "#endif\n"
3265 "\n"
3266 "#ifdef USEDEFERREDLIGHTMAP\n"
3267 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3268 "       color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord).rgb) * DeferredMod_Diffuse;\n"
3269 "       color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord).rgb) * DeferredMod_Specular;\n"
3270 "//     color.rgb = half3(tex2D(Texture_ScreenDepth, ScreenTexCoord).rgb);\n"
3271 "//     color.r = half(texDepth2D(Texture_ScreenDepth, ScreenTexCoord)) * 1.0;\n"
3272 "#endif\n"
3273 "\n"
3274 "#ifdef USEGLOW\n"
3275 "#ifdef USEVERTEXTEXTUREBLEND\n"
3276 "       color.rgb += half3(lerp(tex2D(Texture_SecondaryGlow, TexCoord2).rgb, tex2D(Texture_Glow, TexCoord).rgb, terrainblend)) * Color_Glow;\n"
3277 "#else\n"
3278 "       color.rgb += half3(tex2D(Texture_Glow, TexCoord).rgb) * Color_Glow;\n"
3279 "#endif\n"
3280 "#endif\n"
3281 "\n"
3282 "#ifdef USEFOG\n"
3283 "       color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3284 "#endif\n"
3285 "\n"
3286 "       // 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"
3287 "#ifdef USEREFLECTION\n"
3288 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3289 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3290 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3291 "       float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.zw;\n"
3292 "       // FIXME temporary hack to detect the case that the reflection\n"
3293 "       // gets blackened at edges due to leaving the area that contains actual\n"
3294 "       // content.\n"
3295 "       // Remove this 'ack once we have a better way to stop this thing from\n"
3296 "       // 'appening.\n"
3297 "       float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3298 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3299 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3300 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3301 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3302 "       color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord).rgb) * ReflectColor.rgb, ReflectColor.a);\n"
3303 "#endif\n"
3304 "\n"
3305 "       gl_FragColor = float4(color);\n"
3306 "}\n"
3307 "#endif // FRAGMENT_SHADER\n"
3308 "\n"
3309 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3310 "#endif // !MODE_DEFERREDGEOMETRY\n"
3311 "#endif // !MODE_WATER\n"
3312 "#endif // !MODE_REFRACTION\n"
3313 "#endif // !MODE_BLOOMBLUR\n"
3314 "#endif // !MODE_GENERIC\n"
3315 "#endif // !MODE_POSTPROCESS\n"
3316 "#endif // !MODE_SHOWDEPTH\n"
3317 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3318 ;
3319
3320 char *glslshaderstring = NULL;
3321 char *cgshaderstring = NULL;
3322 char *hlslshaderstring = NULL;
3323
3324 //=======================================================================================================================================================
3325
3326 typedef struct shaderpermutationinfo_s
3327 {
3328         const char *pretext;
3329         const char *name;
3330 }
3331 shaderpermutationinfo_t;
3332
3333 typedef struct shadermodeinfo_s
3334 {
3335         const char *vertexfilename;
3336         const char *geometryfilename;
3337         const char *fragmentfilename;
3338         const char *pretext;
3339         const char *name;
3340 }
3341 shadermodeinfo_t;
3342
3343 typedef enum shaderpermutation_e
3344 {
3345         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3346         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3347         SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only), use vertex colors (generic only)
3348         SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3349         SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3350         SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3351         SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3352         SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3353         SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3354         SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3355         SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3356         SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3357         SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3358         SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3359         SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3360         SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
3361         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3362         SHADERPERMUTATION_SHADOWMAP2D = 1<<17, ///< (lightsource) use shadowmap texture as light filter
3363         SHADERPERMUTATION_SHADOWMAPPCF = 1<<18, ///< (lightsource) use percentage closer filtering on shadowmap test results
3364         SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<19, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3365         SHADERPERMUTATION_SHADOWSAMPLER = 1<<20, ///< (lightsource) use hardware shadowmap test
3366         SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<21, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3367         SHADERPERMUTATION_SHADOWMAPORTHO = 1<<22, //< (lightsource) use orthographic shadowmap projection
3368         SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<23, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3369         SHADERPERMUTATION_ALPHAKILL = 1<<24, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3370         SHADERPERMUTATION_REFLECTCUBE = 1<<25, ///< fake reflections using global cubemap (not HDRI light probe)
3371         SHADERPERMUTATION_NORMALMAPSCROLLBLEND = 1<<26, // (water) counter-direction normalmaps scrolling
3372         SHADERPERMUTATION_LIMIT = 1<<27, ///< size of permutations array
3373         SHADERPERMUTATION_COUNT = 27 ///< size of shaderpermutationinfo array
3374 }
3375 shaderpermutation_t;
3376
3377 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3378 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3379 {
3380         {"#define USEDIFFUSE\n", " diffuse"},
3381         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3382         {"#define USEVIEWTINT\n", " viewtint"},
3383         {"#define USECOLORMAPPING\n", " colormapping"},
3384         {"#define USESATURATION\n", " saturation"},
3385         {"#define USEFOGINSIDE\n", " foginside"},
3386         {"#define USEFOGOUTSIDE\n", " fogoutside"},
3387         {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3388         {"#define USEGAMMARAMPS\n", " gammaramps"},
3389         {"#define USECUBEFILTER\n", " cubefilter"},
3390         {"#define USEGLOW\n", " glow"},
3391         {"#define USEBLOOM\n", " bloom"},
3392         {"#define USESPECULAR\n", " specular"},
3393         {"#define USEPOSTPROCESSING\n", " postprocessing"},
3394         {"#define USEREFLECTION\n", " reflection"},
3395         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3396         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3397         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3398         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3399         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3400         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3401         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3402         {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3403         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3404         {"#define USEALPHAKILL\n", " alphakill"},
3405         {"#define USEREFLECTCUBE\n", " reflectcube"},
3406         {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
3407 };
3408
3409 // this enum selects which of the glslshadermodeinfo entries should be used
3410 typedef enum shadermode_e
3411 {
3412         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3413         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3414         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3415         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3416         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3417         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3418         SHADERMODE_FAKELIGHT, ///< (fakelight) modulate texture by "fake" lighting (no lightmaps, no nothing)
3419         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3420         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3421         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3422         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3423         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3424         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3425         SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3426         SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3427         SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3428         SHADERMODE_COUNT
3429 }
3430 shadermode_t;
3431
3432 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3433 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3434 {
3435         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3436         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3437         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3438         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3439         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3440         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3441         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
3442         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3443         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3444         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3445         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3446         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3447         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3448         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3449         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3450         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3451 };
3452
3453 #ifdef SUPPORTCG
3454 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3455 {
3456         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3457         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3458         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3459         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3460         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3461         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3462         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FAKELIGHT\n", " fakelight"},
3463         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3464         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3465         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3466         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3467         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3468         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3469         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3470         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3471         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3472 };
3473 #endif
3474
3475 #ifdef SUPPORTD3D
3476 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
3477 {
3478         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
3479         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3480         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3481         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3482         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3483         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3484         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
3485         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3486         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3487         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3488         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3489         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
3490         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
3491         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3492         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3493         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3494 };
3495 #endif
3496
3497 struct r_glsl_permutation_s;
3498 typedef struct r_glsl_permutation_s
3499 {
3500         /// hash lookup data
3501         struct r_glsl_permutation_s *hashnext;
3502         unsigned int mode;
3503         unsigned int permutation;
3504
3505         /// indicates if we have tried compiling this permutation already
3506         qboolean compiled;
3507         /// 0 if compilation failed
3508         int program;
3509         /// locations of detected uniforms in program object, or -1 if not found
3510         int loc_Texture_First;
3511         int loc_Texture_Second;
3512         int loc_Texture_GammaRamps;
3513         int loc_Texture_Normal;
3514         int loc_Texture_Color;
3515         int loc_Texture_Gloss;
3516         int loc_Texture_Glow;
3517         int loc_Texture_SecondaryNormal;
3518         int loc_Texture_SecondaryColor;
3519         int loc_Texture_SecondaryGloss;
3520         int loc_Texture_SecondaryGlow;
3521         int loc_Texture_Pants;
3522         int loc_Texture_Shirt;
3523         int loc_Texture_FogHeightTexture;
3524         int loc_Texture_FogMask;
3525         int loc_Texture_Lightmap;
3526         int loc_Texture_Deluxemap;
3527         int loc_Texture_Attenuation;
3528         int loc_Texture_Cube;
3529         int loc_Texture_Refraction;
3530         int loc_Texture_Reflection;
3531         int loc_Texture_ShadowMap2D;
3532         int loc_Texture_CubeProjection;
3533         int loc_Texture_ScreenDepth;
3534         int loc_Texture_ScreenNormalMap;
3535         int loc_Texture_ScreenDiffuse;
3536         int loc_Texture_ScreenSpecular;
3537         int loc_Texture_ReflectMask;
3538         int loc_Texture_ReflectCube;
3539         int loc_Alpha;
3540         int loc_BloomBlur_Parameters;
3541         int loc_ClientTime;
3542         int loc_Color_Ambient;
3543         int loc_Color_Diffuse;
3544         int loc_Color_Specular;
3545         int loc_Color_Glow;
3546         int loc_Color_Pants;
3547         int loc_Color_Shirt;
3548         int loc_DeferredColor_Ambient;
3549         int loc_DeferredColor_Diffuse;
3550         int loc_DeferredColor_Specular;
3551         int loc_DeferredMod_Diffuse;
3552         int loc_DeferredMod_Specular;
3553         int loc_DistortScaleRefractReflect;
3554         int loc_EyePosition;
3555         int loc_FogColor;
3556         int loc_FogHeightFade;
3557         int loc_FogPlane;
3558         int loc_FogPlaneViewDist;
3559         int loc_FogRangeRecip;
3560         int loc_LightColor;
3561         int loc_LightDir;
3562         int loc_LightPosition;
3563         int loc_OffsetMapping_Scale;
3564         int loc_PixelSize;
3565         int loc_ReflectColor;
3566         int loc_ReflectFactor;
3567         int loc_ReflectOffset;
3568         int loc_RefractColor;
3569         int loc_Saturation;
3570         int loc_ScreenCenterRefractReflect;
3571         int loc_ScreenScaleRefractReflect;
3572         int loc_ScreenToDepth;
3573         int loc_ShadowMap_Parameters;
3574         int loc_ShadowMap_TextureScale;
3575         int loc_SpecularPower;
3576         int loc_UserVec1;
3577         int loc_UserVec2;
3578         int loc_UserVec3;
3579         int loc_UserVec4;
3580         int loc_ViewTintColor;
3581         int loc_ViewToLight;
3582         int loc_ModelToLight;
3583         int loc_TexMatrix;
3584         int loc_BackgroundTexMatrix;
3585         int loc_ModelViewProjectionMatrix;
3586         int loc_ModelViewMatrix;
3587         int loc_PixelToScreenTexCoord;
3588         int loc_ModelToReflectCube;
3589         int loc_ShadowMapMatrix;
3590         int loc_BloomColorSubtract;
3591         int loc_NormalmapScrollBlend;
3592 }
3593 r_glsl_permutation_t;
3594
3595 #define SHADERPERMUTATION_HASHSIZE 256
3596
3597
3598 // non-degradable "lightweight" shader parameters to keep the permutations simpler
3599 // these can NOT degrade! only use for simple stuff
3600 enum
3601 {
3602         SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
3603         SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3604         SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
3605         SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
3606         SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
3607         SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5  ///< postprocess uservec4 is enabled
3608 };
3609 #define SHADERSTATICPARMS_COUNT 6
3610
3611 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
3612 static int shaderstaticparms_count = 0;
3613
3614 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
3615 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
3616 qboolean R_CompileShader_CheckStaticParms(void)
3617 {
3618         static int r_compileshader_staticparms_save[1];
3619         memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
3620         memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
3621
3622         // detect all
3623         if (r_glsl_saturation_redcompensate.integer)
3624                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
3625         if (r_shadow_glossexact.integer)
3626                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
3627         if (r_glsl_postprocess.integer)
3628         {
3629                 if (r_glsl_postprocess_uservec1_enable.integer)
3630                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
3631                 if (r_glsl_postprocess_uservec2_enable.integer)
3632                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
3633                 if (r_glsl_postprocess_uservec3_enable.integer)
3634                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
3635                 if (r_glsl_postprocess_uservec4_enable.integer)
3636                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
3637         }
3638         return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
3639 }
3640
3641 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
3642         if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
3643                 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
3644         else \
3645                 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
3646 void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
3647 {
3648         shaderstaticparms_count = 0;
3649
3650         // emit all
3651         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
3652         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
3653         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
3654         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
3655         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
3656         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
3657 }
3658
3659 /// information about each possible shader permutation
3660 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3661 /// currently selected permutation
3662 r_glsl_permutation_t *r_glsl_permutation;
3663 /// storage for permutations linked in the hash table
3664 memexpandablearray_t r_glsl_permutationarray;
3665
3666 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3667 {
3668         //unsigned int hashdepth = 0;
3669         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3670         r_glsl_permutation_t *p;
3671         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3672         {
3673                 if (p->mode == mode && p->permutation == permutation)
3674                 {
3675                         //if (hashdepth > 10)
3676                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3677                         return p;
3678                 }
3679                 //hashdepth++;
3680         }
3681         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3682         p->mode = mode;
3683         p->permutation = permutation;
3684         p->hashnext = r_glsl_permutationhash[mode][hashindex];
3685         r_glsl_permutationhash[mode][hashindex] = p;
3686         //if (hashdepth > 10)
3687         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3688         return p;
3689 }
3690
3691 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3692 {
3693         char *shaderstring;
3694         if (!filename || !filename[0])
3695                 return NULL;
3696         if (!strcmp(filename, "glsl/default.glsl"))
3697         {
3698                 if (!glslshaderstring)
3699                 {
3700                         glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3701                         if (glslshaderstring)
3702                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
3703                         else
3704                                 glslshaderstring = (char *)builtinshaderstring;
3705                 }
3706                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3707                 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3708                 return shaderstring;
3709         }
3710         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3711         if (shaderstring)
3712         {
3713                 if (printfromdisknotice)
3714                         Con_DPrintf("from disk %s... ", filename);
3715                 return shaderstring;
3716         }
3717         return shaderstring;
3718 }
3719
3720 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3721 {
3722         int i;
3723         shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3724         char *vertexstring, *geometrystring, *fragmentstring;
3725         char permutationname[256];
3726         int vertstrings_count = 0;
3727         int geomstrings_count = 0;
3728         int fragstrings_count = 0;
3729         const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
3730         const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
3731         const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
3732
3733         if (p->compiled)
3734                 return;
3735         p->compiled = true;
3736         p->program = 0;
3737
3738         permutationname[0] = 0;
3739         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
3740         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3741         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3742
3743         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3744
3745         // the first pretext is which type of shader to compile as
3746         // (later these will all be bound together as a program object)
3747         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3748         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3749         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3750
3751         // the second pretext is the mode (for example a light source)
3752         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3753         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3754         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3755         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3756
3757         // now add all the permutation pretexts
3758         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3759         {
3760                 if (permutation & (1<<i))
3761                 {
3762                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3763                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3764                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3765                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3766                 }
3767                 else
3768                 {
3769                         // keep line numbers correct
3770                         vertstrings_list[vertstrings_count++] = "\n";
3771                         geomstrings_list[geomstrings_count++] = "\n";
3772                         fragstrings_list[fragstrings_count++] = "\n";
3773                 }
3774         }
3775
3776         // add static parms
3777         R_CompileShader_AddStaticParms(mode, permutation);
3778         memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
3779         vertstrings_count += shaderstaticparms_count;
3780         memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
3781         geomstrings_count += shaderstaticparms_count;
3782         memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
3783         fragstrings_count += shaderstaticparms_count;
3784
3785         // now append the shader text itself
3786         vertstrings_list[vertstrings_count++] = vertexstring;
3787         geomstrings_list[geomstrings_count++] = geometrystring;
3788         fragstrings_list[fragstrings_count++] = fragmentstring;
3789
3790         // if any sources were NULL, clear the respective list
3791         if (!vertexstring)
3792                 vertstrings_count = 0;
3793         if (!geometrystring)
3794                 geomstrings_count = 0;
3795         if (!fragmentstring)
3796                 fragstrings_count = 0;
3797
3798         // compile the shader program
3799         if (vertstrings_count + geomstrings_count + fragstrings_count)
3800                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3801         if (p->program)
3802         {
3803                 CHECKGLERROR
3804                 qglUseProgramObjectARB(p->program);CHECKGLERROR
3805                 // look up all the uniform variable names we care about, so we don't
3806                 // have to look them up every time we set them
3807
3808                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
3809                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
3810                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3811                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
3812                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
3813                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3814                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
3815                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3816                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3817                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3818                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3819                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
3820                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3821                 p->loc_Texture_FogHeightTexture   = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3822                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3823                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3824                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3825                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3826                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
3827                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3828                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3829                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3830                 p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3831                 p->loc_Texture_ScreenDepth        = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3832                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3833                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3834                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3835                 p->loc_Texture_ReflectMask        = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3836                 p->loc_Texture_ReflectCube        = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3837                 p->loc_Alpha                      = qglGetUniformLocationARB(p->program, "Alpha");
3838                 p->loc_BloomBlur_Parameters       = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3839                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
3840                 p->loc_Color_Ambient              = qglGetUniformLocationARB(p->program, "Color_Ambient");
3841                 p->loc_Color_Diffuse              = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3842                 p->loc_Color_Specular             = qglGetUniformLocationARB(p->program, "Color_Specular");
3843                 p->loc_Color_Glow                 = qglGetUniformLocationARB(p->program, "Color_Glow");
3844                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
3845                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
3846                 p->loc_DeferredColor_Ambient      = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3847                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3848                 p->loc_DeferredColor_Specular     = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3849                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3850                 p->loc_DeferredMod_Specular       = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3851                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3852                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
3853                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
3854                 p->loc_FogHeightFade              = qglGetUniformLocationARB(p->program, "FogHeightFade");
3855                 p->loc_FogPlane                   = qglGetUniformLocationARB(p->program, "FogPlane");
3856                 p->loc_FogPlaneViewDist           = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3857                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3858                 p->loc_LightColor                 = qglGetUniformLocationARB(p->program, "LightColor");
3859                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
3860                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
3861                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3862                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
3863                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
3864                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
3865                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
3866                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
3867                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
3868                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3869                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3870                 p->loc_ScreenToDepth              = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3871                 p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3872                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3873                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
3874                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
3875                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
3876                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
3877                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
3878                 p->loc_ViewTintColor              = qglGetUniformLocationARB(p->program, "ViewTintColor");
3879                 p->loc_ViewToLight                = qglGetUniformLocationARB(p->program, "ViewToLight");
3880                 p->loc_ModelToLight               = qglGetUniformLocationARB(p->program, "ModelToLight");
3881                 p->loc_TexMatrix                  = qglGetUniformLocationARB(p->program, "TexMatrix");
3882                 p->loc_BackgroundTexMatrix        = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3883                 p->loc_ModelViewMatrix            = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3884                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3885                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3886                 p->loc_ModelToReflectCube         = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3887                 p->loc_ShadowMapMatrix            = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3888                 p->loc_BloomColorSubtract         = qglGetUniformLocationARB(p->program, "BloomColorSubtract");
3889                 p->loc_NormalmapScrollBlend       = qglGetUniformLocationARB(p->program, "NormalmapScrollBlend");
3890                 // initialize the samplers to refer to the texture units we use
3891                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
3892                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
3893                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
3894                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
3895                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
3896                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
3897                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
3898                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3899                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3900                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3901                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
3902                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
3903                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
3904                 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3905                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
3906                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
3907                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
3908                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
3909                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
3910                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
3911                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
3912                 if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , GL20TU_SHADOWMAP2D);
3913                 if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3914                 if (p->loc_Texture_ScreenDepth     >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth    , GL20TU_SCREENDEPTH);
3915                 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3916                 if (p->loc_Texture_ScreenDiffuse   >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse  , GL20TU_SCREENDIFFUSE);
3917                 if (p->loc_Texture_ScreenSpecular  >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3918                 if (p->loc_Texture_ReflectMask     >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask    , GL20TU_REFLECTMASK);
3919                 if (p->loc_Texture_ReflectCube     >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube    , GL20TU_REFLECTCUBE);
3920                 CHECKGLERROR
3921                 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3922         }
3923         else
3924                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
3925
3926         // free the strings
3927         if (vertexstring)
3928                 Mem_Free(vertexstring);
3929         if (geometrystring)
3930                 Mem_Free(geometrystring);
3931         if (fragmentstring)
3932                 Mem_Free(fragmentstring);
3933 }
3934
3935 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3936 {
3937         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3938         if (r_glsl_permutation != perm)
3939         {
3940                 r_glsl_permutation = perm;
3941                 if (!r_glsl_permutation->program)
3942                 {
3943                         if (!r_glsl_permutation->compiled)
3944                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3945                         if (!r_glsl_permutation->program)
3946                         {
3947                                 // remove features until we find a valid permutation
3948                                 int i;
3949                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3950                                 {
3951                                         // reduce i more quickly whenever it would not remove any bits
3952                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3953                                         if (!(permutation & j))
3954                                                 continue;
3955                                         permutation -= j;
3956                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3957                                         if (!r_glsl_permutation->compiled)
3958                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3959                                         if (r_glsl_permutation->program)
3960                                                 break;
3961                                 }
3962                                 if (i >= SHADERPERMUTATION_COUNT)
3963                                 {
3964                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3965                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3966                                         qglUseProgramObjectARB(0);CHECKGLERROR
3967                                         return; // no bit left to clear, entire mode is broken
3968                                 }
3969                         }
3970                 }
3971                 CHECKGLERROR
3972                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3973         }
3974         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3975         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3976         if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3977 }
3978
3979 #ifdef SUPPORTCG
3980 #include <Cg/cgGL.h>
3981 struct r_cg_permutation_s;
3982 typedef struct r_cg_permutation_s
3983 {
3984         /// hash lookup data
3985         struct r_cg_permutation_s *hashnext;
3986         unsigned int mode;
3987         unsigned int permutation;
3988
3989         /// indicates if we have tried compiling this permutation already
3990         qboolean compiled;
3991         /// 0 if compilation failed
3992         CGprogram vprogram;
3993         CGprogram fprogram;
3994         /// locations of detected parameters in programs, or NULL if not found
3995         CGparameter vp_EyePosition;
3996         CGparameter vp_FogPlane;
3997         CGparameter vp_LightDir;
3998         CGparameter vp_LightPosition;
3999         CGparameter vp_ModelToLight;
4000         CGparameter vp_TexMatrix;
4001         CGparameter vp_BackgroundTexMatrix;
4002         CGparameter vp_ModelViewProjectionMatrix;
4003         CGparameter vp_ModelViewMatrix;
4004         CGparameter vp_ShadowMapMatrix;
4005
4006         CGparameter fp_Texture_First;
4007         CGparameter fp_Texture_Second;
4008         CGparameter fp_Texture_GammaRamps;
4009         CGparameter fp_Texture_Normal;
4010         CGparameter fp_Texture_Color;
4011         CGparameter fp_Texture_Gloss;
4012         CGparameter fp_Texture_Glow;
4013         CGparameter fp_Texture_SecondaryNormal;
4014         CGparameter fp_Texture_SecondaryColor;
4015         CGparameter fp_Texture_SecondaryGloss;
4016         CGparameter fp_Texture_SecondaryGlow;
4017         CGparameter fp_Texture_Pants;
4018         CGparameter fp_Texture_Shirt;
4019         CGparameter fp_Texture_FogHeightTexture;
4020         CGparameter fp_Texture_FogMask;
4021         CGparameter fp_Texture_Lightmap;
4022         CGparameter fp_Texture_Deluxemap;
4023         CGparameter fp_Texture_Attenuation;
4024         CGparameter fp_Texture_Cube;
4025         CGparameter fp_Texture_Refraction;
4026         CGparameter fp_Texture_Reflection;
4027         CGparameter fp_Texture_ShadowMap2D;
4028         CGparameter fp_Texture_CubeProjection;
4029         CGparameter fp_Texture_ScreenDepth;
4030         CGparameter fp_Texture_ScreenNormalMap;
4031         CGparameter fp_Texture_ScreenDiffuse;
4032         CGparameter fp_Texture_ScreenSpecular;
4033         CGparameter fp_Texture_ReflectMask;
4034         CGparameter fp_Texture_ReflectCube;
4035         CGparameter fp_Alpha;
4036         CGparameter fp_BloomBlur_Parameters;
4037         CGparameter fp_ClientTime;
4038         CGparameter fp_Color_Ambient;
4039         CGparameter fp_Color_Diffuse;
4040         CGparameter fp_Color_Specular;
4041         CGparameter fp_Color_Glow;
4042         CGparameter fp_Color_Pants;
4043         CGparameter fp_Color_Shirt;
4044         CGparameter fp_DeferredColor_Ambient;
4045         CGparameter fp_DeferredColor_Diffuse;
4046         CGparameter fp_DeferredColor_Specular;
4047         CGparameter fp_DeferredMod_Diffuse;
4048         CGparameter fp_DeferredMod_Specular;
4049         CGparameter fp_DistortScaleRefractReflect;
4050         CGparameter fp_EyePosition;
4051         CGparameter fp_FogColor;
4052         CGparameter fp_FogHeightFade;
4053         CGparameter fp_FogPlane;
4054         CGparameter fp_FogPlaneViewDist;
4055         CGparameter fp_FogRangeRecip;
4056         CGparameter fp_LightColor;
4057         CGparameter fp_LightDir;
4058         CGparameter fp_LightPosition;
4059         CGparameter fp_OffsetMapping_Scale;
4060         CGparameter fp_PixelSize;
4061         CGparameter fp_ReflectColor;
4062         CGparameter fp_ReflectFactor;
4063         CGparameter fp_ReflectOffset;
4064         CGparameter fp_RefractColor;
4065         CGparameter fp_Saturation;
4066         CGparameter fp_ScreenCenterRefractReflect;
4067         CGparameter fp_ScreenScaleRefractReflect;
4068         CGparameter fp_ScreenToDepth;
4069         CGparameter fp_ShadowMap_Parameters;
4070         CGparameter fp_ShadowMap_TextureScale;
4071         CGparameter fp_SpecularPower;
4072         CGparameter fp_UserVec1;
4073         CGparameter fp_UserVec2;
4074         CGparameter fp_UserVec3;
4075         CGparameter fp_UserVec4;
4076         CGparameter fp_ViewTintColor;
4077         CGparameter fp_ViewToLight;
4078         CGparameter fp_PixelToScreenTexCoord;
4079         CGparameter fp_ModelToReflectCube;
4080         CGparameter fp_BloomColorSubtract;
4081         CGparameter fp_NormalmapScrollBlend;
4082 }
4083 r_cg_permutation_t;
4084
4085 /// information about each possible shader permutation
4086 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
4087 /// currently selected permutation
4088 r_cg_permutation_t *r_cg_permutation;
4089 /// storage for permutations linked in the hash table
4090 memexpandablearray_t r_cg_permutationarray;
4091
4092 #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));}}
4093
4094 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
4095 {
4096         //unsigned int hashdepth = 0;
4097         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4098         r_cg_permutation_t *p;
4099         for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
4100         {
4101                 if (p->mode == mode && p->permutation == permutation)
4102                 {
4103                         //if (hashdepth > 10)
4104                         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4105                         return p;
4106                 }
4107                 //hashdepth++;
4108         }
4109         p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
4110         p->mode = mode;
4111         p->permutation = permutation;
4112         p->hashnext = r_cg_permutationhash[mode][hashindex];
4113         r_cg_permutationhash[mode][hashindex] = p;
4114         //if (hashdepth > 10)
4115         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4116         return p;
4117 }
4118
4119 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
4120 {
4121         char *shaderstring;
4122         if (!filename || !filename[0])
4123                 return NULL;
4124         if (!strcmp(filename, "cg/default.cg"))
4125         {
4126                 if (!cgshaderstring)
4127                 {
4128                         cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4129                         if (cgshaderstring)
4130                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
4131                         else
4132                                 cgshaderstring = (char *)builtincgshaderstring;
4133                 }
4134                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4135                 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4136                 return shaderstring;
4137         }
4138         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4139         if (shaderstring)
4140         {
4141                 if (printfromdisknotice)
4142                         Con_DPrintf("from disk %s... ", filename);
4143                 return shaderstring;
4144         }
4145         return shaderstring;
4146 }
4147
4148 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4149 {
4150         // TODO: load or create .fp and .vp shader files
4151 }
4152
4153 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4154 {
4155         int i;
4156         shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4157         int vertstring_length = 0;
4158         int geomstring_length = 0;
4159         int fragstring_length = 0;
4160         char *t;
4161         char *vertexstring, *geometrystring, *fragmentstring;
4162         char *vertstring, *geomstring, *fragstring;
4163         char permutationname[256];
4164         char cachename[256];
4165         CGprofile vertexProfile;
4166         CGprofile fragmentProfile;
4167         int vertstrings_count = 0;
4168         int geomstrings_count = 0;
4169         int fragstrings_count = 0;
4170         const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
4171         const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
4172         const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
4173
4174         if (p->compiled)
4175                 return;
4176         p->compiled = true;
4177         p->vprogram = NULL;
4178         p->fprogram = NULL;
4179
4180         permutationname[0] = 0;
4181         cachename[0] = 0;
4182         vertexstring   = R_CG_GetText(modeinfo->vertexfilename, true);
4183         geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4184         fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4185
4186         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4187         strlcat(cachename, "cg/", sizeof(cachename));
4188
4189         // the first pretext is which type of shader to compile as
4190         // (later these will all be bound together as a program object)
4191         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4192         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4193         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4194
4195         // the second pretext is the mode (for example a light source)
4196         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4197         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4198         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4199         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4200         strlcat(cachename, modeinfo->name, sizeof(cachename));
4201
4202         // now add all the permutation pretexts
4203         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4204         {
4205                 if (permutation & (1<<i))
4206                 {
4207                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4208                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4209                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4210                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4211                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4212                 }
4213                 else
4214                 {
4215                         // keep line numbers correct
4216                         vertstrings_list[vertstrings_count++] = "\n";
4217                         geomstrings_list[geomstrings_count++] = "\n";
4218                         fragstrings_list[fragstrings_count++] = "\n";
4219                 }
4220         }
4221
4222         // add static parms
4223         R_CompileShader_AddStaticParms(mode, permutation);
4224         memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
4225         vertstrings_count += shaderstaticparms_count;
4226         memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
4227         geomstrings_count += shaderstaticparms_count;
4228         memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
4229         fragstrings_count += shaderstaticparms_count;
4230
4231         // replace spaces in the cachename with _ characters
4232         for (i = 0;cachename[i];i++)
4233                 if (cachename[i] == ' ')
4234                         cachename[i] = '_';
4235
4236         // now append the shader text itself
4237         vertstrings_list[vertstrings_count++] = vertexstring;
4238         geomstrings_list[geomstrings_count++] = geometrystring;
4239         fragstrings_list[fragstrings_count++] = fragmentstring;
4240
4241         // if any sources were NULL, clear the respective list
4242         if (!vertexstring)
4243                 vertstrings_count = 0;
4244         if (!geometrystring)
4245                 geomstrings_count = 0;
4246         if (!fragmentstring)
4247                 fragstrings_count = 0;
4248
4249         vertstring_length = 0;
4250         for (i = 0;i < vertstrings_count;i++)
4251                 vertstring_length += strlen(vertstrings_list[i]);
4252         vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4253         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4254                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4255
4256         geomstring_length = 0;
4257         for (i = 0;i < geomstrings_count;i++)
4258                 geomstring_length += strlen(geomstrings_list[i]);
4259         geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4260         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4261                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4262
4263         fragstring_length = 0;
4264         for (i = 0;i < fragstrings_count;i++)
4265                 fragstring_length += strlen(fragstrings_list[i]);
4266         fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4267         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4268                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4269
4270         CHECKGLERROR
4271         CHECKCGERROR
4272         //vertexProfile = CG_PROFILE_ARBVP1;
4273         //fragmentProfile = CG_PROFILE_ARBFP1;
4274         vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4275         fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4276         //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4277         //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4278         //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4279         CHECKGLERROR
4280
4281         // try to load the cached shader, or generate one
4282         R_CG_CacheShader(p, cachename, vertstring, fragstring);
4283
4284         // if caching failed, do a dynamic compile for now
4285         CHECKCGERROR
4286         if (vertstring[0] && !p->vprogram)
4287                 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4288         CHECKCGERROR
4289         if (fragstring[0] && !p->fprogram)
4290                 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4291         CHECKCGERROR
4292
4293         // look up all the uniform variable names we care about, so we don't
4294         // have to look them up every time we set them
4295         if (p->vprogram)
4296         {
4297                 CHECKCGERROR
4298                 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4299                 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4300                 p->vp_EyePosition                = cgGetNamedParameter(p->vprogram, "EyePosition");
4301                 p->vp_FogPlane                   = cgGetNamedParameter(p->vprogram, "FogPlane");
4302                 p->vp_LightDir                   = cgGetNamedParameter(p->vprogram, "LightDir");
4303                 p->vp_LightPosition              = cgGetNamedParameter(p->vprogram, "LightPosition");
4304                 p->vp_ModelToLight               = cgGetNamedParameter(p->vprogram, "ModelToLight");
4305                 p->vp_TexMatrix                  = cgGetNamedParameter(p->vprogram, "TexMatrix");
4306                 p->vp_BackgroundTexMatrix        = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4307                 p->vp_ModelViewProjectionMatrix  = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4308                 p->vp_ModelViewMatrix            = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4309                 p->vp_ShadowMapMatrix            = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4310                 CHECKCGERROR
4311         }
4312         if (p->fprogram)
4313         {
4314                 CHECKCGERROR
4315                 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4316                 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4317                 p->fp_Texture_First              = cgGetNamedParameter(p->fprogram, "Texture_First");
4318                 p->fp_Texture_Second             = cgGetNamedParameter(p->fprogram, "Texture_Second");
4319                 p->fp_Texture_GammaRamps         = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4320                 p->fp_Texture_Normal             = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4321                 p->fp_Texture_Color              = cgGetNamedParameter(p->fprogram, "Texture_Color");
4322                 p->fp_Texture_Gloss              = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4323                 p->fp_Texture_Glow               = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4324                 p->fp_Texture_SecondaryNormal    = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4325                 p->fp_Texture_SecondaryColor     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4326                 p->fp_Texture_SecondaryGloss     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4327                 p->fp_Texture_SecondaryGlow      = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4328                 p->fp_Texture_Pants              = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4329                 p->fp_Texture_Shirt              = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4330                 p->fp_Texture_FogHeightTexture   = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4331                 p->fp_Texture_FogMask            = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4332                 p->fp_Texture_Lightmap           = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4333                 p->fp_Texture_Deluxemap          = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4334                 p->fp_Texture_Attenuation        = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4335                 p->fp_Texture_Cube               = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4336                 p->fp_Texture_Refraction         = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4337                 p->fp_Texture_Reflection         = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4338                 p->fp_Texture_ShadowMap2D        = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4339                 p->fp_Texture_CubeProjection     = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4340                 p->fp_Texture_ScreenDepth        = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4341                 p->fp_Texture_ScreenNormalMap    = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4342                 p->fp_Texture_ScreenDiffuse      = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4343                 p->fp_Texture_ScreenSpecular     = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4344                 p->fp_Texture_ReflectMask        = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4345                 p->fp_Texture_ReflectCube        = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4346                 p->fp_Alpha                      = cgGetNamedParameter(p->fprogram, "Alpha");
4347                 p->fp_BloomBlur_Parameters       = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4348                 p->fp_ClientTime                 = cgGetNamedParameter(p->fprogram, "ClientTime");
4349                 p->fp_Color_Ambient              = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4350                 p->fp_Color_Diffuse              = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4351                 p->fp_Color_Specular             = cgGetNamedParameter(p->fprogram, "Color_Specular");
4352                 p->fp_Color_Glow                 = cgGetNamedParameter(p->fprogram, "Color_Glow");
4353                 p->fp_Color_Pants                = cgGetNamedParameter(p->fprogram, "Color_Pants");
4354                 p->fp_Color_Shirt                = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4355                 p->fp_DeferredColor_Ambient      = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4356                 p->fp_DeferredColor_Diffuse      = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4357                 p->fp_DeferredColor_Specular     = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4358                 p->fp_DeferredMod_Diffuse        = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4359                 p->fp_DeferredMod_Specular       = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4360                 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4361                 p->fp_EyePosition                = cgGetNamedParameter(p->fprogram, "EyePosition");
4362                 p->fp_FogColor                   = cgGetNamedParameter(p->fprogram, "FogColor");
4363                 p->fp_FogHeightFade              = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4364                 p->fp_FogPlane                   = cgGetNamedParameter(p->fprogram, "FogPlane");
4365                 p->fp_FogPlaneViewDist           = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4366                 p->fp_FogRangeRecip              = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4367                 p->fp_LightColor                 = cgGetNamedParameter(p->fprogram, "LightColor");
4368                 p->fp_LightDir                   = cgGetNamedParameter(p->fprogram, "LightDir");
4369                 p->fp_LightPosition              = cgGetNamedParameter(p->fprogram, "LightPosition");
4370                 p->fp_OffsetMapping_Scale        = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4371                 p->fp_PixelSize                  = cgGetNamedParameter(p->fprogram, "PixelSize");
4372                 p->fp_ReflectColor               = cgGetNamedParameter(p->fprogram, "ReflectColor");
4373                 p->fp_ReflectFactor              = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4374                 p->fp_ReflectOffset              = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4375                 p->fp_RefractColor               = cgGetNamedParameter(p->fprogram, "RefractColor");
4376                 p->fp_Saturation                 = cgGetNamedParameter(p->fprogram, "Saturation");
4377                 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4378                 p->fp_ScreenScaleRefractReflect  = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4379                 p->fp_ScreenToDepth              = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4380                 p->fp_ShadowMap_Parameters       = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4381                 p->fp_ShadowMap_TextureScale     = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4382                 p->fp_SpecularPower              = cgGetNamedParameter(p->fprogram, "SpecularPower");
4383                 p->fp_UserVec1                   = cgGetNamedParameter(p->fprogram, "UserVec1");
4384                 p->fp_UserVec2                   = cgGetNamedParameter(p->fprogram, "UserVec2");
4385                 p->fp_UserVec3                   = cgGetNamedParameter(p->fprogram, "UserVec3");
4386                 p->fp_UserVec4                   = cgGetNamedParameter(p->fprogram, "UserVec4");
4387                 p->fp_ViewTintColor              = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4388                 p->fp_ViewToLight                = cgGetNamedParameter(p->fprogram, "ViewToLight");
4389                 p->fp_PixelToScreenTexCoord      = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4390                 p->fp_ModelToReflectCube         = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4391                 p->fp_BloomColorSubtract         = cgGetNamedParameter(p->fprogram, "BloomColorSubtract");
4392                 p->fp_NormalmapScrollBlend       = cgGetNamedParameter(p->fprogram, "NormalmapScrollBlend");
4393                 CHECKCGERROR
4394         }
4395
4396         if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4397                 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4398         else
4399                 Con_Printf("^1CG shader %s failed!  some features may not work properly.\n", permutationname);
4400
4401         // free the strings
4402         if (vertstring)
4403                 Mem_Free(vertstring);
4404         if (geomstring)
4405                 Mem_Free(geomstring);
4406         if (fragstring)
4407                 Mem_Free(fragstring);
4408         if (vertexstring)
4409                 Mem_Free(vertexstring);
4410         if (geometrystring)
4411                 Mem_Free(geometrystring);
4412         if (fragmentstring)
4413                 Mem_Free(fragmentstring);
4414 }
4415
4416 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4417 {
4418         r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4419         CHECKGLERROR
4420         CHECKCGERROR
4421         if (r_cg_permutation != perm)
4422         {
4423                 r_cg_permutation = perm;
4424                 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4425                 {
4426                         if (!r_cg_permutation->compiled)
4427                                 R_CG_CompilePermutation(perm, mode, permutation);
4428                         if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4429                         {
4430                                 // remove features until we find a valid permutation
4431                                 int i;
4432                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4433                                 {
4434                                         // reduce i more quickly whenever it would not remove any bits
4435                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4436                                         if (!(permutation & j))
4437                                                 continue;
4438                                         permutation -= j;
4439                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4440                                         if (!r_cg_permutation->compiled)
4441                                                 R_CG_CompilePermutation(perm, mode, permutation);
4442                                         if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4443                                                 break;
4444                                 }
4445                                 if (i >= SHADERPERMUTATION_COUNT)
4446                                 {
4447                                         //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4448                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4449                                         return; // no bit left to clear, entire mode is broken
4450                                 }
4451                         }
4452                 }
4453                 CHECKGLERROR
4454                 CHECKCGERROR
4455                 if (r_cg_permutation->vprogram)
4456                 {
4457                         cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4458                         cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4459                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4460                 }
4461                 else
4462                 {
4463                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4464                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4465                 }
4466                 if (r_cg_permutation->fprogram)
4467                 {
4468                         cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4469                         cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4470                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4471                 }
4472                 else
4473                 {
4474                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4475                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4476                 }
4477         }
4478         CHECKCGERROR
4479         if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4480         if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4481         if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4482 }
4483
4484 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4485 {
4486         cgGLSetTextureParameter(param, R_GetTexture(tex));
4487         cgGLEnableTextureParameter(param);
4488 }
4489 #endif
4490
4491 #ifdef SUPPORTD3D
4492
4493 #ifdef SUPPORTD3D
4494 #include <d3d9.h>
4495 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
4496 extern D3DCAPS9 vid_d3d9caps;
4497 #endif
4498
4499 struct r_hlsl_permutation_s;
4500 typedef struct r_hlsl_permutation_s
4501 {
4502         /// hash lookup data
4503         struct r_hlsl_permutation_s *hashnext;
4504         unsigned int mode;
4505         unsigned int permutation;
4506
4507         /// indicates if we have tried compiling this permutation already
4508         qboolean compiled;
4509         /// NULL if compilation failed
4510         IDirect3DVertexShader9 *vertexshader;
4511         IDirect3DPixelShader9 *pixelshader;
4512 }
4513 r_hlsl_permutation_t;
4514
4515 typedef enum D3DVSREGISTER_e
4516 {
4517         D3DVSREGISTER_TexMatrix = 0, // float4x4
4518         D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
4519         D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
4520         D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
4521         D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
4522         D3DVSREGISTER_ModelToLight = 20, // float4x4
4523         D3DVSREGISTER_EyePosition = 24,
4524         D3DVSREGISTER_FogPlane = 25,
4525         D3DVSREGISTER_LightDir = 26,
4526         D3DVSREGISTER_LightPosition = 27,
4527 }
4528 D3DVSREGISTER_t;
4529
4530 typedef enum D3DPSREGISTER_e
4531 {
4532         D3DPSREGISTER_Alpha = 0,
4533         D3DPSREGISTER_BloomBlur_Parameters = 1,
4534         D3DPSREGISTER_ClientTime = 2,
4535         D3DPSREGISTER_Color_Ambient = 3,
4536         D3DPSREGISTER_Color_Diffuse = 4,
4537         D3DPSREGISTER_Color_Specular = 5,
4538         D3DPSREGISTER_Color_Glow = 6,
4539         D3DPSREGISTER_Color_Pants = 7,
4540         D3DPSREGISTER_Color_Shirt = 8,
4541         D3DPSREGISTER_DeferredColor_Ambient = 9,
4542         D3DPSREGISTER_DeferredColor_Diffuse = 10,
4543         D3DPSREGISTER_DeferredColor_Specular = 11,
4544         D3DPSREGISTER_DeferredMod_Diffuse = 12,
4545         D3DPSREGISTER_DeferredMod_Specular = 13,
4546         D3DPSREGISTER_DistortScaleRefractReflect = 14,
4547         D3DPSREGISTER_EyePosition = 15, // unused
4548         D3DPSREGISTER_FogColor = 16,
4549         D3DPSREGISTER_FogHeightFade = 17,
4550         D3DPSREGISTER_FogPlane = 18,
4551         D3DPSREGISTER_FogPlaneViewDist = 19,
4552         D3DPSREGISTER_FogRangeRecip = 20,
4553         D3DPSREGISTER_LightColor = 21,
4554         D3DPSREGISTER_LightDir = 22, // unused
4555         D3DPSREGISTER_LightPosition = 23,
4556         D3DPSREGISTER_OffsetMapping_Scale = 24,
4557         D3DPSREGISTER_PixelSize = 25,
4558         D3DPSREGISTER_ReflectColor = 26,
4559         D3DPSREGISTER_ReflectFactor = 27,
4560         D3DPSREGISTER_ReflectOffset = 28,
4561         D3DPSREGISTER_RefractColor = 29,
4562         D3DPSREGISTER_Saturation = 30,
4563         D3DPSREGISTER_ScreenCenterRefractReflect = 31,
4564         D3DPSREGISTER_ScreenScaleRefractReflect = 32,
4565         D3DPSREGISTER_ScreenToDepth = 33,
4566         D3DPSREGISTER_ShadowMap_Parameters = 34,
4567         D3DPSREGISTER_ShadowMap_TextureScale = 35,
4568         D3DPSREGISTER_SpecularPower = 36,
4569         D3DPSREGISTER_UserVec1 = 37,
4570         D3DPSREGISTER_UserVec2 = 38,
4571         D3DPSREGISTER_UserVec3 = 39,
4572         D3DPSREGISTER_UserVec4 = 40,
4573         D3DPSREGISTER_ViewTintColor = 41,
4574         D3DPSREGISTER_PixelToScreenTexCoord = 42,
4575         D3DPSREGISTER_BloomColorSubtract = 43,
4576         D3DPSREGISTER_ViewToLight = 44, // float4x4
4577         D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
4578         D3DPSREGISTER_NormalmapScrollBlend = 52,
4579         // next at 53
4580 }
4581 D3DPSREGISTER_t;
4582
4583 /// information about each possible shader permutation
4584 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
4585 /// currently selected permutation
4586 r_hlsl_permutation_t *r_hlsl_permutation;
4587 /// storage for permutations linked in the hash table
4588 memexpandablearray_t r_hlsl_permutationarray;
4589
4590 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
4591 {
4592         //unsigned int hashdepth = 0;
4593         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4594         r_hlsl_permutation_t *p;
4595         for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
4596         {
4597                 if (p->mode == mode && p->permutation == permutation)
4598                 {
4599                         //if (hashdepth > 10)
4600                         //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4601                         return p;
4602                 }
4603                 //hashdepth++;
4604         }
4605         p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
4606         p->mode = mode;
4607         p->permutation = permutation;
4608         p->hashnext = r_hlsl_permutationhash[mode][hashindex];
4609         r_hlsl_permutationhash[mode][hashindex] = p;
4610         //if (hashdepth > 10)
4611         //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4612         return p;
4613 }
4614
4615 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
4616 {
4617         char *shaderstring;
4618         if (!filename || !filename[0])
4619                 return NULL;
4620         if (!strcmp(filename, "hlsl/default.hlsl"))
4621         {
4622                 if (!hlslshaderstring)
4623                 {
4624                         hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4625                         if (hlslshaderstring)
4626                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
4627                         else
4628                                 hlslshaderstring = (char *)builtincgshaderstring;
4629                 }
4630                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
4631                 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
4632                 return shaderstring;
4633         }
4634         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4635         if (shaderstring)
4636         {
4637                 if (printfromdisknotice)
4638                         Con_DPrintf("from disk %s... ", filename);
4639                 return shaderstring;
4640         }
4641         return shaderstring;
4642 }
4643
4644 #include <d3dx9.h>
4645 //#include <d3dx9shader.h>
4646 //#include <d3dx9mesh.h>
4647
4648 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4649 {
4650         DWORD *vsbin = NULL;
4651         DWORD *psbin = NULL;
4652         fs_offset_t vsbinsize;
4653         fs_offset_t psbinsize;
4654 //      IDirect3DVertexShader9 *vs = NULL;
4655 //      IDirect3DPixelShader9 *ps = NULL;
4656         ID3DXBuffer *vslog = NULL;
4657         ID3DXBuffer *vsbuffer = NULL;
4658         ID3DXConstantTable *vsconstanttable = NULL;
4659         ID3DXBuffer *pslog = NULL;
4660         ID3DXBuffer *psbuffer = NULL;
4661         ID3DXConstantTable *psconstanttable = NULL;
4662         int vsresult = 0;
4663         int psresult = 0;
4664         char temp[MAX_INPUTLINE];
4665         const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
4666         qboolean debugshader = gl_paranoid.integer != 0;
4667         if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4668         if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4669         if (!debugshader)
4670         {
4671                 vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
4672                 psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
4673         }
4674         if ((!vsbin && vertstring) || (!psbin && fragstring))
4675         {
4676                 const char* dllnames_d3dx9 [] =
4677                 {
4678                         "d3dx9_43.dll",
4679                         "d3dx9_42.dll",
4680                         "d3dx9_41.dll",
4681                         "d3dx9_40.dll",
4682                         "d3dx9_39.dll",
4683                         "d3dx9_38.dll",
4684                         "d3dx9_37.dll",
4685                         "d3dx9_36.dll",
4686                         "d3dx9_35.dll",
4687                         "d3dx9_34.dll",
4688                         "d3dx9_33.dll",
4689                         "d3dx9_32.dll",
4690                         "d3dx9_31.dll",
4691                         "d3dx9_30.dll",
4692                         "d3dx9_29.dll",
4693                         "d3dx9_28.dll",
4694                         "d3dx9_27.dll",
4695                         "d3dx9_26.dll",
4696                         "d3dx9_25.dll",
4697                         "d3dx9_24.dll",
4698                         NULL
4699                 };
4700                 dllhandle_t d3dx9_dll = NULL;
4701                 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
4702                 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
4703                 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
4704                 dllfunction_t d3dx9_dllfuncs[] =
4705                 {
4706                         {"D3DXCompileShaderFromFileA",  (void **) &qD3DXCompileShaderFromFileA},
4707                         {"D3DXPreprocessShader",                (void **) &qD3DXPreprocessShader},
4708                         {"D3DXCompileShader",                   (void **) &qD3DXCompileShader},
4709                         {NULL, NULL}
4710                 };
4711                 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
4712                 {
4713                         DWORD shaderflags = 0;
4714                         if (debugshader)
4715                                 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
4716                         vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4717                         psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4718                         if (vertstring && vertstring[0])
4719                         {
4720                                 if (debugshader)
4721                                 {
4722 //                                      vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
4723 //                                      FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
4724                                         FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring));
4725                                         vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
4726                                 }
4727                                 else
4728                                         vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
4729                                 if (vsbuffer)
4730                                 {
4731                                         vsbinsize = vsbuffer->GetBufferSize();
4732                                         vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
4733                                         memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
4734                                         vsbuffer->Release();
4735                                 }
4736                                 if (vslog)
4737                                 {
4738                                         strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
4739                                         Con_Printf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
4740                                         vslog->Release();
4741                                 }
4742                         }
4743                         if (fragstring && fragstring[0])
4744                         {
4745                                 if (debugshader)
4746                                 {
4747 //                                      psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
4748 //                                      FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
4749                                         FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring));
4750                                         psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
4751                                 }
4752                                 else
4753                                         psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
4754                                 if (psbuffer)
4755                                 {
4756                                         psbinsize = psbuffer->GetBufferSize();
4757                                         psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
4758                                         memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
4759                                         psbuffer->Release();
4760                                 }
4761                                 if (pslog)
4762                                 {
4763                                         strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
4764                                         Con_Printf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
4765                                         pslog->Release();
4766                                 }
4767                         }
4768                         Sys_UnloadLibrary(&d3dx9_dll);
4769                 }
4770                 else
4771                         Con_Printf("Unable to compile shader - D3DXCompileShader function not found\n");
4772         }
4773         if (vsbin && psbin)
4774         {
4775                 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
4776                 if (FAILED(vsresult))
4777                         Con_Printf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
4778                 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
4779                 if (FAILED(psresult))
4780                         Con_Printf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
4781         }
4782         // free the shader data
4783         vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4784         psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4785 }
4786
4787 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
4788 {
4789         int i;
4790         shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
4791         int vertstring_length = 0;
4792         int geomstring_length = 0;
4793         int fragstring_length = 0;
4794         char *t;
4795         char *vertexstring, *geometrystring, *fragmentstring;
4796         char *vertstring, *geomstring, *fragstring;
4797         char permutationname[256];
4798         char cachename[256];
4799         int vertstrings_count = 0;
4800         int geomstrings_count = 0;
4801         int fragstrings_count = 0;
4802         const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
4803         const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
4804         const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
4805
4806         if (p->compiled)
4807                 return;
4808         p->compiled = true;
4809         p->vertexshader = NULL;
4810         p->pixelshader = NULL;
4811
4812         permutationname[0] = 0;
4813         cachename[0] = 0;
4814         vertexstring   = R_HLSL_GetText(modeinfo->vertexfilename, true);
4815         geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
4816         fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
4817
4818         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4819         strlcat(cachename, "hlsl/", sizeof(cachename));
4820
4821         // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
4822         vertstrings_count = 0;
4823         geomstrings_count = 0;
4824         fragstrings_count = 0;
4825         vertstrings_list[vertstrings_count++] = "#define HLSL\n";
4826         geomstrings_list[geomstrings_count++] = "#define HLSL\n";
4827         fragstrings_list[fragstrings_count++] = "#define HLSL\n";
4828
4829         // the first pretext is which type of shader to compile as
4830         // (later these will all be bound together as a program object)
4831         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4832         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4833         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4834
4835         // the second pretext is the mode (for example a light source)
4836         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4837         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4838         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4839         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4840         strlcat(cachename, modeinfo->name, sizeof(cachename));
4841
4842         // now add all the permutation pretexts
4843         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4844         {
4845                 if (permutation & (1<<i))
4846                 {
4847                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4848                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4849                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4850                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4851                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4852                 }
4853                 else
4854                 {
4855                         // keep line numbers correct
4856                         vertstrings_list[vertstrings_count++] = "\n";
4857                         geomstrings_list[geomstrings_count++] = "\n";
4858                         fragstrings_list[fragstrings_count++] = "\n";
4859                 }
4860         }
4861
4862         // add static parms
4863         R_CompileShader_AddStaticParms(mode, permutation);
4864         memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
4865         vertstrings_count += shaderstaticparms_count;
4866         memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
4867         geomstrings_count += shaderstaticparms_count;
4868         memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
4869         fragstrings_count += shaderstaticparms_count;
4870
4871         // replace spaces in the cachename with _ characters
4872         for (i = 0;cachename[i];i++)
4873                 if (cachename[i] == ' ')
4874                         cachename[i] = '_';
4875
4876         // now append the shader text itself
4877         vertstrings_list[vertstrings_count++] = vertexstring;
4878         geomstrings_list[geomstrings_count++] = geometrystring;
4879         fragstrings_list[fragstrings_count++] = fragmentstring;
4880
4881         // if any sources were NULL, clear the respective list
4882         if (!vertexstring)
4883                 vertstrings_count = 0;
4884         if (!geometrystring)
4885                 geomstrings_count = 0;
4886         if (!fragmentstring)
4887                 fragstrings_count = 0;
4888
4889         vertstring_length = 0;
4890         for (i = 0;i < vertstrings_count;i++)
4891                 vertstring_length += strlen(vertstrings_list[i]);
4892         vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
4893         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4894                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4895
4896         geomstring_length = 0;
4897         for (i = 0;i < geomstrings_count;i++)
4898                 geomstring_length += strlen(geomstrings_list[i]);
4899         geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
4900         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4901                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4902
4903         fragstring_length = 0;
4904         for (i = 0;i < fragstrings_count;i++)
4905                 fragstring_length += strlen(fragstrings_list[i]);
4906         fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
4907         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4908                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4909
4910         // try to load the cached shader, or generate one
4911         R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
4912
4913         if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
4914                 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
4915         else
4916                 Con_Printf("^1HLSL shader %s failed!  some features may not work properly.\n", permutationname);
4917
4918         // free the strings
4919         if (vertstring)
4920                 Mem_Free(vertstring);
4921         if (geomstring)
4922                 Mem_Free(geomstring);
4923         if (fragstring)
4924                 Mem_Free(fragstring);
4925         if (vertexstring)
4926                 Mem_Free(vertexstring);
4927         if (geometrystring)
4928                 Mem_Free(geometrystring);
4929         if (fragmentstring)
4930                 Mem_Free(fragmentstring);
4931 }
4932
4933 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
4934 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
4935 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);}
4936 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);}
4937 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);}
4938 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);}
4939
4940 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
4941 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
4942 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);}
4943 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);}
4944 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);}
4945 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);}
4946
4947 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
4948 {
4949         r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
4950         if (r_hlsl_permutation != perm)
4951         {
4952                 r_hlsl_permutation = perm;
4953                 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4954                 {
4955                         if (!r_hlsl_permutation->compiled)
4956                                 R_HLSL_CompilePermutation(perm, mode, permutation);
4957                         if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4958                         {
4959                                 // remove features until we find a valid permutation
4960                                 int i;
4961                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4962                                 {
4963                                         // reduce i more quickly whenever it would not remove any bits
4964                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4965                                         if (!(permutation & j))
4966                                                 continue;
4967                                         permutation -= j;
4968                                         r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4969                                         if (!r_hlsl_permutation->compiled)
4970                                                 R_HLSL_CompilePermutation(perm, mode, permutation);
4971                                         if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
4972                                                 break;
4973                                 }
4974                                 if (i >= SHADERPERMUTATION_COUNT)
4975                                 {
4976                                         //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4977                                         r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4978                                         return; // no bit left to clear, entire mode is broken
4979                                 }
4980                         }
4981                 }
4982                 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
4983                 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
4984         }
4985         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
4986         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
4987         hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
4988 }
4989 #endif
4990
4991 void R_GLSL_Restart_f(void)
4992 {
4993         unsigned int i, limit;
4994         if (glslshaderstring && glslshaderstring != builtinshaderstring)
4995                 Mem_Free(glslshaderstring);
4996         glslshaderstring = NULL;
4997         if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4998                 Mem_Free(cgshaderstring);
4999         cgshaderstring = NULL;
5000         if (hlslshaderstring && hlslshaderstring != builtincgshaderstring)
5001                 Mem_Free(hlslshaderstring);
5002         hlslshaderstring = NULL;
5003         switch(vid.renderpath)
5004         {
5005         case RENDERPATH_D3D9:
5006 #ifdef SUPPORTD3D
5007                 {
5008                         r_hlsl_permutation_t *p;
5009                         r_hlsl_permutation = NULL;
5010 //                      cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
5011 //                      cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
5012 //                      cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
5013 //                      cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
5014                         limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
5015                         for (i = 0;i < limit;i++)
5016                         {
5017                                 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
5018                                 {
5019                                         if (p->vertexshader)
5020                                                 IDirect3DVertexShader9_Release(p->vertexshader);
5021                                         if (p->pixelshader)
5022                                                 IDirect3DPixelShader9_Release(p->pixelshader);
5023                                         Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
5024                                 }
5025                         }
5026                         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
5027                 }
5028 #endif
5029                 break;
5030         case RENDERPATH_D3D10:
5031                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5032                 break;
5033         case RENDERPATH_D3D11:
5034                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5035                 break;
5036         case RENDERPATH_GL20:
5037                 {
5038                         r_glsl_permutation_t *p;
5039                         r_glsl_permutation = NULL;
5040                         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
5041                         for (i = 0;i < limit;i++)
5042                         {
5043                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
5044                                 {
5045                                         GL_Backend_FreeProgram(p->program);
5046                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
5047                                 }
5048                         }
5049                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
5050                 }
5051                 break;
5052         case RENDERPATH_CGGL:
5053 #ifdef SUPPORTCG
5054                 {
5055                         r_cg_permutation_t *p;
5056                         r_cg_permutation = NULL;
5057                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
5058                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
5059                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
5060                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
5061                         limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
5062                         for (i = 0;i < limit;i++)
5063                         {
5064                                 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
5065                                 {
5066                                         if (p->vprogram)
5067                                                 cgDestroyProgram(p->vprogram);
5068                                         if (p->fprogram)
5069                                                 cgDestroyProgram(p->fprogram);
5070                                         Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
5071                                 }
5072                         }
5073                         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
5074                 }
5075 #endif
5076                 break;
5077         case RENDERPATH_GL13:
5078         case RENDERPATH_GL11:
5079                 break;
5080         }
5081 }
5082
5083 void R_GLSL_DumpShader_f(void)
5084 {
5085         int i;
5086         qfile_t *file;
5087
5088         file = FS_OpenRealFile("glsl/default.glsl", "w", false);
5089         if (file)
5090         {
5091                 FS_Print(file, "/* The engine may define the following macros:\n");
5092                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
5093                 for (i = 0;i < SHADERMODE_COUNT;i++)
5094                         FS_Print(file, glslshadermodeinfo[i].pretext);
5095                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
5096                         FS_Print(file, shaderpermutationinfo[i].pretext);
5097                 FS_Print(file, "*/\n");
5098                 FS_Print(file, builtinshaderstring);
5099                 FS_Close(file);
5100                 Con_Printf("glsl/default.glsl written\n");
5101         }
5102         else
5103                 Con_Printf("failed to write to glsl/default.glsl\n");
5104
5105 #ifdef SUPPORTCG
5106         file = FS_OpenRealFile("cg/default.cg", "w", false);
5107         if (file)
5108         {
5109                 FS_Print(file, "/* The engine may define the following macros:\n");
5110                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
5111                 for (i = 0;i < SHADERMODE_COUNT;i++)
5112                         FS_Print(file, cgshadermodeinfo[i].pretext);
5113                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
5114                         FS_Print(file, shaderpermutationinfo[i].pretext);
5115                 FS_Print(file, "*/\n");
5116                 FS_Print(file, builtincgshaderstring);
5117                 FS_Close(file);
5118                 Con_Printf("cg/default.cg written\n");
5119         }
5120         else
5121                 Con_Printf("failed to write to cg/default.cg\n");
5122 #endif
5123
5124 #ifdef SUPPORTD3D
5125         file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
5126         if (file)
5127         {
5128                 FS_Print(file, "/* The engine may define the following macros:\n");
5129                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
5130                 for (i = 0;i < SHADERMODE_COUNT;i++)
5131                         FS_Print(file, hlslshadermodeinfo[i].pretext);
5132                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
5133                         FS_Print(file, shaderpermutationinfo[i].pretext);
5134                 FS_Print(file, "*/\n");
5135                 FS_Print(file, builtincgshaderstring);
5136                 FS_Close(file);
5137                 Con_Printf("hlsl/default.hlsl written\n");
5138         }
5139         else
5140                 Con_Printf("failed to write to hlsl/default.hlsl\n");
5141 #endif
5142 }
5143
5144 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
5145 {
5146         if (!second)
5147                 texturemode = GL_MODULATE;
5148         switch (vid.renderpath)
5149         {
5150         case RENDERPATH_D3D9:
5151 #ifdef SUPPORTD3D
5152                 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
5153                 R_Mesh_TexBind(GL20TU_FIRST , first );
5154                 R_Mesh_TexBind(GL20TU_SECOND, second);
5155 #endif
5156                 break;
5157         case RENDERPATH_D3D10:
5158                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5159                 break;
5160         case RENDERPATH_D3D11:
5161                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5162                 break;
5163         case RENDERPATH_GL20:
5164                 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
5165                 R_Mesh_TexBind(GL20TU_FIRST , first );
5166                 R_Mesh_TexBind(GL20TU_SECOND, second);
5167                 break;
5168         case RENDERPATH_CGGL:
5169 #ifdef SUPPORTCG
5170                 CHECKCGERROR
5171                 R_SetupShader_SetPermutationCG(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
5172                 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
5173                 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
5174 #endif
5175                 break;
5176         case RENDERPATH_GL13:
5177                 R_Mesh_TexBind(0, first );
5178                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
5179                 R_Mesh_TexBind(1, second);
5180                 if (second)
5181                         R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
5182                 break;
5183         case RENDERPATH_GL11:
5184                 R_Mesh_TexBind(0, first );
5185                 break;
5186         }
5187 }
5188
5189 void R_SetupShader_DepthOrShadow(void)
5190 {
5191         switch (vid.renderpath)
5192         {
5193         case RENDERPATH_D3D9:
5194 #ifdef SUPPORTD3D
5195                 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5196 #endif
5197                 break;
5198         case RENDERPATH_D3D10:
5199                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5200                 break;
5201         case RENDERPATH_D3D11:
5202                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5203                 break;
5204         case RENDERPATH_GL20:
5205                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5206                 break;
5207         case RENDERPATH_CGGL:
5208 #ifdef SUPPORTCG
5209                 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
5210 #endif
5211                 break;
5212         case RENDERPATH_GL13:
5213                 R_Mesh_TexBind(0, 0);
5214                 R_Mesh_TexBind(1, 0);
5215                 break;
5216         case RENDERPATH_GL11:
5217                 R_Mesh_TexBind(0, 0);
5218                 break;
5219         }
5220 }
5221
5222 void R_SetupShader_ShowDepth(void)
5223 {
5224         switch (vid.renderpath)
5225         {
5226         case RENDERPATH_D3D9:
5227 #ifdef SUPPORTHLSL
5228                 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, 0);
5229 #endif
5230                 break;
5231         case RENDERPATH_D3D10:
5232                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5233                 break;
5234         case RENDERPATH_D3D11:
5235                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5236                 break;
5237         case RENDERPATH_GL20:
5238                 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
5239                 break;
5240         case RENDERPATH_CGGL:
5241 #ifdef SUPPORTCG
5242                 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
5243 #endif
5244                 break;
5245         case RENDERPATH_GL13:
5246                 break;
5247         case RENDERPATH_GL11:
5248                 break;
5249         }
5250 }
5251
5252 extern qboolean r_shadow_usingdeferredprepass;
5253 extern cvar_t r_shadow_deferred_8bitrange;
5254 extern rtexture_t *r_shadow_attenuationgradienttexture;
5255 extern rtexture_t *r_shadow_attenuation2dtexture;
5256 extern rtexture_t *r_shadow_attenuation3dtexture;
5257 extern qboolean r_shadow_usingshadowmap2d;
5258 extern qboolean r_shadow_usingshadowmaportho;
5259 extern float r_shadow_shadowmap_texturescale[2];
5260 extern float r_shadow_shadowmap_parameters[4];
5261 extern qboolean r_shadow_shadowmapvsdct;
5262 extern qboolean r_shadow_shadowmapsampler;
5263 extern int r_shadow_shadowmappcf;
5264 extern rtexture_t *r_shadow_shadowmap2dtexture;
5265 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
5266 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
5267 extern matrix4x4_t r_shadow_shadowmapmatrix;
5268 extern int r_shadow_shadowmaplod; // changes for each light based on distance
5269 extern int r_shadow_prepass_width;
5270 extern int r_shadow_prepass_height;
5271 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
5272 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
5273 extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
5274 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
5275 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
5276 extern cvar_t gl_mesh_separatearrays;
5277 static qboolean R_BlendFuncAllowsColormod(int src, int dst)
5278 {
5279         // a blendfunc allows colormod if:
5280         // a) it can never keep the destination pixel invariant, or
5281         // b) it can keep the destination pixel invariant, and still can do so if colormodded
5282         // this is to prevent unintended side effects from colormod
5283
5284         // in formulas:
5285         // IF there is a (s, sa) for which for all (d, da),
5286         //   s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
5287         // THEN, for this (s, sa) and all (colormod, d, da):
5288         //   s*colormod * src(s*colormod, d, sa, da) + d * dst(s*colormod, d, sa, da) == d
5289         // OBVIOUSLY, this means that
5290         //   s*colormod * src(s*colormod, d, sa, da) = 0
5291         //   dst(s*colormod, d, sa, da)              = 1
5292
5293         // note: not caring about GL_SRC_ALPHA_SATURATE and following here, these are unused in DP code
5294
5295         // main condition to leave dst color invariant:
5296         //   s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
5297         //   src == GL_ZERO:
5298         //     s * 0 + d * dst(s, d, sa, da) == d
5299         //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5300         //       => colormod is a problem for GL_SRC_COLOR only
5301         //   src == GL_ONE:
5302         //     s + d * dst(s, d, sa, da) == d
5303         //       => s == 0
5304         //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5305         //       => colormod is never problematic for these
5306         //   src == GL_SRC_COLOR:
5307         //     s*s + d * dst(s, d, sa, da) == d
5308         //       => s == 0
5309         //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5310         //       => colormod is never problematic for these
5311         //   src == GL_ONE_MINUS_SRC_COLOR:
5312         //     s*(1-s) + d * dst(s, d, sa, da) == d
5313         //       => s == 0 or s == 1
5314         //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5315         //       => colormod is a problem for GL_SRC_COLOR only
5316         //   src == GL_DST_COLOR
5317         //     s*d + d * dst(s, d, sa, da) == d
5318         //       => s == 1
5319         //       => dst == GL_ZERO/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5320         //       => colormod is always a problem
5321         //     or
5322         //       => s == 0
5323         //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5324         //       => colormod is never problematic for these
5325         //       => BUT, we do not know s! We must assume it is problematic
5326         //       then... except in GL_ONE case, where we know all invariant
5327         //       cases are fine
5328         //   src == GL_ONE_MINUS_DST_COLOR
5329         //     s*(1-d) + d * dst(s, d, sa, da) == d
5330         //       => s == 0 (1-d is impossible to handle for our desired result)
5331         //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5332         //       => colormod is never problematic for these
5333         //   src == GL_SRC_ALPHA
5334         //     s*sa + d * dst(s, d, sa, da) == d
5335         //       => s == 0, or sa == 0
5336         //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5337         //       => colormod breaks in the case GL_SRC_COLOR only
5338         //   src == GL_ONE_MINUS_SRC_ALPHA
5339         //     s*(1-sa) + d * dst(s, d, sa, da) == d
5340         //       => s == 0, or sa == 1
5341         //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5342         //       => colormod breaks in the case GL_SRC_COLOR only
5343         //   src == GL_DST_ALPHA
5344         //     s*da + d * dst(s, d, sa, da) == d
5345         //       => s == 0
5346         //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5347         //       => colormod is never problematic for these
5348
5349         switch(src)
5350         {
5351                 case GL_ZERO:
5352                 case GL_ONE_MINUS_SRC_COLOR:
5353                 case GL_SRC_ALPHA:
5354                 case GL_ONE_MINUS_SRC_ALPHA:
5355                         if(dst == GL_SRC_COLOR)
5356                                 return false;
5357                         return true;
5358                 case GL_ONE:
5359                 case GL_SRC_COLOR:
5360                 case GL_ONE_MINUS_DST_COLOR:
5361                 case GL_DST_ALPHA:
5362                 case GL_ONE_MINUS_DST_ALPHA:
5363                         return true;
5364                 case GL_DST_COLOR:
5365                         if(dst == GL_ONE)
5366                                 return true;
5367                         return false;
5368                 default:
5369                         return false;
5370         }
5371 }
5372 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)
5373 {
5374         // select a permutation of the lighting shader appropriate to this
5375         // combination of texture, entity, light source, and fogging, only use the
5376         // minimum features necessary to avoid wasting rendering time in the
5377         // fragment shader on features that are not being used
5378         unsigned int permutation = 0;
5379         unsigned int mode = 0;
5380         qboolean allow_colormod;
5381         static float dummy_colormod[3] = {1, 1, 1};
5382         float *colormod = rsurface.colormod;
5383         float m16f[16];
5384         r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
5385         if (rsurfacepass == RSURFPASS_BACKGROUND)
5386         {
5387                 // distorted background
5388                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
5389                 {
5390                         mode = SHADERMODE_WATER;
5391                         if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
5392                                 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND;
5393                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5394                         allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5395                 }
5396                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
5397                 {
5398                         mode = SHADERMODE_REFRACTION;
5399                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5400                         allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5401                 }
5402                 else
5403                 {
5404                         mode = SHADERMODE_GENERIC;
5405                         permutation |= SHADERPERMUTATION_DIFFUSE;
5406                         GL_BlendFunc(GL_ONE, GL_ZERO);
5407                         allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
5408                 }
5409                 GL_AlphaTest(false);
5410         }
5411         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
5412         {
5413                 if (r_glsl_offsetmapping.integer)
5414                 {
5415                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5416                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5417                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5418                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5419                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5420                         {
5421                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5422                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5423                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5424                         }
5425                 }
5426                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5427                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5428                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5429                         permutation |= SHADERPERMUTATION_ALPHAKILL;
5430                 // normalmap (deferred prepass), may use alpha test on diffuse
5431                 mode = SHADERMODE_DEFERREDGEOMETRY;
5432                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5433                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5434                 GL_AlphaTest(false);
5435                 GL_BlendFunc(GL_ONE, GL_ZERO);
5436                 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
5437         }
5438         else if (rsurfacepass == RSURFPASS_RTLIGHT)
5439         {
5440                 if (r_glsl_offsetmapping.integer)
5441                 {
5442                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5443                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5444                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5445                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5446                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5447                         {
5448                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5449                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5450                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5451                         }
5452                 }
5453                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5454                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5455                 // light source
5456                 mode = SHADERMODE_LIGHTSOURCE;
5457                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5458                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5459                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
5460                         permutation |= SHADERPERMUTATION_CUBEFILTER;
5461                 if (diffusescale > 0)
5462                         permutation |= SHADERPERMUTATION_DIFFUSE;
5463                 if (specularscale > 0)
5464                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5465                 if (r_refdef.fogenabled)
5466                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5467                 if (rsurface.texture->colormapping)
5468                         permutation |= SHADERPERMUTATION_COLORMAPPING;
5469                 if (r_shadow_usingshadowmap2d)
5470                 {
5471                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5472                         if(r_shadow_shadowmapvsdct)
5473                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5474
5475                         if (r_shadow_shadowmapsampler)
5476                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5477                         if (r_shadow_shadowmappcf > 1)
5478                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5479                         else if (r_shadow_shadowmappcf)
5480                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5481                 }
5482                 if (rsurface.texture->reflectmasktexture)
5483                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
5484                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5485                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5486                 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE);
5487         }
5488         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5489         {
5490                 if (r_glsl_offsetmapping.integer)
5491                 {
5492                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5493                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5494                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5495                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5496                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5497                         {
5498                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5499                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5500                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5501                         }
5502                 }
5503                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5504                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5505                 // unshaded geometry (fullbright or ambient model lighting)
5506                 mode = SHADERMODE_FLATCOLOR;
5507                 ambientscale = diffusescale = specularscale = 0;
5508                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5509                         permutation |= SHADERPERMUTATION_GLOW;
5510                 if (r_refdef.fogenabled)
5511                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5512                 if (rsurface.texture->colormapping)
5513                         permutation |= SHADERPERMUTATION_COLORMAPPING;
5514                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5515                 {
5516                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5517                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5518
5519                         if (r_shadow_shadowmapsampler)
5520                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5521                         if (r_shadow_shadowmappcf > 1)
5522                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5523                         else if (r_shadow_shadowmappcf)
5524                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5525                 }
5526                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5527                         permutation |= SHADERPERMUTATION_REFLECTION;
5528                 if (rsurface.texture->reflectmasktexture)
5529                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
5530                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5531                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5532                 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5533         }
5534         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
5535         {
5536                 if (r_glsl_offsetmapping.integer)
5537                 {
5538                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5539                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5540                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5541                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5542                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5543                         {
5544                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5545                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5546                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5547                         }
5548                 }
5549                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5550                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5551                 // directional model lighting
5552                 mode = SHADERMODE_LIGHTDIRECTION;
5553                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5554                         permutation |= SHADERPERMUTATION_GLOW;
5555                 permutation |= SHADERPERMUTATION_DIFFUSE;
5556                 if (specularscale > 0)
5557                         permutation |= SHADERPERMUTATION_SPECULAR;
5558                 if (r_refdef.fogenabled)
5559                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5560                 if (rsurface.texture->colormapping)
5561                         permutation |= SHADERPERMUTATION_COLORMAPPING;
5562                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5563                 {
5564                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5565                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5566
5567                         if (r_shadow_shadowmapsampler)
5568                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5569                         if (r_shadow_shadowmappcf > 1)
5570                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5571                         else if (r_shadow_shadowmappcf)
5572                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5573                 }
5574                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5575                         permutation |= SHADERPERMUTATION_REFLECTION;
5576                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5577                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5578                 if (rsurface.texture->reflectmasktexture)
5579                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
5580                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5581                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5582                 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5583         }
5584         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5585         {
5586                 if (r_glsl_offsetmapping.integer)
5587                 {
5588                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5589                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5590                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5591                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5592                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5593                         {
5594                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5595                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5596                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5597                         }
5598                 }
5599                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5600                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5601                 // ambient model lighting
5602                 mode = SHADERMODE_LIGHTDIRECTION;
5603                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5604                         permutation |= SHADERPERMUTATION_GLOW;
5605                 if (r_refdef.fogenabled)
5606                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5607                 if (rsurface.texture->colormapping)
5608                         permutation |= SHADERPERMUTATION_COLORMAPPING;
5609                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5610                 {
5611                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5612                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5613
5614                         if (r_shadow_shadowmapsampler)
5615                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5616                         if (r_shadow_shadowmappcf > 1)
5617                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5618                         else if (r_shadow_shadowmappcf)
5619                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5620                 }
5621                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5622                         permutation |= SHADERPERMUTATION_REFLECTION;
5623                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5624                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5625                 if (rsurface.texture->reflectmasktexture)
5626                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
5627                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5628                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5629                 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5630         }
5631         else
5632         {
5633                 if (r_glsl_offsetmapping.integer)
5634                 {
5635                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5636                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5637                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5638                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5639                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5640                         {
5641                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5642                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5643                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5644                         }
5645                 }
5646                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5647                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5648                 // lightmapped wall
5649                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5650                         permutation |= SHADERPERMUTATION_GLOW;
5651                 if (r_refdef.fogenabled)
5652                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5653                 if (rsurface.texture->colormapping)
5654                         permutation |= SHADERPERMUTATION_COLORMAPPING;
5655                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5656                 {
5657                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5658                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5659
5660                         if (r_shadow_shadowmapsampler)
5661                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5662                         if (r_shadow_shadowmappcf > 1)
5663                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5664                         else if (r_shadow_shadowmappcf)
5665                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5666                 }
5667                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5668                         permutation |= SHADERPERMUTATION_REFLECTION;
5669                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5670                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5671                 if (rsurface.texture->reflectmasktexture)
5672                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
5673                 if (FAKELIGHT_ENABLED)
5674                 {
5675                         // fake lightmapping (q1bsp, q3bsp, fullbright map)
5676                         mode = SHADERMODE_FAKELIGHT;
5677                         permutation |= SHADERPERMUTATION_DIFFUSE;
5678                         if (specularscale > 0)
5679                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5680                 }
5681                 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
5682                 {
5683                         // deluxemapping (light direction texture)
5684                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
5685                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
5686                         else
5687                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5688                         permutation |= SHADERPERMUTATION_DIFFUSE;
5689                         if (specularscale > 0)
5690                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5691                 }
5692                 else if (r_glsl_deluxemapping.integer >= 2 && rsurface.uselightmaptexture)
5693                 {
5694                         // fake deluxemapping (uniform light direction in tangentspace)
5695                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5696                         permutation |= SHADERPERMUTATION_DIFFUSE;
5697                         if (specularscale > 0)
5698                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5699                 }
5700                 else if (rsurface.uselightmaptexture)
5701                 {
5702                         // ordinary lightmapping (q1bsp, q3bsp)
5703                         mode = SHADERMODE_LIGHTMAP;
5704                 }
5705                 else
5706                 {
5707                         // ordinary vertex coloring (q3bsp)
5708                         mode = SHADERMODE_VERTEXCOLOR;
5709                 }
5710                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5711                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5712                 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5713         }
5714         if(!allow_colormod)
5715                 colormod = dummy_colormod;
5716         switch(vid.renderpath)
5717         {
5718         case RENDERPATH_D3D9:
5719 #ifdef SUPPORTD3D
5720                 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);
5721                 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5722                 R_SetupShader_SetPermutationHLSL(mode, permutation);
5723                 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
5724                 if (mode == SHADERMODE_LIGHTSOURCE)
5725                 {
5726                         Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
5727                         hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5728                 }
5729                 else
5730                 {
5731                         if (mode == SHADERMODE_LIGHTDIRECTION)                                   
5732                         {
5733                                 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5734                         }
5735                 }
5736                 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
5737                 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
5738                 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
5739                 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5740                 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5741
5742                 if (mode == SHADERMODE_LIGHTSOURCE)
5743                 {
5744                         hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5745                         hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5746                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5747                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5748                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
5749
5750                         // additive passes are only darkened by fog, not tinted
5751                         hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5752                         hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
5753                 }
5754                 else
5755                 {
5756                         if (mode == SHADERMODE_FLATCOLOR)
5757                         {
5758                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5759                         }
5760                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5761                         {
5762                                 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]);
5763                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
5764                                 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);
5765                                 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);
5766                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5767                                 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
5768                                 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5769                         }
5770                         else
5771                         {
5772                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
5773                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
5774                                 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);
5775                                 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);
5776                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5777                         }
5778                         // additive passes are only darkened by fog, not tinted
5779                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5780                                 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5781                         else
5782                                 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5783                         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);
5784                         hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
5785                         hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
5786                         hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5787                         hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5788                         hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5789                         hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
5790                         hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
5791                         if (mode == SHADERMODE_WATER)
5792                                 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
5793                 }
5794                 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
5795                 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
5796                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5797                 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));
5798                 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5799                 if (rsurface.texture->pantstexture)
5800                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5801                 else
5802                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
5803                 if (rsurface.texture->shirttexture)
5804                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5805                 else
5806                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
5807                 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5808                 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
5809                 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
5810                 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
5811                 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
5812                 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
5813                 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
5814
5815                 R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
5816                 R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
5817                 R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
5818                 R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
5819                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
5820                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
5821                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
5822                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
5823                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
5824                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
5825                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
5826                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5827                 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
5828                 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
5829                 R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5830                 R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5831                 if (rsurface.rtlight                                  ) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
5832                 if (rsurfacepass == RSURFPASS_BACKGROUND)
5833                 {
5834                         R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5835                         if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5836                         R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5837                 }
5838                 else
5839                 {
5840                         if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5841                 }
5842 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
5843 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
5844                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
5845                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
5846                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5847                 {
5848                         R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
5849                         if (rsurface.rtlight)
5850                         {
5851                                 if (permutation & SHADERPERMUTATION_CUBEFILTER        ) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
5852                                 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT    ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
5853                         }
5854                 }
5855 #endif
5856                 break;
5857         case RENDERPATH_D3D10:
5858                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5859                 break;
5860         case RENDERPATH_D3D11:
5861                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5862                 break;
5863         case RENDERPATH_GL20:
5864                 if (gl_mesh_separatearrays.integer)
5865                 {
5866                         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);
5867                         R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5868                         R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5869                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5870                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5871                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5872                         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5873                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5874                 }
5875                 else
5876                 {
5877                         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);
5878                         R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5879                 }
5880                 R_SetupShader_SetPermutationGLSL(mode, permutation);
5881                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
5882                 if (mode == SHADERMODE_LIGHTSOURCE)
5883                 {
5884                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
5885                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5886                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5887                         if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5888                         if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5889                         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);
5890         
5891                         // additive passes are only darkened by fog, not tinted
5892                         if (r_glsl_permutation->loc_FogColor >= 0)
5893                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5894                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
5895                 }
5896                 else
5897                 {
5898                         if (mode == SHADERMODE_FLATCOLOR)
5899                         {
5900                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5901                         }
5902                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5903                         {
5904                                 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 * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
5905                                 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]);
5906                                 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);
5907                                 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);
5908                                 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);
5909                                 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
5910                                 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]);
5911                         }
5912                         else
5913                         {
5914                                 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]);
5915                                 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]);
5916                                 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);
5917                                 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);
5918                                 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);
5919                         }
5920                         // additive passes are only darkened by fog, not tinted
5921                         if (r_glsl_permutation->loc_FogColor >= 0)
5922                         {
5923                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5924                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5925                                 else
5926                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5927                         }
5928                         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);
5929                         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]);
5930                         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]);
5931                         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]);
5932                         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]);
5933                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5934                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5935                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
5936                         if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2fARB(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
5937                 }
5938                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5939                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5940                 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5941                 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]);
5942                 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]);
5943
5944                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5945                 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));
5946                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5947                 if (r_glsl_permutation->loc_Color_Pants >= 0)
5948                 {
5949                         if (rsurface.texture->pantstexture)
5950                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5951                         else
5952                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5953                 }
5954                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5955                 {
5956                         if (rsurface.texture->shirttexture)
5957                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5958                         else
5959                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5960                 }
5961                 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]);
5962                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5963                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5964                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5965                 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5966                 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]);
5967                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5968
5969         //      if (r_glsl_permutation->loc_Texture_First           >= 0) R_Mesh_TexBind(GL20TU_FIRST             , r_texture_white                                     );
5970         //      if (r_glsl_permutation->loc_Texture_Second          >= 0) R_Mesh_TexBind(GL20TU_SECOND            , r_texture_white                                     );
5971         //      if (r_glsl_permutation->loc_Texture_GammaRamps      >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS        , r_texture_gammaramps                                );
5972                 if (r_glsl_permutation->loc_Texture_Normal          >= 0) R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
5973                 if (r_glsl_permutation->loc_Texture_Color           >= 0) R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
5974                 if (r_glsl_permutation->loc_Texture_Gloss           >= 0) R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
5975                 if (r_glsl_permutation->loc_Texture_Glow            >= 0) R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
5976                 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
5977                 if (r_glsl_permutation->loc_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
5978                 if (r_glsl_permutation->loc_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
5979                 if (r_glsl_permutation->loc_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
5980                 if (r_glsl_permutation->loc_Texture_Pants           >= 0) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
5981                 if (r_glsl_permutation->loc_Texture_Shirt           >= 0) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
5982                 if (r_glsl_permutation->loc_Texture_ReflectMask     >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
5983                 if (r_glsl_permutation->loc_Texture_ReflectCube     >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5984                 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
5985                 if (r_glsl_permutation->loc_Texture_FogMask         >= 0) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
5986                 if (r_glsl_permutation->loc_Texture_Lightmap        >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5987                 if (r_glsl_permutation->loc_Texture_Deluxemap       >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5988                 if (r_glsl_permutation->loc_Texture_Attenuation     >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
5989                 if (rsurfacepass == RSURFPASS_BACKGROUND)
5990                 {
5991                         if(r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5992                         else if(r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5993                         if(r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5994                 }
5995                 else
5996                 {
5997                         if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5998                 }
5999 //              if (r_glsl_permutation->loc_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
6000 //              if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
6001                 if (r_glsl_permutation->loc_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
6002                 if (r_glsl_permutation->loc_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
6003                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
6004                 {
6005                         if (r_glsl_permutation->loc_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture                         );
6006                         if (rsurface.rtlight)
6007                         {
6008                                 if (r_glsl_permutation->loc_Texture_Cube            >= 0) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
6009                                 if (r_glsl_permutation->loc_Texture_CubeProjection  >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
6010                         }
6011                 }
6012                 CHECKGLERROR
6013                 break;
6014         case RENDERPATH_CGGL:
6015 #ifdef SUPPORTCG
6016                 if (gl_mesh_separatearrays.integer)
6017                 {
6018                         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);
6019                         R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
6020                         R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
6021                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
6022                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
6023                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
6024                         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
6025                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
6026                 }
6027                 else
6028                 {
6029                         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);
6030                         R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
6031                 }
6032                 R_SetupShader_SetPermutationCG(mode, permutation);
6033                 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
6034                 if (mode == SHADERMODE_LIGHTSOURCE)
6035                 {
6036                         if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
6037                         if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
6038                 }
6039                 else
6040                 {
6041                         if (mode == SHADERMODE_LIGHTDIRECTION)
6042                         {
6043                                 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
6044                         }
6045                 }
6046                 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
6047                 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
6048                 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
6049                 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
6050                 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
6051                 CHECKGLERROR
6052
6053                 if (mode == SHADERMODE_LIGHTSOURCE)
6054                 {
6055                         if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
6056                         if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
6057                         if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);CHECKCGERROR
6058                         if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);CHECKCGERROR
6059                         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
6060
6061                         // additive passes are only darkened by fog, not tinted
6062                         if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
6063                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));CHECKCGERROR
6064                 }
6065                 else
6066                 {
6067                         if (mode == SHADERMODE_FLATCOLOR)
6068                         {
6069                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0], colormod[1], colormod[2]);CHECKCGERROR
6070                         }
6071                         else if (mode == SHADERMODE_LIGHTDIRECTION)
6072                         {
6073                                 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
6074                                 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
6075                                 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
6076                                 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
6077                                 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
6078                                 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
6079                                 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
6080                         }
6081                         else
6082                         {
6083                                 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
6084                                 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
6085                                 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
6086                                 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
6087                                 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
6088                         }
6089                         // additive passes are only darkened by fog, not tinted
6090                         if (r_cg_permutation->fp_FogColor)
6091                         {
6092                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
6093                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
6094                                 else
6095                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
6096                                 CHECKCGERROR
6097                         }
6098                         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
6099                         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
6100                         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
6101                         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
6102                         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
6103                         if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
6104                         if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
6105                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));CHECKCGERROR
6106                         if (r_cg_permutation->fp_NormalmapScrollBlend) cgGLSetParameter2f(r_cg_permutation->fp_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
6107                 }
6108                 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
6109                 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
6110                 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
6111                 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
6112                 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
6113                 if (r_cg_permutation->fp_Color_Pants)
6114                 {
6115                         if (rsurface.texture->pantstexture)
6116                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
6117                         else
6118                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
6119                         CHECKCGERROR
6120                 }
6121                 if (r_cg_permutation->fp_Color_Shirt)
6122                 {
6123                         if (rsurface.texture->shirttexture)
6124                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
6125                         else
6126                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
6127                         CHECKCGERROR
6128                 }
6129                 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
6130                 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
6131                 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
6132                 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
6133                 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
6134                 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
6135                 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
6136
6137         //      if (r_cg_permutation->fp_Texture_First          ) CG_BindTexture(r_cg_permutation->fp_Texture_First          , r_texture_white                                     );CHECKCGERROR
6138         //      if (r_cg_permutation->fp_Texture_Second         ) CG_BindTexture(r_cg_permutation->fp_Texture_Second         , r_texture_white                                     );CHECKCGERROR
6139         //      if (r_cg_permutation->fp_Texture_GammaRamps     ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps     , r_texture_gammaramps                                );CHECKCGERROR
6140                 if (r_cg_permutation->fp_Texture_Normal         ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal         , rsurface.texture->nmaptexture                       );CHECKCGERROR
6141                 if (r_cg_permutation->fp_Texture_Color          ) CG_BindTexture(r_cg_permutation->fp_Texture_Color          , rsurface.texture->basetexture                       );CHECKCGERROR
6142                 if (r_cg_permutation->fp_Texture_Gloss          ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss          , rsurface.texture->glosstexture                      );CHECKCGERROR
6143                 if (r_cg_permutation->fp_Texture_Glow           ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow           , rsurface.texture->glowtexture                       );CHECKCGERROR
6144                 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture             );CHECKCGERROR
6145                 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture             );CHECKCGERROR
6146                 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture            );CHECKCGERROR
6147                 if (r_cg_permutation->fp_Texture_SecondaryGlow  ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow  , rsurface.texture->backgroundglowtexture             );CHECKCGERROR
6148                 if (r_cg_permutation->fp_Texture_Pants          ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants          , rsurface.texture->pantstexture                      );CHECKCGERROR
6149                 if (r_cg_permutation->fp_Texture_Shirt          ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt          , rsurface.texture->shirttexture                      );CHECKCGERROR
6150                 if (r_cg_permutation->fp_Texture_ReflectMask    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask    , rsurface.texture->reflectmasktexture                );CHECKCGERROR
6151                 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
6152                 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture                         );CHECKCGERROR
6153                 if (r_cg_permutation->fp_Texture_FogMask        ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask        , r_texture_fogattenuation                            );CHECKCGERROR
6154                 if (r_cg_permutation->fp_Texture_Lightmap       ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap       , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);CHECKCGERROR
6155                 if (r_cg_permutation->fp_Texture_Deluxemap      ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap      , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);CHECKCGERROR
6156                 if (r_cg_permutation->fp_Texture_Attenuation    ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
6157                 if (rsurfacepass == RSURFPASS_BACKGROUND)
6158                 {
6159                         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
6160                         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
6161                         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
6162                 }
6163                 else
6164                 {
6165                         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
6166                 }
6167                 if (r_cg_permutation->fp_Texture_ScreenDepth    ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
6168                 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
6169                 if (r_cg_permutation->fp_Texture_ScreenDiffuse  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse  , r_shadow_prepasslightingdiffusetexture              );CHECKCGERROR
6170                 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture             );CHECKCGERROR
6171                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
6172                 {
6173                         if (r_cg_permutation->fp_Texture_ShadowMap2D    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
6174                         if (rsurface.rtlight)
6175                         {
6176                                 if (r_cg_permutation->fp_Texture_Cube           ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
6177                                 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
6178                         }
6179                 }
6180
6181                 CHECKGLERROR
6182 #endif
6183                 break;
6184         case RENDERPATH_GL13:
6185         case RENDERPATH_GL11:
6186                 break;
6187         }
6188 }
6189
6190 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
6191 {
6192         // select a permutation of the lighting shader appropriate to this
6193         // combination of texture, entity, light source, and fogging, only use the
6194         // minimum features necessary to avoid wasting rendering time in the
6195         // fragment shader on features that are not being used
6196         unsigned int permutation = 0;
6197         unsigned int mode = 0;
6198         const float *lightcolorbase = rtlight->currentcolor;
6199         float ambientscale = rtlight->ambientscale;
6200         float diffusescale = rtlight->diffusescale;
6201         float specularscale = rtlight->specularscale;
6202         // this is the location of the light in view space
6203         vec3_t viewlightorigin;
6204         // this transforms from view space (camera) to light space (cubemap)
6205         matrix4x4_t viewtolight;
6206         matrix4x4_t lighttoview;
6207         float viewtolight16f[16];
6208         float range = 1.0f / r_shadow_deferred_8bitrange.value;
6209         // light source
6210         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
6211         if (rtlight->currentcubemap != r_texture_whitecube)
6212                 permutation |= SHADERPERMUTATION_CUBEFILTER;
6213         if (diffusescale > 0)
6214                 permutation |= SHADERPERMUTATION_DIFFUSE;
6215         if (specularscale > 0)
6216                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
6217         if (r_shadow_usingshadowmap2d)
6218         {
6219                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
6220                 if (r_shadow_shadowmapvsdct)
6221                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
6222
6223                 if (r_shadow_shadowmapsampler)
6224                         permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
6225                 if (r_shadow_shadowmappcf > 1)
6226                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
6227                 else if (r_shadow_shadowmappcf)
6228                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
6229         }
6230         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
6231         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
6232         Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
6233         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
6234         switch(vid.renderpath)
6235         {
6236         case RENDERPATH_D3D9:
6237 #ifdef SUPPORTD3D
6238                 R_SetupShader_SetPermutationHLSL(mode, permutation);
6239                 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6240                 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
6241                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
6242                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
6243                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
6244                 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
6245                 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
6246                 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
6247                 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
6248                 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6249
6250                 R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
6251                 R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthcolortexture           );
6252                 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
6253                 R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
6254                 R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dcolortexture                    );
6255                 R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
6256 #endif
6257                 break;
6258         case RENDERPATH_D3D10:
6259                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6260                 break;
6261         case RENDERPATH_D3D11:
6262                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6263                 break;
6264         case RENDERPATH_GL20:
6265                 R_SetupShader_SetPermutationGLSL(mode, permutation);
6266                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3fARB(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6267                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
6268                 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);
6269                 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);
6270                 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);
6271                 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]);
6272                 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]);
6273                 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) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
6274                 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]);
6275                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6276
6277                 if (r_glsl_permutation->loc_Texture_Attenuation       >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
6278                 if (r_glsl_permutation->loc_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
6279                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
6280                 if (r_glsl_permutation->loc_Texture_Cube              >= 0) R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
6281                 if (r_glsl_permutation->loc_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
6282                 if (r_glsl_permutation->loc_Texture_CubeProjection    >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
6283                 break;
6284         case RENDERPATH_CGGL:
6285 #ifdef SUPPORTCG
6286                 R_SetupShader_SetPermutationCG(mode, permutation);
6287                 if (r_cg_permutation->fp_LightPosition            ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
6288                 if (r_cg_permutation->fp_ViewToLight              ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
6289                 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
6290                 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
6291                 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
6292                 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
6293                 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
6294                 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) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));CHECKCGERROR
6295                 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
6296                 if (r_cg_permutation->fp_PixelToScreenTexCoord    ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
6297
6298                 if (r_cg_permutation->fp_Texture_Attenuation      ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
6299                 if (r_cg_permutation->fp_Texture_ScreenDepth      ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
6300                 if (r_cg_permutation->fp_Texture_ScreenNormalMap  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
6301                 if (r_cg_permutation->fp_Texture_Cube             ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
6302                 if (r_cg_permutation->fp_Texture_ShadowMap2D      ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
6303                 if (r_cg_permutation->fp_Texture_CubeProjection   ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
6304 #endif
6305                 break;
6306         case RENDERPATH_GL13:
6307         case RENDERPATH_GL11:
6308                 break;
6309         }
6310 }
6311
6312 #define SKINFRAME_HASH 1024
6313
6314 typedef struct
6315 {
6316         int loadsequence; // incremented each level change
6317         memexpandablearray_t array;
6318         skinframe_t *hash[SKINFRAME_HASH];
6319 }
6320 r_skinframe_t;
6321 r_skinframe_t r_skinframe;
6322
6323 void R_SkinFrame_PrepareForPurge(void)
6324 {
6325         r_skinframe.loadsequence++;
6326         // wrap it without hitting zero
6327         if (r_skinframe.loadsequence >= 200)
6328                 r_skinframe.loadsequence = 1;
6329 }
6330
6331 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
6332 {
6333         if (!skinframe)
6334                 return;
6335         // mark the skinframe as used for the purging code
6336         skinframe->loadsequence = r_skinframe.loadsequence;
6337 }
6338
6339 void R_SkinFrame_Purge(void)
6340 {
6341         int i;
6342         skinframe_t *s;
6343         for (i = 0;i < SKINFRAME_HASH;i++)
6344         {
6345                 for (s = r_skinframe.hash[i];s;s = s->next)
6346                 {
6347                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
6348                         {
6349                                 if (s->merged == s->base)
6350                                         s->merged = NULL;
6351                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
6352                                 R_PurgeTexture(s->stain );s->stain  = NULL;
6353                                 R_PurgeTexture(s->merged);s->merged = NULL;
6354                                 R_PurgeTexture(s->base  );s->base   = NULL;
6355                                 R_PurgeTexture(s->pants );s->pants  = NULL;
6356                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
6357                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
6358                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
6359                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
6360                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
6361                                 R_PurgeTexture(s->reflect);s->reflect = NULL;
6362                                 s->loadsequence = 0;
6363                         }
6364                 }
6365         }
6366 }
6367
6368 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
6369         skinframe_t *item;
6370         char basename[MAX_QPATH];
6371
6372         Image_StripImageExtension(name, basename, sizeof(basename));
6373
6374         if( last == NULL ) {
6375                 int hashindex;
6376                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6377                 item = r_skinframe.hash[hashindex];
6378         } else {
6379                 item = last->next;
6380         }
6381
6382         // linearly search through the hash bucket
6383         for( ; item ; item = item->next ) {
6384                 if( !strcmp( item->basename, basename ) ) {
6385                         return item;
6386                 }
6387         }
6388         return NULL;
6389 }
6390
6391 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
6392 {
6393         skinframe_t *item;
6394         int hashindex;
6395         char basename[MAX_QPATH];
6396
6397         Image_StripImageExtension(name, basename, sizeof(basename));
6398
6399         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6400         for (item = r_skinframe.hash[hashindex];item;item = item->next)
6401                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
6402                         break;
6403
6404         if (!item) {
6405                 rtexture_t *dyntexture;
6406                 // check whether its a dynamic texture
6407                 dyntexture = CL_GetDynTexture( basename );
6408                 if (!add && !dyntexture)
6409                         return NULL;
6410                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
6411                 memset(item, 0, sizeof(*item));
6412                 strlcpy(item->basename, basename, sizeof(item->basename));
6413                 item->base = dyntexture; // either NULL or dyntexture handle
6414                 item->textureflags = textureflags;
6415                 item->comparewidth = comparewidth;
6416                 item->compareheight = compareheight;
6417                 item->comparecrc = comparecrc;
6418                 item->next = r_skinframe.hash[hashindex];
6419                 r_skinframe.hash[hashindex] = item;
6420         }
6421         else if( item->base == NULL )
6422         {
6423                 rtexture_t *dyntexture;
6424                 // check whether its a dynamic texture
6425                 // 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]
6426                 dyntexture = CL_GetDynTexture( basename );
6427                 item->base = dyntexture; // either NULL or dyntexture handle
6428         }
6429
6430         R_SkinFrame_MarkUsed(item);
6431         return item;
6432 }
6433
6434 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
6435         { \
6436                 unsigned long long avgcolor[5], wsum; \
6437                 int pix, comp, w; \
6438                 avgcolor[0] = 0; \
6439                 avgcolor[1] = 0; \
6440                 avgcolor[2] = 0; \
6441                 avgcolor[3] = 0; \
6442                 avgcolor[4] = 0; \
6443                 wsum = 0; \
6444                 for(pix = 0; pix < cnt; ++pix) \
6445                 { \
6446                         w = 0; \
6447                         for(comp = 0; comp < 3; ++comp) \
6448                                 w += getpixel; \
6449                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
6450                         { \
6451                                 ++wsum; \
6452                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6453                                 w = getpixel; \
6454                                 for(comp = 0; comp < 3; ++comp) \
6455                                         avgcolor[comp] += getpixel * w; \
6456                                 avgcolor[3] += w; \
6457                         } \
6458                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6459                         avgcolor[4] += getpixel; \
6460                 } \
6461                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
6462                         avgcolor[3] = 1; \
6463                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
6464                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
6465                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
6466                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
6467         }
6468
6469 extern cvar_t gl_picmip;
6470 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
6471 {
6472         int j;
6473         unsigned char *pixels;
6474         unsigned char *bumppixels;
6475         unsigned char *basepixels = NULL;
6476         int basepixels_width = 0;
6477         int basepixels_height = 0;
6478         skinframe_t *skinframe;
6479         rtexture_t *ddsbase = NULL;
6480         qboolean ddshasalpha = false;
6481         float ddsavgcolor[4];
6482         char basename[MAX_QPATH];
6483         int miplevel = R_PicmipForFlags(textureflags);
6484         int savemiplevel = miplevel;
6485         int mymiplevel;
6486
6487         if (cls.state == ca_dedicated)
6488                 return NULL;
6489
6490         // return an existing skinframe if already loaded
6491         // if loading of the first image fails, don't make a new skinframe as it
6492         // would cause all future lookups of this to be missing
6493         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6494         if (skinframe && skinframe->base)
6495                 return skinframe;
6496
6497         Image_StripImageExtension(name, basename, sizeof(basename));
6498
6499         // check for DDS texture file first
6500         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
6501         {
6502                 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer != 0, &miplevel);
6503                 if (basepixels == NULL)
6504                         return NULL;
6505         }
6506
6507         // FIXME handle miplevel
6508
6509         if (developer_loading.integer)
6510                 Con_Printf("loading skin \"%s\"\n", name);
6511
6512         // we've got some pixels to store, so really allocate this new texture now
6513         if (!skinframe)
6514                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
6515         skinframe->stain = NULL;
6516         skinframe->merged = NULL;
6517         skinframe->base = NULL;
6518         skinframe->pants = NULL;
6519         skinframe->shirt = NULL;
6520         skinframe->nmap = NULL;
6521         skinframe->gloss = NULL;
6522         skinframe->glow = NULL;
6523         skinframe->fog = NULL;
6524         skinframe->reflect = NULL;
6525         skinframe->hasalpha = false;
6526
6527         if (ddsbase)
6528         {
6529                 skinframe->base = ddsbase;
6530                 skinframe->hasalpha = ddshasalpha;
6531                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
6532                 if (r_loadfog && skinframe->hasalpha)
6533                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
6534                 //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]);
6535         }
6536         else
6537         {
6538                 basepixels_width = image_width;
6539                 basepixels_height = image_height;
6540                 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);
6541                 if (textureflags & TEXF_ALPHA)
6542                 {
6543                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
6544                         {
6545                                 if (basepixels[j] < 255)
6546                                 {
6547                                         skinframe->hasalpha = true;
6548                                         break;
6549                                 }
6550                         }
6551                         if (r_loadfog && skinframe->hasalpha)
6552                         {
6553                                 // has transparent pixels
6554                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6555                                 for (j = 0;j < image_width * image_height * 4;j += 4)
6556                                 {
6557                                         pixels[j+0] = 255;
6558                                         pixels[j+1] = 255;
6559                                         pixels[j+2] = 255;
6560                                         pixels[j+3] = basepixels[j+3];
6561                                 }
6562                                 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);
6563                                 Mem_Free(pixels);
6564                         }
6565                 }
6566                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
6567                 //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]);
6568                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
6569                         R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true, skinframe->hasalpha);
6570                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
6571                         R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true, true);
6572         }
6573
6574         if (r_loaddds)
6575         {
6576                 mymiplevel = savemiplevel;
6577                 if (r_loadnormalmap)
6578                         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);
6579                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6580                 if (r_loadgloss)
6581                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6582                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6583                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6584                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6585         }
6586
6587         // _norm is the name used by tenebrae and has been adopted as standard
6588         if (r_loadnormalmap && skinframe->nmap == NULL)
6589         {
6590                 mymiplevel = savemiplevel;
6591                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6592                 {
6593                         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);
6594                         Mem_Free(pixels);
6595                         pixels = NULL;
6596                 }
6597                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6598                 {
6599                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6600                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
6601                         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);
6602                         Mem_Free(pixels);
6603                         Mem_Free(bumppixels);
6604                 }
6605                 else if (r_shadow_bumpscale_basetexture.value > 0)
6606                 {
6607                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
6608                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
6609                         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);
6610                         Mem_Free(pixels);
6611                 }
6612                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
6613                         R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true, true);
6614         }
6615
6616         // _luma is supported only for tenebrae compatibility
6617         // _glow is the preferred name
6618         mymiplevel = savemiplevel;
6619         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))))
6620         {
6621                 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);
6622                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
6623                         R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true, true);
6624                 Mem_Free(pixels);pixels = NULL;
6625         }
6626
6627         mymiplevel = savemiplevel;
6628         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6629         {
6630                 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);
6631                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
6632                         R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true, true);
6633                 Mem_Free(pixels);
6634                 pixels = NULL;
6635         }
6636
6637         mymiplevel = savemiplevel;
6638         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6639         {
6640                 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);
6641                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
6642                         R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true, false);
6643                 Mem_Free(pixels);
6644                 pixels = NULL;
6645         }
6646
6647         mymiplevel = savemiplevel;
6648         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6649         {
6650                 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);
6651                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
6652                         R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true, false);
6653                 Mem_Free(pixels);
6654                 pixels = NULL;
6655         }
6656
6657         mymiplevel = savemiplevel;
6658         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6659         {
6660                 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);
6661                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
6662                         R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true, true);
6663                 Mem_Free(pixels);
6664                 pixels = NULL;
6665         }
6666
6667         if (basepixels)
6668                 Mem_Free(basepixels);
6669
6670         return skinframe;
6671 }
6672
6673 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
6674 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
6675 {
6676         int i;
6677         unsigned char *temp1, *temp2;
6678         skinframe_t *skinframe;
6679
6680         if (cls.state == ca_dedicated)
6681                 return NULL;
6682
6683         // if already loaded just return it, otherwise make a new skinframe
6684         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
6685         if (skinframe && skinframe->base)
6686                 return skinframe;
6687
6688         skinframe->stain = NULL;
6689         skinframe->merged = NULL;
6690         skinframe->base = NULL;
6691         skinframe->pants = NULL;
6692         skinframe->shirt = NULL;
6693         skinframe->nmap = NULL;
6694         skinframe->gloss = NULL;
6695         skinframe->glow = NULL;
6696         skinframe->fog = NULL;
6697         skinframe->reflect = NULL;
6698         skinframe->hasalpha = false;
6699
6700         // if no data was provided, then clearly the caller wanted to get a blank skinframe
6701         if (!skindata)
6702                 return NULL;
6703
6704         if (developer_loading.integer)
6705                 Con_Printf("loading 32bit skin \"%s\"\n", name);
6706
6707         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
6708         {
6709                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6710                 temp2 = temp1 + width * height * 4;
6711                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6712                 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);
6713                 Mem_Free(temp1);
6714         }
6715         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, textureflags, -1, NULL);
6716         if (textureflags & TEXF_ALPHA)
6717         {
6718                 for (i = 3;i < width * height * 4;i += 4)
6719                 {
6720                         if (skindata[i] < 255)
6721                         {
6722                                 skinframe->hasalpha = true;
6723                                 break;
6724                         }
6725                 }
6726                 if (r_loadfog && skinframe->hasalpha)
6727                 {
6728                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
6729                         memcpy(fogpixels, skindata, width * height * 4);
6730                         for (i = 0;i < width * height * 4;i += 4)
6731                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
6732                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
6733                         Mem_Free(fogpixels);
6734                 }
6735         }
6736
6737         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
6738         //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]);
6739
6740         return skinframe;
6741 }
6742
6743 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
6744 {
6745         int i;
6746         int featuresmask;
6747         skinframe_t *skinframe;
6748
6749         if (cls.state == ca_dedicated)
6750                 return NULL;
6751
6752         // if already loaded just return it, otherwise make a new skinframe
6753         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6754         if (skinframe && skinframe->base)
6755                 return skinframe;
6756
6757         skinframe->stain = NULL;
6758         skinframe->merged = NULL;
6759         skinframe->base = NULL;
6760         skinframe->pants = NULL;
6761         skinframe->shirt = NULL;
6762         skinframe->nmap = NULL;
6763         skinframe->gloss = NULL;
6764         skinframe->glow = NULL;
6765         skinframe->fog = NULL;
6766         skinframe->reflect = NULL;
6767         skinframe->hasalpha = false;
6768
6769         // if no data was provided, then clearly the caller wanted to get a blank skinframe
6770         if (!skindata)
6771                 return NULL;
6772
6773         if (developer_loading.integer)
6774                 Con_Printf("loading quake skin \"%s\"\n", name);
6775
6776         // 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)
6777         skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height);
6778         memcpy(skinframe->qpixels, skindata, width*height);
6779         skinframe->qwidth = width;
6780         skinframe->qheight = height;
6781
6782         featuresmask = 0;
6783         for (i = 0;i < width * height;i++)
6784                 featuresmask |= palette_featureflags[skindata[i]];
6785
6786         skinframe->hasalpha = false;
6787         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
6788         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
6789         skinframe->qgeneratemerged = true;
6790         skinframe->qgeneratebase = skinframe->qhascolormapping;
6791         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
6792
6793         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
6794         //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]);
6795
6796         return skinframe;
6797 }
6798
6799 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
6800 {
6801         int width;
6802         int height;
6803         unsigned char *skindata;
6804
6805         if (!skinframe->qpixels)
6806                 return;
6807
6808         if (!skinframe->qhascolormapping)
6809                 colormapped = false;
6810
6811         if (colormapped)
6812         {
6813                 if (!skinframe->qgeneratebase)
6814                         return;
6815         }
6816         else
6817         {
6818                 if (!skinframe->qgeneratemerged)
6819                         return;
6820         }
6821
6822         width = skinframe->qwidth;
6823         height = skinframe->qheight;
6824         skindata = skinframe->qpixels;
6825
6826         if (skinframe->qgeneratenmap)
6827         {
6828                 unsigned char *temp1, *temp2;
6829                 skinframe->qgeneratenmap = false;
6830                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6831                 temp2 = temp1 + width * height * 4;
6832                 // use either a custom palette or the quake palette
6833                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
6834                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6835                 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);
6836                 Mem_Free(temp1);
6837         }
6838
6839         if (skinframe->qgenerateglow)
6840         {
6841                 skinframe->qgenerateglow = false;
6842                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
6843         }
6844
6845         if (colormapped)
6846         {
6847                 skinframe->qgeneratebase = false;
6848                 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);
6849                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
6850                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
6851         }
6852         else
6853         {
6854                 skinframe->qgeneratemerged = false;
6855                 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);
6856         }
6857
6858         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
6859         {
6860                 Mem_Free(skinframe->qpixels);
6861                 skinframe->qpixels = NULL;
6862         }
6863 }
6864
6865 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)
6866 {
6867         int i;
6868         skinframe_t *skinframe;
6869
6870         if (cls.state == ca_dedicated)
6871                 return NULL;
6872
6873         // if already loaded just return it, otherwise make a new skinframe
6874         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6875         if (skinframe && skinframe->base)
6876                 return skinframe;
6877
6878         skinframe->stain = NULL;
6879         skinframe->merged = NULL;
6880         skinframe->base = NULL;
6881         skinframe->pants = NULL;
6882         skinframe->shirt = NULL;
6883         skinframe->nmap = NULL;
6884         skinframe->gloss = NULL;
6885         skinframe->glow = NULL;
6886         skinframe->fog = NULL;
6887         skinframe->reflect = NULL;
6888         skinframe->hasalpha = false;
6889
6890         // if no data was provided, then clearly the caller wanted to get a blank skinframe
6891         if (!skindata)
6892                 return NULL;
6893
6894         if (developer_loading.integer)
6895                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
6896
6897         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
6898         if (textureflags & TEXF_ALPHA)
6899         {
6900                 for (i = 0;i < width * height;i++)
6901                 {
6902                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
6903                         {
6904                                 skinframe->hasalpha = true;
6905                                 break;
6906                         }
6907                 }
6908                 if (r_loadfog && skinframe->hasalpha)
6909                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
6910         }
6911
6912         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
6913         //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]);
6914
6915         return skinframe;
6916 }
6917
6918 skinframe_t *R_SkinFrame_LoadMissing(void)
6919 {
6920         skinframe_t *skinframe;
6921
6922         if (cls.state == ca_dedicated)
6923                 return NULL;
6924
6925         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
6926         skinframe->stain = NULL;
6927         skinframe->merged = NULL;
6928         skinframe->base = NULL;
6929         skinframe->pants = NULL;
6930         skinframe->shirt = NULL;
6931         skinframe->nmap = NULL;
6932         skinframe->gloss = NULL;
6933         skinframe->glow = NULL;
6934         skinframe->fog = NULL;
6935         skinframe->reflect = NULL;
6936         skinframe->hasalpha = false;
6937
6938         skinframe->avgcolor[0] = rand() / RAND_MAX;
6939         skinframe->avgcolor[1] = rand() / RAND_MAX;
6940         skinframe->avgcolor[2] = rand() / RAND_MAX;
6941         skinframe->avgcolor[3] = 1;
6942
6943         return skinframe;
6944 }
6945
6946 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
6947 typedef struct suffixinfo_s
6948 {
6949         const char *suffix;
6950         qboolean flipx, flipy, flipdiagonal;
6951 }
6952 suffixinfo_t;
6953 static suffixinfo_t suffix[3][6] =
6954 {
6955         {
6956                 {"px",   false, false, false},
6957                 {"nx",   false, false, false},
6958                 {"py",   false, false, false},
6959                 {"ny",   false, false, false},
6960                 {"pz",   false, false, false},
6961                 {"nz",   false, false, false}
6962         },
6963         {
6964                 {"posx", false, false, false},
6965                 {"negx", false, false, false},
6966                 {"posy", false, false, false},
6967                 {"negy", false, false, false},
6968                 {"posz", false, false, false},
6969                 {"negz", false, false, false}
6970         },
6971         {
6972                 {"rt",    true, false,  true},
6973                 {"lf",   false,  true,  true},
6974                 {"ft",    true,  true, false},
6975                 {"bk",   false, false, false},
6976                 {"up",    true, false,  true},
6977                 {"dn",    true, false,  true}
6978         }
6979 };
6980
6981 static int componentorder[4] = {0, 1, 2, 3};
6982
6983 rtexture_t *R_LoadCubemap(const char *basename)
6984 {
6985         int i, j, cubemapsize;
6986         unsigned char *cubemappixels, *image_buffer;
6987         rtexture_t *cubemaptexture;
6988         char name[256];
6989         // must start 0 so the first loadimagepixels has no requested width/height
6990         cubemapsize = 0;
6991         cubemappixels = NULL;
6992         cubemaptexture = NULL;
6993         // keep trying different suffix groups (posx, px, rt) until one loads
6994         for (j = 0;j < 3 && !cubemappixels;j++)
6995         {
6996                 // load the 6 images in the suffix group
6997                 for (i = 0;i < 6;i++)
6998                 {
6999                         // generate an image name based on the base and and suffix
7000                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
7001                         // load it
7002                         if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer != 0, NULL)))
7003                         {
7004                                 // an image loaded, make sure width and height are equal
7005                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
7006                                 {
7007                                         // if this is the first image to load successfully, allocate the cubemap memory
7008                                         if (!cubemappixels && image_width >= 1)
7009                                         {
7010                                                 cubemapsize = image_width;
7011                                                 // note this clears to black, so unavailable sides are black
7012                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
7013                                         }
7014                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
7015                                         if (cubemappixels)
7016                                                 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);
7017                                 }
7018                                 else
7019                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
7020                                 // free the image
7021                                 Mem_Free(image_buffer);
7022                         }
7023                 }
7024         }
7025         // if a cubemap loaded, upload it
7026         if (cubemappixels)
7027         {
7028                 if (developer_loading.integer)
7029                         Con_Printf("loading cubemap \"%s\"\n", basename);
7030
7031                 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
7032                 Mem_Free(cubemappixels);
7033         }
7034         else
7035         {
7036                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
7037                 if (developer_loading.integer)
7038                 {
7039                         Con_Printf("(tried tried images ");
7040                         for (j = 0;j < 3;j++)
7041                                 for (i = 0;i < 6;i++)
7042                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
7043                         Con_Print(" and was unable to find any of them).\n");
7044                 }
7045         }
7046         return cubemaptexture;
7047 }
7048
7049 rtexture_t *R_GetCubemap(const char *basename)
7050 {
7051         int i;
7052         for (i = 0;i < r_texture_numcubemaps;i++)
7053                 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
7054                         return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
7055         if (i >= MAX_CUBEMAPS)
7056                 return r_texture_whitecube;
7057         r_texture_numcubemaps++;
7058         strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
7059         r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
7060         return r_texture_cubemaps[i].texture;
7061 }
7062
7063 void R_FreeCubemaps(void)
7064 {
7065         int i;
7066         for (i = 0;i < r_texture_numcubemaps;i++)
7067         {
7068                 if (developer_loading.integer)
7069                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
7070                 if (r_texture_cubemaps[i].texture)
7071                         R_FreeTexture(r_texture_cubemaps[i].texture);
7072         }
7073         r_texture_numcubemaps = 0;
7074 }
7075
7076 void R_Main_FreeViewCache(void)
7077 {
7078         if (r_refdef.viewcache.entityvisible)
7079                 Mem_Free(r_refdef.viewcache.entityvisible);
7080         if (r_refdef.viewcache.world_pvsbits)
7081                 Mem_Free(r_refdef.viewcache.world_pvsbits);
7082         if (r_refdef.viewcache.world_leafvisible)
7083                 Mem_Free(r_refdef.viewcache.world_leafvisible);
7084         if (r_refdef.viewcache.world_surfacevisible)
7085                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
7086         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
7087 }
7088
7089 void R_Main_ResizeViewCache(void)
7090 {
7091         int numentities = r_refdef.scene.numentities;
7092         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
7093         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
7094         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
7095         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
7096         if (r_refdef.viewcache.maxentities < numentities)
7097         {
7098                 r_refdef.viewcache.maxentities = numentities;
7099                 if (r_refdef.viewcache.entityvisible)
7100                         Mem_Free(r_refdef.viewcache.entityvisible);
7101                 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
7102         }
7103         if (r_refdef.viewcache.world_numclusters != numclusters)
7104         {
7105                 r_refdef.viewcache.world_numclusters = numclusters;
7106                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
7107                 if (r_refdef.viewcache.world_pvsbits)
7108                         Mem_Free(r_refdef.viewcache.world_pvsbits);
7109                 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
7110         }
7111         if (r_refdef.viewcache.world_numleafs != numleafs)
7112         {
7113                 r_refdef.viewcache.world_numleafs = numleafs;
7114                 if (r_refdef.viewcache.world_leafvisible)
7115                         Mem_Free(r_refdef.viewcache.world_leafvisible);
7116                 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
7117         }
7118         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
7119         {
7120                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
7121                 if (r_refdef.viewcache.world_surfacevisible)
7122                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
7123                 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
7124         }
7125 }
7126
7127 extern rtexture_t *loadingscreentexture;
7128 void gl_main_start(void)
7129 {
7130         loadingscreentexture = NULL;
7131         r_texture_blanknormalmap = NULL;
7132         r_texture_white = NULL;
7133         r_texture_grey128 = NULL;
7134         r_texture_black = NULL;
7135         r_texture_whitecube = NULL;
7136         r_texture_normalizationcube = NULL;
7137         r_texture_fogattenuation = NULL;
7138         r_texture_fogheighttexture = NULL;
7139         r_texture_gammaramps = NULL;
7140         r_texture_numcubemaps = 0;
7141
7142         r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
7143         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
7144
7145         switch(vid.renderpath)
7146         {
7147         case RENDERPATH_GL20:
7148         case RENDERPATH_CGGL:
7149         case RENDERPATH_D3D9:
7150         case RENDERPATH_D3D10:
7151         case RENDERPATH_D3D11:
7152                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7153                 Cvar_SetValueQuick(&gl_combine, 1);
7154                 Cvar_SetValueQuick(&r_glsl, 1);
7155                 r_loadnormalmap = true;
7156                 r_loadgloss = true;
7157                 r_loadfog = false;
7158                 break;
7159         case RENDERPATH_GL13:
7160                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7161                 Cvar_SetValueQuick(&gl_combine, 1);
7162                 Cvar_SetValueQuick(&r_glsl, 0);
7163                 r_loadnormalmap = false;
7164                 r_loadgloss = false;
7165                 r_loadfog = true;
7166                 break;
7167         case RENDERPATH_GL11:
7168                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7169                 Cvar_SetValueQuick(&gl_combine, 0);
7170                 Cvar_SetValueQuick(&r_glsl, 0);
7171                 r_loadnormalmap = false;
7172                 r_loadgloss = false;
7173                 r_loadfog = true;
7174                 break;
7175         }
7176
7177         R_AnimCache_Free();
7178         R_FrameData_Reset();
7179
7180         r_numqueries = 0;
7181         r_maxqueries = 0;
7182         memset(r_queries, 0, sizeof(r_queries));
7183
7184         r_qwskincache = NULL;
7185         r_qwskincache_size = 0;
7186
7187         // set up r_skinframe loading system for textures
7188         memset(&r_skinframe, 0, sizeof(r_skinframe));
7189         r_skinframe.loadsequence = 1;
7190         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
7191
7192         r_main_texturepool = R_AllocTexturePool();
7193         R_BuildBlankTextures();
7194         R_BuildNoTexture();
7195         if (vid.support.arb_texture_cube_map)
7196         {
7197                 R_BuildWhiteCube();
7198                 R_BuildNormalizationCube();
7199         }
7200         r_texture_fogattenuation = NULL;
7201         r_texture_fogheighttexture = NULL;
7202         r_texture_gammaramps = NULL;
7203         //r_texture_fogintensity = NULL;
7204         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7205         memset(&r_waterstate, 0, sizeof(r_waterstate));
7206         r_glsl_permutation = NULL;
7207         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
7208         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
7209         glslshaderstring = NULL;
7210 #ifdef SUPPORTCG
7211         r_cg_permutation = NULL;
7212         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
7213         Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
7214         cgshaderstring = NULL;
7215 #endif
7216 #ifdef SUPPORTD3D
7217         r_hlsl_permutation = NULL;
7218         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
7219         Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
7220         hlslshaderstring = NULL;
7221 #endif
7222         memset(&r_svbsp, 0, sizeof (r_svbsp));
7223
7224         r_refdef.fogmasktable_density = 0;
7225 }
7226
7227 void gl_main_shutdown(void)
7228 {
7229         R_AnimCache_Free();
7230         R_FrameData_Reset();
7231
7232         R_Main_FreeViewCache();
7233
7234         switch(vid.renderpath)
7235         {
7236         case RENDERPATH_GL11:
7237         case RENDERPATH_GL13:
7238         case RENDERPATH_GL20:
7239         case RENDERPATH_CGGL:
7240                 if (r_maxqueries)
7241                         qglDeleteQueriesARB(r_maxqueries, r_queries);
7242                 break;
7243         case RENDERPATH_D3D9:
7244                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7245                 break;
7246         case RENDERPATH_D3D10:
7247                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7248                 break;
7249         case RENDERPATH_D3D11:
7250                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7251                 break;
7252         }
7253
7254         r_numqueries = 0;
7255         r_maxqueries = 0;
7256         memset(r_queries, 0, sizeof(r_queries));
7257
7258         r_qwskincache = NULL;
7259         r_qwskincache_size = 0;
7260
7261         // clear out the r_skinframe state
7262         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
7263         memset(&r_skinframe, 0, sizeof(r_skinframe));
7264
7265         if (r_svbsp.nodes)
7266                 Mem_Free(r_svbsp.nodes);
7267         memset(&r_svbsp, 0, sizeof (r_svbsp));
7268         R_FreeTexturePool(&r_main_texturepool);
7269         loadingscreentexture = NULL;
7270         r_texture_blanknormalmap = NULL;
7271         r_texture_white = NULL;
7272         r_texture_grey128 = NULL;
7273         r_texture_black = NULL;
7274         r_texture_whitecube = NULL;
7275         r_texture_normalizationcube = NULL;
7276         r_texture_fogattenuation = NULL;
7277         r_texture_fogheighttexture = NULL;
7278         r_texture_gammaramps = NULL;
7279         r_texture_numcubemaps = 0;
7280         //r_texture_fogintensity = NULL;
7281         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7282         memset(&r_waterstate, 0, sizeof(r_waterstate));
7283         R_GLSL_Restart_f();
7284 }
7285
7286 extern void CL_ParseEntityLump(char *entitystring);
7287 void gl_main_newmap(void)
7288 {
7289         // FIXME: move this code to client
7290         char *entities, entname[MAX_QPATH];
7291         if (r_qwskincache)
7292                 Mem_Free(r_qwskincache);
7293         r_qwskincache = NULL;
7294         r_qwskincache_size = 0;
7295         if (cl.worldmodel)
7296         {
7297                 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
7298                 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
7299                 {
7300                         CL_ParseEntityLump(entities);
7301                         Mem_Free(entities);
7302                         return;
7303                 }
7304                 if (cl.worldmodel->brush.entities)
7305                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
7306         }
7307         R_Main_FreeViewCache();
7308
7309         R_FrameData_Reset();
7310 }
7311
7312 void GL_Main_Init(void)
7313 {
7314         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
7315
7316         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
7317         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
7318         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
7319         if (gamemode == GAME_NEHAHRA)
7320         {
7321                 Cvar_RegisterVariable (&gl_fogenable);
7322                 Cvar_RegisterVariable (&gl_fogdensity);
7323                 Cvar_RegisterVariable (&gl_fogred);
7324                 Cvar_RegisterVariable (&gl_foggreen);
7325                 Cvar_RegisterVariable (&gl_fogblue);
7326                 Cvar_RegisterVariable (&gl_fogstart);
7327                 Cvar_RegisterVariable (&gl_fogend);
7328                 Cvar_RegisterVariable (&gl_skyclip);
7329         }
7330         Cvar_RegisterVariable(&r_motionblur);
7331         Cvar_RegisterVariable(&r_motionblur_maxblur);
7332         Cvar_RegisterVariable(&r_motionblur_bmin);
7333         Cvar_RegisterVariable(&r_motionblur_vmin);
7334         Cvar_RegisterVariable(&r_motionblur_vmax);
7335         Cvar_RegisterVariable(&r_motionblur_vcoeff);
7336         Cvar_RegisterVariable(&r_motionblur_randomize);
7337         Cvar_RegisterVariable(&r_damageblur);
7338         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
7339         Cvar_RegisterVariable(&r_equalize_entities_minambient);
7340         Cvar_RegisterVariable(&r_equalize_entities_by);
7341         Cvar_RegisterVariable(&r_equalize_entities_to);
7342         Cvar_RegisterVariable(&r_depthfirst);
7343         Cvar_RegisterVariable(&r_useinfinitefarclip);
7344         Cvar_RegisterVariable(&r_farclip_base);
7345         Cvar_RegisterVariable(&r_farclip_world);
7346         Cvar_RegisterVariable(&r_nearclip);
7347         Cvar_RegisterVariable(&r_showbboxes);
7348         Cvar_RegisterVariable(&r_showsurfaces);
7349         Cvar_RegisterVariable(&r_showtris);
7350         Cvar_RegisterVariable(&r_shownormals);
7351         Cvar_RegisterVariable(&r_showlighting);
7352         Cvar_RegisterVariable(&r_showshadowvolumes);
7353         Cvar_RegisterVariable(&r_showcollisionbrushes);
7354         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
7355         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
7356         Cvar_RegisterVariable(&r_showdisabledepthtest);
7357         Cvar_RegisterVariable(&r_drawportals);
7358         Cvar_RegisterVariable(&r_drawentities);
7359         Cvar_RegisterVariable(&r_draw2d);
7360         Cvar_RegisterVariable(&r_drawworld);
7361         Cvar_RegisterVariable(&r_cullentities_trace);
7362         Cvar_RegisterVariable(&r_cullentities_trace_samples);
7363         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
7364         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
7365         Cvar_RegisterVariable(&r_cullentities_trace_delay);
7366         Cvar_RegisterVariable(&r_drawviewmodel);
7367         Cvar_RegisterVariable(&r_drawexteriormodel);
7368         Cvar_RegisterVariable(&r_speeds);
7369         Cvar_RegisterVariable(&r_fullbrights);
7370         Cvar_RegisterVariable(&r_wateralpha);
7371         Cvar_RegisterVariable(&r_dynamic);
7372         Cvar_RegisterVariable(&r_fakelight);
7373         Cvar_RegisterVariable(&r_fakelight_intensity);
7374         Cvar_RegisterVariable(&r_fullbright);
7375         Cvar_RegisterVariable(&r_shadows);
7376         Cvar_RegisterVariable(&r_shadows_darken);
7377         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
7378         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
7379         Cvar_RegisterVariable(&r_shadows_throwdistance);
7380         Cvar_RegisterVariable(&r_shadows_throwdirection);
7381         Cvar_RegisterVariable(&r_shadows_focus);
7382         Cvar_RegisterVariable(&r_shadows_shadowmapscale);
7383         Cvar_RegisterVariable(&r_q1bsp_skymasking);
7384         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
7385         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
7386         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
7387         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
7388         Cvar_RegisterVariable(&r_fog_exp2);
7389         Cvar_RegisterVariable(&r_drawfog);
7390         Cvar_RegisterVariable(&r_transparentdepthmasking);
7391         Cvar_RegisterVariable(&r_texture_dds_load);
7392         Cvar_RegisterVariable(&r_texture_dds_save);
7393         Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
7394         Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
7395         Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
7396         Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
7397         Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
7398         Cvar_RegisterVariable(&r_textureunits);
7399         Cvar_RegisterVariable(&gl_combine);
7400         Cvar_RegisterVariable(&r_glsl);
7401         Cvar_RegisterVariable(&r_glsl_deluxemapping);
7402         Cvar_RegisterVariable(&r_glsl_offsetmapping);
7403         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
7404         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
7405         Cvar_RegisterVariable(&r_glsl_postprocess);
7406         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
7407         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
7408         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
7409         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
7410         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
7411         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
7412         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
7413         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
7414
7415         Cvar_RegisterVariable(&r_water);
7416         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
7417         Cvar_RegisterVariable(&r_water_clippingplanebias);
7418         Cvar_RegisterVariable(&r_water_refractdistort);
7419         Cvar_RegisterVariable(&r_water_reflectdistort);
7420         Cvar_RegisterVariable(&r_water_scissormode);
7421         Cvar_RegisterVariable(&r_lerpsprites);
7422         Cvar_RegisterVariable(&r_lerpmodels);
7423         Cvar_RegisterVariable(&r_lerplightstyles);
7424         Cvar_RegisterVariable(&r_waterscroll);
7425         Cvar_RegisterVariable(&r_bloom);
7426         Cvar_RegisterVariable(&r_bloom_colorscale);
7427         Cvar_RegisterVariable(&r_bloom_brighten);
7428         Cvar_RegisterVariable(&r_bloom_blur);
7429         Cvar_RegisterVariable(&r_bloom_resolution);
7430         Cvar_RegisterVariable(&r_bloom_colorexponent);
7431         Cvar_RegisterVariable(&r_bloom_colorsubtract);
7432         Cvar_RegisterVariable(&r_hdr);
7433         Cvar_RegisterVariable(&r_hdr_scenebrightness);
7434         Cvar_RegisterVariable(&r_hdr_glowintensity);
7435         Cvar_RegisterVariable(&r_hdr_range);
7436         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
7437         Cvar_RegisterVariable(&developer_texturelogging);
7438         Cvar_RegisterVariable(&gl_lightmaps);
7439         Cvar_RegisterVariable(&r_test);
7440         Cvar_RegisterVariable(&r_glsl_saturation);
7441         Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
7442         Cvar_RegisterVariable(&r_framedatasize);
7443         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
7444                 Cvar_SetValue("r_fullbrights", 0);
7445         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
7446
7447         Cvar_RegisterVariable(&r_track_sprites);
7448         Cvar_RegisterVariable(&r_track_sprites_flags);
7449         Cvar_RegisterVariable(&r_track_sprites_scalew);
7450         Cvar_RegisterVariable(&r_track_sprites_scaleh);
7451         Cvar_RegisterVariable(&r_overheadsprites_perspective);
7452         Cvar_RegisterVariable(&r_overheadsprites_pushback);
7453 }
7454
7455 extern void R_Textures_Init(void);
7456 extern void GL_Draw_Init(void);
7457 extern void GL_Main_Init(void);
7458 extern void R_Shadow_Init(void);
7459 extern void R_Sky_Init(void);
7460 extern void GL_Surf_Init(void);
7461 extern void R_Particles_Init(void);
7462 extern void R_Explosion_Init(void);
7463 extern void gl_backend_init(void);
7464 extern void Sbar_Init(void);
7465 extern void R_LightningBeams_Init(void);
7466 extern void Mod_RenderInit(void);
7467 extern void Font_Init(void);
7468
7469 void Render_Init(void)
7470 {
7471         gl_backend_init();
7472         R_Textures_Init();
7473         GL_Main_Init();
7474         Font_Init();
7475         GL_Draw_Init();
7476         R_Shadow_Init();
7477         R_Sky_Init();
7478         GL_Surf_Init();
7479         Sbar_Init();
7480         R_Particles_Init();
7481         R_Explosion_Init();
7482         R_LightningBeams_Init();
7483         Mod_RenderInit();
7484 }
7485
7486 /*
7487 ===============
7488 GL_Init
7489 ===============
7490 */
7491 extern char *ENGINE_EXTENSIONS;
7492 void GL_Init (void)
7493 {
7494         gl_renderer = (const char *)qglGetString(GL_RENDERER);
7495         gl_vendor = (const char *)qglGetString(GL_VENDOR);
7496         gl_version = (const char *)qglGetString(GL_VERSION);
7497         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
7498
7499         if (!gl_extensions)
7500                 gl_extensions = "";
7501         if (!gl_platformextensions)
7502                 gl_platformextensions = "";
7503
7504         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
7505         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
7506         Con_Printf("GL_VERSION: %s\n", gl_version);
7507         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
7508         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
7509
7510         VID_CheckExtensions();
7511
7512         // LordHavoc: report supported extensions
7513         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
7514
7515         // clear to black (loading plaque will be seen over this)
7516         GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
7517 }
7518
7519 int R_CullBox(const vec3_t mins, const vec3_t maxs)
7520 {
7521         int i;
7522         mplane_t *p;
7523         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7524         {
7525                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
7526                 if (i == 4)
7527                         continue;
7528                 p = r_refdef.view.frustum + i;
7529                 switch(p->signbits)
7530                 {
7531                 default:
7532                 case 0:
7533                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7534                                 return true;
7535                         break;
7536                 case 1:
7537                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7538                                 return true;
7539                         break;
7540                 case 2:
7541                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7542                                 return true;
7543                         break;
7544                 case 3:
7545                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7546                                 return true;
7547                         break;
7548                 case 4:
7549                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7550                                 return true;
7551                         break;
7552                 case 5:
7553                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7554                                 return true;
7555                         break;
7556                 case 6:
7557                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7558                                 return true;
7559                         break;
7560                 case 7:
7561                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7562                                 return true;
7563                         break;
7564                 }
7565         }
7566         return false;
7567 }
7568
7569 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
7570 {
7571         int i;
7572         const mplane_t *p;
7573         for (i = 0;i < numplanes;i++)
7574         {
7575                 p = planes + i;
7576                 switch(p->signbits)
7577                 {
7578                 default:
7579                 case 0:
7580                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7581                                 return true;
7582                         break;
7583                 case 1:
7584                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7585                                 return true;
7586                         break;
7587                 case 2:
7588                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7589                                 return true;
7590                         break;
7591                 case 3:
7592                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7593                                 return true;
7594                         break;
7595                 case 4:
7596                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7597                                 return true;
7598                         break;
7599                 case 5:
7600                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7601                                 return true;
7602                         break;
7603                 case 6:
7604                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7605                                 return true;
7606                         break;
7607                 case 7:
7608                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7609                                 return true;
7610                         break;
7611                 }
7612         }
7613         return false;
7614 }
7615
7616 //==================================================================================
7617
7618 // LordHavoc: this stores temporary data used within the same frame
7619
7620 qboolean r_framedata_failed;
7621 static size_t r_framedata_size;
7622 static size_t r_framedata_current;
7623 static void *r_framedata_base;
7624
7625 void R_FrameData_Reset(void)
7626 {
7627         if (r_framedata_base)
7628                 Mem_Free(r_framedata_base);
7629         r_framedata_base = NULL;
7630         r_framedata_size = 0;
7631         r_framedata_current = 0;
7632         r_framedata_failed = false;
7633 }
7634
7635 void R_FrameData_NewFrame(void)
7636 {
7637         size_t wantedsize;
7638         if (r_framedata_failed)
7639                 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
7640         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
7641         wantedsize = bound(65536, wantedsize, 128*1024*1024);
7642         if (r_framedata_size != wantedsize)
7643         {
7644                 r_framedata_size = wantedsize;
7645                 if (r_framedata_base)
7646                         Mem_Free(r_framedata_base);
7647                 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
7648         }
7649         r_framedata_current = 0;
7650         r_framedata_failed = false;
7651 }
7652
7653 void *R_FrameData_Alloc(size_t size)
7654 {
7655         void *data;
7656
7657         // align to 16 byte boundary
7658         size = (size + 15) & ~15;
7659         data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
7660         r_framedata_current += size;
7661
7662         // check overflow
7663         if (r_framedata_current > r_framedata_size)
7664                 r_framedata_failed = true;
7665
7666         // return NULL on everything after a failure
7667         if (r_framedata_failed)
7668                 return NULL;
7669
7670         return data;
7671 }
7672
7673 void *R_FrameData_Store(size_t size, void *data)
7674 {
7675         void *d = R_FrameData_Alloc(size);
7676         if (d)
7677                 memcpy(d, data, size);
7678         return d;
7679 }
7680
7681 //==================================================================================
7682
7683 // LordHavoc: animcache originally written by Echon, rewritten since then
7684
7685 /**
7686  * Animation cache prevents re-generating mesh data for an animated model
7687  * multiple times in one frame for lighting, shadowing, reflections, etc.
7688  */
7689
7690 void R_AnimCache_Free(void)
7691 {
7692 }
7693
7694 void R_AnimCache_ClearCache(void)
7695 {
7696         int i;
7697         entity_render_t *ent;
7698
7699         for (i = 0;i < r_refdef.scene.numentities;i++)
7700         {
7701                 ent = r_refdef.scene.entities[i];
7702                 ent->animcache_vertex3f = NULL;
7703                 ent->animcache_normal3f = NULL;
7704                 ent->animcache_svector3f = NULL;
7705                 ent->animcache_tvector3f = NULL;
7706                 ent->animcache_vertexposition = NULL;
7707                 ent->animcache_vertexmesh = NULL;
7708                 ent->animcache_vertexpositionbuffer = NULL;
7709                 ent->animcache_vertexmeshbuffer = NULL;
7710         }
7711 }
7712
7713 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
7714 {
7715         int i;
7716
7717         // identical memory layout, so no need to allocate...
7718         // this also provides the vertexposition structure to everything, e.g.
7719         // depth masked rendering currently uses it even if having separate
7720         // arrays
7721         // NOTE: get rid of this optimization if changing it to e.g. 4f
7722         ent->animcache_vertexposition = (r_vertexposition_t *)ent->animcache_vertex3f;
7723
7724         // TODO:
7725         // get rid of following uses of VERTEXPOSITION, change to the array:
7726         // R_DrawTextureSurfaceList_Sky if skyrendermasked
7727         // R_DrawSurface_TransparentCallback if r_transparentdepthmasking.integer
7728         // R_DrawTextureSurfaceList_DepthOnly
7729         // R_Q1BSP_DrawShadowMap
7730
7731         switch(vid.renderpath)
7732         {
7733         case RENDERPATH_GL20:
7734         case RENDERPATH_CGGL:
7735                 // need the meshbuffers if !gl_mesh_separatearrays.integer
7736                 if (gl_mesh_separatearrays.integer)
7737                         return;
7738                 break;
7739         case RENDERPATH_D3D9:
7740         case RENDERPATH_D3D10:
7741         case RENDERPATH_D3D11:
7742                 // always need the meshbuffers
7743                 break;
7744         case RENDERPATH_GL13:
7745         case RENDERPATH_GL11:
7746                 // never need the meshbuffers
7747                 return;
7748         }
7749
7750         if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
7751                 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
7752         /*
7753         if (!ent->animcache_vertexposition)
7754                 ent->animcache_vertexposition = (r_vertexposition_t *)R_FrameData_Alloc(sizeof(r_vertexposition_t)*numvertices);
7755         */
7756         if (ent->animcache_vertexposition)
7757         {
7758                 /*
7759                 for (i = 0;i < numvertices;i++)
7760                         memcpy(ent->animcache_vertexposition[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
7761                 */
7762                 // TODO: upload vertex buffer?
7763         }
7764         if (ent->animcache_vertexmesh)
7765         {
7766                 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
7767                 for (i = 0;i < numvertices;i++)
7768                         memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
7769                 if (ent->animcache_svector3f)
7770                         for (i = 0;i < numvertices;i++)
7771                                 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
7772                 if (ent->animcache_tvector3f)
7773                         for (i = 0;i < numvertices;i++)
7774                                 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
7775                 if (ent->animcache_normal3f)
7776                         for (i = 0;i < numvertices;i++)
7777                                 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
7778                 // TODO: upload vertex buffer?
7779         }
7780 }
7781
7782 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
7783 {
7784         dp_model_t *model = ent->model;
7785         int numvertices;
7786         // see if it's already cached this frame
7787         if (ent->animcache_vertex3f)
7788         {
7789                 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
7790                 if (wantnormals || wanttangents)
7791                 {
7792                         if (ent->animcache_normal3f)
7793                                 wantnormals = false;
7794                         if (ent->animcache_svector3f)
7795                                 wanttangents = false;
7796                         if (wantnormals || wanttangents)
7797                         {
7798                                 numvertices = model->surfmesh.num_vertices;
7799                                 if (wantnormals)
7800                                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7801                                 if (wanttangents)
7802                                 {
7803                                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7804                                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7805                                 }
7806                                 if (!r_framedata_failed)
7807                                 {
7808                                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
7809                                         R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7810                                 }
7811                         }
7812                 }
7813         }
7814         else
7815         {
7816                 // see if this ent is worth caching
7817                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
7818                         return false;
7819                 // get some memory for this entity and generate mesh data
7820                 numvertices = model->surfmesh.num_vertices;
7821                 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7822                 if (wantnormals)
7823                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7824                 if (wanttangents)
7825                 {
7826                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7827                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7828                 }
7829                 if (!r_framedata_failed)
7830                 {
7831                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
7832                         R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7833                 }
7834         }
7835         return !r_framedata_failed;
7836 }
7837
7838 void R_AnimCache_CacheVisibleEntities(void)
7839 {
7840         int i;
7841         qboolean wantnormals = true;
7842         qboolean wanttangents = !r_showsurfaces.integer;
7843
7844         switch(vid.renderpath)
7845         {
7846         case RENDERPATH_GL20:
7847         case RENDERPATH_CGGL:
7848         case RENDERPATH_D3D9:
7849         case RENDERPATH_D3D10:
7850         case RENDERPATH_D3D11:
7851                 break;
7852         case RENDERPATH_GL13:
7853         case RENDERPATH_GL11:
7854                 wanttangents = false;
7855                 break;
7856         }
7857
7858         if (r_shownormals.integer)
7859                 wanttangents = wantnormals = true;
7860
7861         // TODO: thread this
7862         // NOTE: R_PrepareRTLights() also caches entities
7863
7864         for (i = 0;i < r_refdef.scene.numentities;i++)
7865                 if (r_refdef.viewcache.entityvisible[i])
7866                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
7867 }
7868
7869 //==================================================================================
7870
7871 static void R_View_UpdateEntityLighting (void)
7872 {
7873         int i;
7874         entity_render_t *ent;
7875         vec3_t tempdiffusenormal, avg;
7876         vec_t f, fa, fd, fdd;
7877         qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
7878
7879         for (i = 0;i < r_refdef.scene.numentities;i++)
7880         {
7881                 ent = r_refdef.scene.entities[i];
7882
7883                 // skip unseen models
7884                 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
7885                         continue;
7886
7887                 // skip bsp models
7888                 if (ent->model && ent->model->brush.num_leafs)
7889                 {
7890                         // TODO: use modellight for r_ambient settings on world?
7891                         VectorSet(ent->modellight_ambient, 0, 0, 0);
7892                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
7893                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
7894                         continue;
7895                 }
7896
7897                 // fetch the lighting from the worldmodel data
7898                 VectorClear(ent->modellight_ambient);
7899                 VectorClear(ent->modellight_diffuse);
7900                 VectorClear(tempdiffusenormal);
7901                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
7902                 {
7903                         vec3_t org;
7904                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7905
7906                         // complete lightning for lit sprites
7907                         // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
7908                         if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
7909                         {
7910                                 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
7911                                         org[2] = org[2] + r_overheadsprites_pushback.value;
7912                                 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, ent->modellight_lightdir, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
7913                         }
7914                         else
7915                                 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
7916
7917                         if(ent->flags & RENDER_EQUALIZE)
7918                         {
7919                                 // first fix up ambient lighting...
7920                                 if(r_equalize_entities_minambient.value > 0)
7921                                 {
7922                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
7923                                         if(fd > 0)
7924                                         {
7925                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
7926                                                 if(fa < r_equalize_entities_minambient.value * fd)
7927                                                 {
7928                                                         // solve:
7929                                                         //   fa'/fd' = minambient
7930                                                         //   fa'+0.25*fd' = fa+0.25*fd
7931                                                         //   ...
7932                                                         //   fa' = fd' * minambient
7933                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
7934                                                         //   ...
7935                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
7936                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
7937                                                         //   ...
7938                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
7939                                                         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
7940                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
7941                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7942                                                 }
7943                                         }
7944                                 }
7945
7946                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
7947                                 {
7948                                         VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
7949                                         f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
7950                                         if(f > 0)
7951                                         {
7952                                                 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
7953                                                 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
7954                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7955                                         }
7956                                 }
7957                         }
7958                 }
7959                 else // highly rare
7960                         VectorSet(ent->modellight_ambient, 1, 1, 1);
7961
7962                 // move the light direction into modelspace coordinates for lighting code
7963                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
7964                 if(VectorLength2(ent->modellight_lightdir) == 0)
7965                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
7966                 VectorNormalize(ent->modellight_lightdir);
7967         }
7968 }
7969
7970 #define MAX_LINEOFSIGHTTRACES 64
7971
7972 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
7973 {
7974         int i;
7975         vec3_t boxmins, boxmaxs;
7976         vec3_t start;
7977         vec3_t end;
7978         dp_model_t *model = r_refdef.scene.worldmodel;
7979
7980         if (!model || !model->brush.TraceLineOfSight)
7981                 return true;
7982
7983         // expand the box a little
7984         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
7985         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
7986         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
7987         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
7988         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
7989         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
7990
7991         // return true if eye is inside enlarged box
7992         if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
7993                 return true;
7994
7995         // try center
7996         VectorCopy(eye, start);
7997         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
7998         if (model->brush.TraceLineOfSight(model, start, end))
7999                 return true;
8000
8001         // try various random positions
8002         for (i = 0;i < numsamples;i++)
8003         {
8004                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
8005                 if (model->brush.TraceLineOfSight(model, start, end))
8006                         return true;
8007         }
8008
8009         return false;
8010 }
8011
8012
8013 static void R_View_UpdateEntityVisible (void)
8014 {
8015         int i;
8016         int renderimask;
8017         int samples;
8018         entity_render_t *ent;
8019
8020         renderimask = r_refdef.envmap                                    ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
8021                 : r_waterstate.renderingrefraction                       ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
8022                 : (chase_active.integer || r_waterstate.renderingscene)  ? RENDER_VIEWMODEL
8023                 :                                                          RENDER_EXTERIORMODEL;
8024         if (!r_drawviewmodel.integer)
8025                 renderimask |= RENDER_VIEWMODEL;
8026         if (!r_drawexteriormodel.integer)
8027                 renderimask |= RENDER_EXTERIORMODEL;
8028         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
8029         {
8030                 // worldmodel can check visibility
8031                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
8032                 for (i = 0;i < r_refdef.scene.numentities;i++)
8033                 {
8034                         ent = r_refdef.scene.entities[i];
8035                         if (!(ent->flags & renderimask))
8036                         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)))
8037                         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))
8038                                 r_refdef.viewcache.entityvisible[i] = true;
8039                 }
8040                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
8041                         // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
8042                 {
8043                         for (i = 0;i < r_refdef.scene.numentities;i++)
8044                         {
8045                                 ent = r_refdef.scene.entities[i];
8046                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
8047                                 {
8048                                         samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
8049                                         if (samples < 0)
8050                                                 continue; // temp entities do pvs only
8051                                         if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
8052                                                 ent->last_trace_visibility = realtime;
8053                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
8054                                                 r_refdef.viewcache.entityvisible[i] = 0;
8055                                 }
8056                         }
8057                 }
8058         }
8059         else
8060         {
8061                 // no worldmodel or it can't check visibility
8062                 for (i = 0;i < r_refdef.scene.numentities;i++)
8063                 {
8064                         ent = r_refdef.scene.entities[i];
8065                         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));
8066                 }
8067         }
8068 }
8069
8070 /// only used if skyrendermasked, and normally returns false
8071 int R_DrawBrushModelsSky (void)
8072 {
8073         int i, sky;
8074         entity_render_t *ent;
8075
8076         sky = false;
8077         for (i = 0;i < r_refdef.scene.numentities;i++)
8078         {
8079                 if (!r_refdef.viewcache.entityvisible[i])
8080                         continue;
8081                 ent = r_refdef.scene.entities[i];
8082                 if (!ent->model || !ent->model->DrawSky)
8083                         continue;
8084                 ent->model->DrawSky(ent);
8085                 sky = true;
8086         }
8087         return sky;
8088 }
8089
8090 static void R_DrawNoModel(entity_render_t *ent);
8091 static void R_DrawModels(void)
8092 {
8093         int i;
8094         entity_render_t *ent;
8095
8096         for (i = 0;i < r_refdef.scene.numentities;i++)
8097         {
8098                 if (!r_refdef.viewcache.entityvisible[i])
8099                         continue;
8100                 ent = r_refdef.scene.entities[i];
8101                 r_refdef.stats.entities++;
8102                 if (ent->model && ent->model->Draw != NULL)
8103                         ent->model->Draw(ent);
8104                 else
8105                         R_DrawNoModel(ent);
8106         }
8107 }
8108
8109 static void R_DrawModelsDepth(void)
8110 {
8111         int i;
8112         entity_render_t *ent;
8113
8114         for (i = 0;i < r_refdef.scene.numentities;i++)
8115         {
8116                 if (!r_refdef.viewcache.entityvisible[i])
8117                         continue;
8118                 ent = r_refdef.scene.entities[i];
8119                 if (ent->model && ent->model->DrawDepth != NULL)
8120                         ent->model->DrawDepth(ent);
8121         }
8122 }
8123
8124 static void R_DrawModelsDebug(void)
8125 {
8126         int i;
8127         entity_render_t *ent;
8128
8129         for (i = 0;i < r_refdef.scene.numentities;i++)
8130         {
8131                 if (!r_refdef.viewcache.entityvisible[i])
8132                         continue;
8133                 ent = r_refdef.scene.entities[i];
8134                 if (ent->model && ent->model->DrawDebug != NULL)
8135                         ent->model->DrawDebug(ent);
8136         }
8137 }
8138
8139 static void R_DrawModelsAddWaterPlanes(void)
8140 {
8141         int i;
8142         entity_render_t *ent;
8143
8144         for (i = 0;i < r_refdef.scene.numentities;i++)
8145         {
8146                 if (!r_refdef.viewcache.entityvisible[i])
8147                         continue;
8148                 ent = r_refdef.scene.entities[i];
8149                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
8150                         ent->model->DrawAddWaterPlanes(ent);
8151         }
8152 }
8153
8154 static void R_View_SetFrustum(const int *scissor)
8155 {
8156         int i;
8157         double fpx = +1, fnx = -1, fpy = +1, fny = -1;
8158         vec3_t forward, left, up, origin, v;
8159
8160         if(scissor)
8161         {
8162                 // flipped x coordinates (because x points left here)
8163                 fpx =  1.0 - 2.0 * (scissor[0]              - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
8164                 fnx =  1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
8165
8166                 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
8167                 switch(vid.renderpath)
8168                 {
8169                         case RENDERPATH_D3D9:
8170                         case RENDERPATH_D3D10:
8171                         case RENDERPATH_D3D11:
8172                                 // non-flipped y coordinates
8173                                 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8174                                 fpy = -1.0 + 2.0 * (vid.height - scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8175                                 break;
8176                         case RENDERPATH_GL11:
8177                         case RENDERPATH_GL13:
8178                         case RENDERPATH_GL20:
8179                         case RENDERPATH_CGGL:
8180                                 // non-flipped y coordinates
8181                                 fny = -1.0 + 2.0 * (scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8182                                 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8183                                 break;
8184                 }
8185         }
8186
8187         // we can't trust r_refdef.view.forward and friends in reflected scenes
8188         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
8189
8190 #if 0
8191         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
8192         r_refdef.view.frustum[0].normal[1] = 0 - 0;
8193         r_refdef.view.frustum[0].normal[2] = -1 - 0;
8194         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
8195         r_refdef.view.frustum[1].normal[1] = 0 + 0;
8196         r_refdef.view.frustum[1].normal[2] = -1 + 0;
8197         r_refdef.view.frustum[2].normal[0] = 0 - 0;
8198         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
8199         r_refdef.view.frustum[2].normal[2] = -1 - 0;
8200         r_refdef.view.frustum[3].normal[0] = 0 + 0;
8201         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
8202         r_refdef.view.frustum[3].normal[2] = -1 + 0;
8203 #endif
8204
8205 #if 0
8206         zNear = r_refdef.nearclip;
8207         nudge = 1.0 - 1.0 / (1<<23);
8208         r_refdef.view.frustum[4].normal[0] = 0 - 0;
8209         r_refdef.view.frustum[4].normal[1] = 0 - 0;
8210         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
8211         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
8212         r_refdef.view.frustum[5].normal[0] = 0 + 0;
8213         r_refdef.view.frustum[5].normal[1] = 0 + 0;
8214         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
8215         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
8216 #endif
8217
8218
8219
8220 #if 0
8221         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
8222         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
8223         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
8224         r_refdef.view.frustum[0].dist = m[15] - m[12];
8225
8226         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
8227         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
8228         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
8229         r_refdef.view.frustum[1].dist = m[15] + m[12];
8230
8231         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
8232         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
8233         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
8234         r_refdef.view.frustum[2].dist = m[15] - m[13];
8235
8236         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
8237         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
8238         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
8239         r_refdef.view.frustum[3].dist = m[15] + m[13];
8240
8241         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
8242         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
8243         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
8244         r_refdef.view.frustum[4].dist = m[15] - m[14];
8245
8246         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
8247         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
8248         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
8249         r_refdef.view.frustum[5].dist = m[15] + m[14];
8250 #endif
8251
8252         if (r_refdef.view.useperspective)
8253         {
8254                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
8255                 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]);
8256                 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]);
8257                 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]);
8258                 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]);
8259
8260                 // then the normals from the corners relative to origin
8261                 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
8262                 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
8263                 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
8264                 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
8265
8266                 // in a NORMAL view, forward cross left == up
8267                 // in a REFLECTED view, forward cross left == down
8268                 // so our cross products above need to be adjusted for a left handed coordinate system
8269                 CrossProduct(forward, left, v);
8270                 if(DotProduct(v, up) < 0)
8271                 {
8272                         VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
8273                         VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
8274                         VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
8275                         VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
8276                 }
8277
8278                 // Leaving those out was a mistake, those were in the old code, and they
8279                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
8280                 // I couldn't reproduce it after adding those normalizations. --blub
8281                 VectorNormalize(r_refdef.view.frustum[0].normal);
8282                 VectorNormalize(r_refdef.view.frustum[1].normal);
8283                 VectorNormalize(r_refdef.view.frustum[2].normal);
8284                 VectorNormalize(r_refdef.view.frustum[3].normal);
8285
8286                 // make the corners absolute
8287                 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
8288                 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
8289                 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
8290                 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
8291
8292                 // one more normal
8293                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8294
8295                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
8296                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
8297                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
8298                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
8299                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8300         }
8301         else
8302         {
8303                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
8304                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
8305                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
8306                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
8307                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8308                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
8309                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
8310                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
8311                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
8312                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8313         }
8314         r_refdef.view.numfrustumplanes = 5;
8315
8316         if (r_refdef.view.useclipplane)
8317         {
8318                 r_refdef.view.numfrustumplanes = 6;
8319                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
8320         }
8321
8322         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
8323                 PlaneClassify(r_refdef.view.frustum + i);
8324
8325         // LordHavoc: note to all quake engine coders, Quake had a special case
8326         // for 90 degrees which assumed a square view (wrong), so I removed it,
8327         // Quake2 has it disabled as well.
8328
8329         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
8330         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
8331         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
8332         //PlaneClassify(&frustum[0]);
8333
8334         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
8335         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
8336         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
8337         //PlaneClassify(&frustum[1]);
8338
8339         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
8340         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
8341         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
8342         //PlaneClassify(&frustum[2]);
8343
8344         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
8345         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
8346         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
8347         //PlaneClassify(&frustum[3]);
8348
8349         // nearclip plane
8350         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
8351         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
8352         //PlaneClassify(&frustum[4]);
8353 }
8354
8355 void R_View_UpdateWithScissor(const int *myscissor)
8356 {
8357         R_Main_ResizeViewCache();
8358         R_View_SetFrustum(myscissor);
8359         R_View_WorldVisibility(r_refdef.view.useclipplane);
8360         R_View_UpdateEntityVisible();
8361         R_View_UpdateEntityLighting();
8362 }
8363
8364 void R_View_Update(void)
8365 {
8366         R_Main_ResizeViewCache();
8367         R_View_SetFrustum(NULL);
8368         R_View_WorldVisibility(r_refdef.view.useclipplane);
8369         R_View_UpdateEntityVisible();
8370         R_View_UpdateEntityLighting();
8371 }
8372
8373 void R_SetupView(qboolean allowwaterclippingplane)
8374 {
8375         const float *customclipplane = NULL;
8376         float plane[4];
8377         if (r_refdef.view.useclipplane && allowwaterclippingplane)
8378         {
8379                 // LordHavoc: couldn't figure out how to make this approach the
8380                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
8381                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
8382                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
8383                         dist = r_refdef.view.clipplane.dist;
8384                 plane[0] = r_refdef.view.clipplane.normal[0];
8385                 plane[1] = r_refdef.view.clipplane.normal[1];
8386                 plane[2] = r_refdef.view.clipplane.normal[2];
8387                 plane[3] = dist;
8388                 customclipplane = plane;
8389         }
8390
8391         if (!r_refdef.view.useperspective)
8392                 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);
8393         else if (vid.stencil && r_useinfinitefarclip.integer)
8394                 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);
8395         else
8396                 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);
8397         R_SetViewport(&r_refdef.view.viewport);
8398 }
8399
8400 void R_EntityMatrix(const matrix4x4_t *matrix)
8401 {
8402         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
8403         {
8404                 gl_modelmatrixchanged = false;
8405                 gl_modelmatrix = *matrix;
8406                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
8407                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
8408                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
8409                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
8410                 CHECKGLERROR
8411                 switch(vid.renderpath)
8412                 {
8413                 case RENDERPATH_D3D9:
8414 #ifdef SUPPORTD3D
8415                         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
8416                         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
8417 #endif
8418                         break;
8419                 case RENDERPATH_D3D10:
8420                         Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
8421                         break;
8422                 case RENDERPATH_D3D11:
8423                         Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
8424                         break;
8425                 case RENDERPATH_GL20:
8426                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
8427                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
8428                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8429                         break;
8430                 case RENDERPATH_CGGL:
8431 #ifdef SUPPORTCG
8432                         CHECKCGERROR
8433                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
8434                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
8435                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8436 #endif
8437                         break;
8438                 case RENDERPATH_GL13:
8439                 case RENDERPATH_GL11:
8440                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8441                         break;
8442                 }
8443         }
8444 }
8445
8446 void R_ResetViewRendering2D(void)
8447 {
8448         r_viewport_t viewport;
8449         DrawQ_Finish();
8450
8451         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
8452         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);
8453         R_SetViewport(&viewport);
8454         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
8455         GL_Color(1, 1, 1, 1);
8456         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8457         GL_BlendFunc(GL_ONE, GL_ZERO);
8458         GL_AlphaTest(false);
8459         GL_ScissorTest(false);
8460         GL_DepthMask(false);
8461         GL_DepthRange(0, 1);
8462         GL_DepthTest(false);
8463         GL_DepthFunc(GL_LEQUAL);
8464         R_EntityMatrix(&identitymatrix);
8465         R_Mesh_ResetTextureState();
8466         GL_PolygonOffset(0, 0);
8467         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8468         switch(vid.renderpath)
8469         {
8470         case RENDERPATH_GL11:
8471         case RENDERPATH_GL13:
8472         case RENDERPATH_GL20:
8473         case RENDERPATH_CGGL:
8474                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8475                 break;
8476         case RENDERPATH_D3D9:
8477         case RENDERPATH_D3D10:
8478         case RENDERPATH_D3D11:
8479                 break;
8480         }
8481         GL_CullFace(GL_NONE);
8482 }
8483
8484 void R_ResetViewRendering3D(void)
8485 {
8486         DrawQ_Finish();
8487
8488         R_SetupView(true);
8489         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
8490         GL_Color(1, 1, 1, 1);
8491         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8492         GL_BlendFunc(GL_ONE, GL_ZERO);
8493         GL_AlphaTest(false);
8494         GL_ScissorTest(true);
8495         GL_DepthMask(true);
8496         GL_DepthRange(0, 1);
8497         GL_DepthTest(true);
8498         GL_DepthFunc(GL_LEQUAL);
8499         R_EntityMatrix(&identitymatrix);
8500         R_Mesh_ResetTextureState();
8501         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8502         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8503         switch(vid.renderpath)
8504         {
8505         case RENDERPATH_GL11:
8506         case RENDERPATH_GL13:
8507         case RENDERPATH_GL20:
8508         case RENDERPATH_CGGL:
8509                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8510                 break;
8511         case RENDERPATH_D3D9:
8512         case RENDERPATH_D3D10:
8513         case RENDERPATH_D3D11:
8514                 break;
8515         }
8516         GL_CullFace(r_refdef.view.cullface_back);
8517 }
8518
8519 /*
8520 ================
8521 R_RenderView_UpdateViewVectors
8522 ================
8523 */
8524 static void R_RenderView_UpdateViewVectors(void)
8525 {
8526         // break apart the view matrix into vectors for various purposes
8527         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8528         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8529         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8530         VectorNegate(r_refdef.view.left, r_refdef.view.right);
8531         // make an inverted copy of the view matrix for tracking sprites
8532         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8533 }
8534
8535 void R_RenderScene(void);
8536 void R_RenderWaterPlanes(void);
8537
8538 static void R_Water_StartFrame(void)
8539 {
8540         int i;
8541         int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
8542         r_waterstate_waterplane_t *p;
8543
8544         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
8545                 return;
8546
8547         switch(vid.renderpath)
8548         {
8549         case RENDERPATH_GL20:
8550         case RENDERPATH_CGGL:
8551         case RENDERPATH_D3D9:
8552         case RENDERPATH_D3D10:
8553         case RENDERPATH_D3D11:
8554                 break;
8555         case RENDERPATH_GL13:
8556         case RENDERPATH_GL11:
8557                 return;
8558         }
8559
8560         // set waterwidth and waterheight to the water resolution that will be
8561         // used (often less than the screen resolution for faster rendering)
8562         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
8563         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
8564
8565         // calculate desired texture sizes
8566         // can't use water if the card does not support the texture size
8567         if (!r_water.integer || r_showsurfaces.integer)
8568                 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
8569         else if (vid.support.arb_texture_non_power_of_two)
8570         {
8571                 texturewidth = waterwidth;
8572                 textureheight = waterheight;
8573                 camerawidth = waterwidth;
8574                 cameraheight = waterheight;
8575         }
8576         else
8577         {
8578                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
8579                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
8580                 for (camerawidth    = 1;camerawidth   <= waterwidth; camerawidth    *= 2); camerawidth  /= 2;
8581                 for (cameraheight   = 1;cameraheight  <= waterheight;cameraheight   *= 2); cameraheight /= 2;
8582         }
8583
8584         // allocate textures as needed
8585         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
8586         {
8587                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8588                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
8589                 {
8590                         if (p->texture_refraction)
8591                                 R_FreeTexture(p->texture_refraction);
8592                         p->texture_refraction = NULL;
8593                         if (p->texture_reflection)
8594                                 R_FreeTexture(p->texture_reflection);
8595                         p->texture_reflection = NULL;
8596                         if (p->texture_camera)
8597                                 R_FreeTexture(p->texture_camera);
8598                         p->texture_camera = NULL;
8599                 }
8600                 memset(&r_waterstate, 0, sizeof(r_waterstate));
8601                 r_waterstate.texturewidth = texturewidth;
8602                 r_waterstate.textureheight = textureheight;
8603                 r_waterstate.camerawidth = camerawidth;
8604                 r_waterstate.cameraheight = cameraheight;
8605         }
8606
8607         if (r_waterstate.texturewidth)
8608         {
8609                 r_waterstate.enabled = true;
8610
8611                 // when doing a reduced render (HDR) we want to use a smaller area
8612                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
8613                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
8614
8615                 // set up variables that will be used in shader setup
8616                 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8617                 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8618                 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8619                 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8620         }
8621
8622         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8623         r_waterstate.numwaterplanes = 0;
8624 }
8625
8626 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
8627 {
8628         int triangleindex, planeindex;
8629         const int *e;
8630         vec3_t vert[3];
8631         vec3_t normal;
8632         vec3_t center;
8633         mplane_t plane;
8634         r_waterstate_waterplane_t *p;
8635         texture_t *t = R_GetCurrentTexture(surface->texture);
8636
8637         // just use the first triangle with a valid normal for any decisions
8638         VectorClear(normal);
8639         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
8640         {
8641                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
8642                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
8643                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
8644                 TriangleNormal(vert[0], vert[1], vert[2], normal);
8645                 if (VectorLength2(normal) >= 0.001)
8646                         break;
8647         }
8648
8649         VectorCopy(normal, plane.normal);
8650         VectorNormalize(plane.normal);
8651         plane.dist = DotProduct(vert[0], plane.normal);
8652         PlaneClassify(&plane);
8653         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
8654         {
8655                 // skip backfaces (except if nocullface is set)
8656                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
8657                         return;
8658                 VectorNegate(plane.normal, plane.normal);
8659                 plane.dist *= -1;
8660                 PlaneClassify(&plane);
8661         }
8662
8663
8664         // find a matching plane if there is one
8665         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8666                 if(p->camera_entity == t->camera_entity)
8667                         if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
8668                                 break;
8669         if (planeindex >= r_waterstate.maxwaterplanes)
8670                 return; // nothing we can do, out of planes
8671
8672         // if this triangle does not fit any known plane rendered this frame, add one
8673         if (planeindex >= r_waterstate.numwaterplanes)
8674         {
8675                 // store the new plane
8676                 r_waterstate.numwaterplanes++;
8677                 p->plane = plane;
8678                 // clear materialflags and pvs
8679                 p->materialflags = 0;
8680                 p->pvsvalid = false;
8681                 p->camera_entity = t->camera_entity;
8682                 VectorCopy(surface->mins, p->mins);
8683                 VectorCopy(surface->maxs, p->maxs);
8684         }
8685         else
8686         {
8687                 // merge mins/maxs
8688                 p->mins[0] = min(p->mins[0], surface->mins[0]);
8689                 p->mins[1] = min(p->mins[1], surface->mins[1]);
8690                 p->mins[2] = min(p->mins[2], surface->mins[2]);
8691                 p->maxs[0] = max(p->maxs[0], surface->maxs[0]);
8692                 p->maxs[1] = max(p->maxs[1], surface->maxs[1]);
8693                 p->maxs[2] = max(p->maxs[2], surface->maxs[2]);
8694         }
8695         // merge this surface's materialflags into the waterplane
8696         p->materialflags |= t->currentmaterialflags;
8697         if(!(p->materialflags & MATERIALFLAG_CAMERA))
8698         {
8699                 // merge this surface's PVS into the waterplane
8700                 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
8701                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
8702                  && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
8703                 {
8704                         r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
8705                         p->pvsvalid = true;
8706                 }
8707         }
8708 }
8709
8710 static void R_Water_ProcessPlanes(void)
8711 {
8712         int myscissor[4];
8713         r_refdef_view_t originalview;
8714         r_refdef_view_t myview;
8715         int planeindex;
8716         r_waterstate_waterplane_t *p;
8717         vec3_t visorigin;
8718
8719         originalview = r_refdef.view;
8720
8721         // make sure enough textures are allocated
8722         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8723         {
8724                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8725                 {
8726                         if (!p->texture_refraction)
8727                                 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);
8728                         if (!p->texture_refraction)
8729                                 goto error;
8730                 }
8731                 else if (p->materialflags & MATERIALFLAG_CAMERA)
8732                 {
8733                         if (!p->texture_camera)
8734                                 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);
8735                         if (!p->texture_camera)
8736                                 goto error;
8737                 }
8738
8739                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8740                 {
8741                         if (!p->texture_reflection)
8742                                 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);
8743                         if (!p->texture_reflection)
8744                                 goto error;
8745                 }
8746         }
8747
8748         // render views
8749         r_refdef.view = originalview;
8750         r_refdef.view.showdebug = false;
8751         r_refdef.view.width = r_waterstate.waterwidth;
8752         r_refdef.view.height = r_waterstate.waterheight;
8753         r_refdef.view.useclipplane = true;
8754         myview = r_refdef.view;
8755         r_waterstate.renderingscene = true;
8756         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8757         {
8758                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8759                 {
8760                         r_refdef.view = myview;
8761                         if(r_water_scissormode.integer)
8762                         {
8763                                 R_SetupView(true);
8764                                 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
8765                                         continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
8766                         }
8767
8768                         // render reflected scene and copy into texture
8769                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
8770                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
8771                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
8772                         r_refdef.view.clipplane = p->plane;
8773
8774                         // reverse the cullface settings for this render
8775                         r_refdef.view.cullface_front = GL_FRONT;
8776                         r_refdef.view.cullface_back = GL_BACK;
8777                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
8778                         {
8779                                 r_refdef.view.usecustompvs = true;
8780                                 if (p->pvsvalid)
8781                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8782                                 else
8783                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8784                         }
8785
8786                         R_ResetViewRendering3D();
8787                         R_ClearScreen(r_refdef.fogenabled);
8788                         if(r_water_scissormode.integer & 2)
8789                                 R_View_UpdateWithScissor(myscissor);
8790                         else
8791                                 R_View_Update();
8792                         if(r_water_scissormode.integer & 1)
8793                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
8794                         R_RenderScene();
8795
8796                         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);
8797                 }
8798
8799                 // render the normal view scene and copy into texture
8800                 // (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)
8801                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8802                 {
8803                         r_refdef.view = myview;
8804                         if(r_water_scissormode.integer)
8805                         {
8806                                 R_SetupView(true);
8807                                 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
8808                                         continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
8809                         }
8810
8811                         r_waterstate.renderingrefraction = true;
8812
8813                         r_refdef.view.clipplane = p->plane;
8814                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8815                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8816
8817                         if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
8818                         {
8819                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8820                                 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
8821                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8822                                 R_RenderView_UpdateViewVectors();
8823                                 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
8824                                 {
8825                                         r_refdef.view.usecustompvs = true;
8826                                         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);
8827                                 }
8828                         }
8829
8830                         PlaneClassify(&r_refdef.view.clipplane);
8831
8832                         R_ResetViewRendering3D();
8833                         R_ClearScreen(r_refdef.fogenabled);
8834                         if(r_water_scissormode.integer & 2)
8835                                 R_View_UpdateWithScissor(myscissor);
8836                         else
8837                                 R_View_Update();
8838                         if(r_water_scissormode.integer & 1)
8839                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
8840                         R_RenderScene();
8841
8842                         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);
8843                         r_waterstate.renderingrefraction = false;
8844                 }
8845                 else if (p->materialflags & MATERIALFLAG_CAMERA)
8846                 {
8847                         r_refdef.view = myview;
8848
8849                         r_refdef.view.clipplane = p->plane;
8850                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8851                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8852
8853                         r_refdef.view.width = r_waterstate.camerawidth;
8854                         r_refdef.view.height = r_waterstate.cameraheight;
8855                         r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
8856                         r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
8857
8858                         if(p->camera_entity)
8859                         {
8860                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8861                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8862                         }
8863
8864                         // note: all of the view is used for displaying... so
8865                         // there is no use in scissoring
8866
8867                         // reverse the cullface settings for this render
8868                         r_refdef.view.cullface_front = GL_FRONT;
8869                         r_refdef.view.cullface_back = GL_BACK;
8870                         // also reverse the view matrix
8871                         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
8872                         R_RenderView_UpdateViewVectors();
8873                         if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
8874                         {
8875                                 r_refdef.view.usecustompvs = true;
8876                                 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);
8877                         }
8878                         
8879                         // camera needs no clipplane
8880                         r_refdef.view.useclipplane = false;
8881
8882                         PlaneClassify(&r_refdef.view.clipplane);
8883
8884                         R_ResetViewRendering3D();
8885                         R_ClearScreen(r_refdef.fogenabled);
8886                         R_View_Update();
8887                         R_RenderScene();
8888
8889                         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);
8890                         r_waterstate.renderingrefraction = false;
8891                 }
8892
8893         }
8894         r_waterstate.renderingscene = false;
8895         r_refdef.view = originalview;
8896         R_ResetViewRendering3D();
8897         R_ClearScreen(r_refdef.fogenabled);
8898         R_View_Update();
8899         return;
8900 error:
8901         r_refdef.view = originalview;
8902         r_waterstate.renderingscene = false;
8903         Cvar_SetValueQuick(&r_water, 0);
8904         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
8905         return;
8906 }
8907
8908 void R_Bloom_StartFrame(void)
8909 {
8910         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
8911
8912         switch(vid.renderpath)
8913         {
8914         case RENDERPATH_GL20:
8915         case RENDERPATH_CGGL:
8916         case RENDERPATH_D3D9:
8917         case RENDERPATH_D3D10:
8918         case RENDERPATH_D3D11:
8919                 break;
8920         case RENDERPATH_GL13:
8921         case RENDERPATH_GL11:
8922                 return;
8923         }
8924
8925         // set bloomwidth and bloomheight to the bloom resolution that will be
8926         // used (often less than the screen resolution for faster rendering)
8927         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
8928         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
8929         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
8930         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
8931         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
8932
8933         // calculate desired texture sizes
8934         if (vid.support.arb_texture_non_power_of_two)
8935         {
8936                 screentexturewidth = r_refdef.view.width;
8937                 screentextureheight = r_refdef.view.height;
8938                 bloomtexturewidth = r_bloomstate.bloomwidth;
8939                 bloomtextureheight = r_bloomstate.bloomheight;
8940         }
8941         else
8942         {
8943                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
8944                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
8945                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
8946                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
8947         }
8948
8949         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))
8950         {
8951                 Cvar_SetValueQuick(&r_hdr, 0);
8952                 Cvar_SetValueQuick(&r_bloom, 0);
8953                 Cvar_SetValueQuick(&r_motionblur, 0);
8954                 Cvar_SetValueQuick(&r_damageblur, 0);
8955         }
8956
8957         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)))
8958                 screentexturewidth = screentextureheight = 0;
8959         if (!r_hdr.integer && !r_bloom.integer)
8960                 bloomtexturewidth = bloomtextureheight = 0;
8961
8962         // allocate textures as needed
8963         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
8964         {
8965                 if (r_bloomstate.texture_screen)
8966                         R_FreeTexture(r_bloomstate.texture_screen);
8967                 r_bloomstate.texture_screen = NULL;
8968                 r_bloomstate.screentexturewidth = screentexturewidth;
8969                 r_bloomstate.screentextureheight = screentextureheight;
8970                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
8971                         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);
8972         }
8973         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
8974         {
8975                 if (r_bloomstate.texture_bloom)
8976                         R_FreeTexture(r_bloomstate.texture_bloom);
8977                 r_bloomstate.texture_bloom = NULL;
8978                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
8979                 r_bloomstate.bloomtextureheight = bloomtextureheight;
8980                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
8981                         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);
8982         }
8983
8984         // when doing a reduced render (HDR) we want to use a smaller area
8985         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
8986         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
8987         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
8988         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
8989         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
8990
8991         // set up a texcoord array for the full resolution screen image
8992         // (we have to keep this around to copy back during final render)
8993         r_bloomstate.screentexcoord2f[0] = 0;
8994         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
8995         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
8996         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
8997         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
8998         r_bloomstate.screentexcoord2f[5] = 0;
8999         r_bloomstate.screentexcoord2f[6] = 0;
9000         r_bloomstate.screentexcoord2f[7] = 0;
9001
9002         // set up a texcoord array for the reduced resolution bloom image
9003         // (which will be additive blended over the screen image)
9004         r_bloomstate.bloomtexcoord2f[0] = 0;
9005         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
9006         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
9007         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
9008         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
9009         r_bloomstate.bloomtexcoord2f[5] = 0;
9010         r_bloomstate.bloomtexcoord2f[6] = 0;
9011         r_bloomstate.bloomtexcoord2f[7] = 0;
9012
9013         switch(vid.renderpath)
9014         {
9015         case RENDERPATH_GL11:
9016         case RENDERPATH_GL13:
9017         case RENDERPATH_GL20:
9018         case RENDERPATH_CGGL:
9019                 break;
9020         case RENDERPATH_D3D9:
9021         case RENDERPATH_D3D10:
9022         case RENDERPATH_D3D11:
9023                 {
9024                         int i;
9025                         for (i = 0;i < 4;i++)
9026                         {
9027                                 r_bloomstate.screentexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.screentexturewidth;
9028                                 r_bloomstate.screentexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.screentextureheight;
9029                                 r_bloomstate.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.bloomtexturewidth;
9030                                 r_bloomstate.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.bloomtextureheight;
9031                         }
9032                 }
9033                 break;
9034         }
9035
9036         if (r_hdr.integer || r_bloom.integer)
9037         {
9038                 r_bloomstate.enabled = true;
9039                 r_bloomstate.hdr = r_hdr.integer != 0;
9040         }
9041
9042         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);
9043 }
9044
9045 void R_Bloom_CopyBloomTexture(float colorscale)
9046 {
9047         r_refdef.stats.bloom++;
9048
9049         // scale down screen texture to the bloom texture size
9050         CHECKGLERROR
9051         R_SetViewport(&r_bloomstate.viewport);
9052         GL_BlendFunc(GL_ONE, GL_ZERO);
9053         GL_Color(colorscale, colorscale, colorscale, 1);
9054         // 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...
9055         switch(vid.renderpath)
9056         {
9057         case RENDERPATH_GL11:
9058         case RENDERPATH_GL13:
9059         case RENDERPATH_GL20:
9060         case RENDERPATH_CGGL:
9061                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9062                 break;
9063         case RENDERPATH_D3D9:
9064         case RENDERPATH_D3D10:
9065         case RENDERPATH_D3D11:
9066                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9067                 break;
9068         }
9069         // TODO: do boxfilter scale-down in shader?
9070         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
9071         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9072         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
9073
9074         // we now have a bloom image in the framebuffer
9075         // copy it into the bloom image texture for later processing
9076         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);
9077         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
9078 }
9079
9080 void R_Bloom_CopyHDRTexture(void)
9081 {
9082         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);
9083         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9084 }
9085
9086 void R_Bloom_MakeTexture(void)
9087 {
9088         int x, range, dir;
9089         float xoffset, yoffset, r, brighten;
9090
9091         r_refdef.stats.bloom++;
9092
9093         R_ResetViewRendering2D();
9094
9095         // we have a bloom image in the framebuffer
9096         CHECKGLERROR
9097         R_SetViewport(&r_bloomstate.viewport);
9098
9099         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
9100         {
9101                 x *= 2;
9102                 r = bound(0, r_bloom_colorexponent.value / x, 1);
9103                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
9104                 GL_Color(r,r,r,1);
9105                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
9106                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
9107                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9108                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
9109
9110                 // copy the vertically blurred bloom view to a texture
9111                 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);
9112                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
9113         }
9114
9115         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
9116         brighten = r_bloom_brighten.value;
9117         if (r_hdr.integer)
9118                 brighten *= r_hdr_range.value;
9119         brighten = sqrt(brighten);
9120         if(range >= 1)
9121                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
9122         R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
9123
9124         for (dir = 0;dir < 2;dir++)
9125         {
9126                 // blend on at multiple vertical offsets to achieve a vertical blur
9127                 // TODO: do offset blends using GLSL
9128                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
9129                 GL_BlendFunc(GL_ONE, GL_ZERO);
9130                 for (x = -range;x <= range;x++)
9131                 {
9132                         if (!dir){xoffset = 0;yoffset = x;}
9133                         else {xoffset = x;yoffset = 0;}
9134                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
9135                         yoffset /= (float)r_bloomstate.bloomtextureheight;
9136                         // compute a texcoord array with the specified x and y offset
9137                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
9138                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
9139                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
9140                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
9141                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
9142                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
9143                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
9144                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
9145                         // this r value looks like a 'dot' particle, fading sharply to
9146                         // black at the edges
9147                         // (probably not realistic but looks good enough)
9148                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
9149                         //r = brighten/(range*2+1);
9150                         r = brighten / (range * 2 + 1);
9151                         if(range >= 1)
9152                                 r *= (1 - x*x/(float)(range*range));
9153                         GL_Color(r, r, r, 1);
9154                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
9155                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9156                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
9157                         GL_BlendFunc(GL_ONE, GL_ONE);
9158                 }
9159
9160                 // copy the vertically blurred bloom view to a texture
9161                 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);
9162                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
9163         }
9164 }
9165
9166 void R_HDR_RenderBloomTexture(void)
9167 {
9168         int oldwidth, oldheight;
9169         float oldcolorscale;
9170         int oldwaterstate;
9171
9172         oldwaterstate = r_waterstate.enabled;
9173         oldcolorscale = r_refdef.view.colorscale;
9174         oldwidth = r_refdef.view.width;
9175         oldheight = r_refdef.view.height;
9176         r_refdef.view.width = r_bloomstate.bloomwidth;
9177         r_refdef.view.height = r_bloomstate.bloomheight;
9178
9179         if(r_hdr.integer < 2)
9180                 r_waterstate.enabled = false;
9181
9182         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
9183         // TODO: add exposure compensation features
9184         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
9185
9186         r_refdef.view.showdebug = false;
9187         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
9188
9189         R_ResetViewRendering3D();
9190
9191         R_ClearScreen(r_refdef.fogenabled);
9192         if (r_timereport_active)
9193                 R_TimeReport("HDRclear");
9194
9195         R_View_Update();
9196         if (r_timereport_active)
9197                 R_TimeReport("visibility");
9198
9199         // only do secondary renders with HDR if r_hdr is 2 or higher
9200         r_waterstate.numwaterplanes = 0;
9201         if (r_waterstate.enabled)
9202                 R_RenderWaterPlanes();
9203
9204         r_refdef.view.showdebug = true;
9205         R_RenderScene();
9206         r_waterstate.numwaterplanes = 0;
9207
9208         R_ResetViewRendering2D();
9209
9210         R_Bloom_CopyHDRTexture();
9211         R_Bloom_MakeTexture();
9212
9213         // restore the view settings
9214         r_waterstate.enabled = oldwaterstate;
9215         r_refdef.view.width = oldwidth;
9216         r_refdef.view.height = oldheight;
9217         r_refdef.view.colorscale = oldcolorscale;
9218
9219         R_ResetViewRendering3D();
9220
9221         R_ClearScreen(r_refdef.fogenabled);
9222         if (r_timereport_active)
9223                 R_TimeReport("viewclear");
9224 }
9225
9226 static void R_BlendView(void)
9227 {
9228         unsigned int permutation;
9229         float uservecs[4][4];
9230
9231         switch (vid.renderpath)
9232         {
9233         case RENDERPATH_GL20:
9234         case RENDERPATH_CGGL:
9235         case RENDERPATH_D3D9:
9236         case RENDERPATH_D3D10:
9237         case RENDERPATH_D3D11:
9238                 permutation =
9239                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
9240                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
9241                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
9242                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
9243                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
9244
9245                 if (r_bloomstate.texture_screen)
9246                 {
9247                         // make sure the buffer is available
9248                         if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
9249
9250                         R_ResetViewRendering2D();
9251
9252                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
9253                         {
9254                                 // declare variables
9255                                 float speed;
9256                                 static float avgspeed;
9257
9258                                 speed = VectorLength(cl.movement_velocity);
9259
9260                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
9261                                 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
9262
9263                                 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
9264                                 speed = bound(0, speed, 1);
9265                                 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
9266
9267                                 // calculate values into a standard alpha
9268                                 cl.motionbluralpha = 1 - exp(-
9269                                                 (
9270                                                  (r_motionblur.value * speed / 80)
9271                                                  +
9272                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
9273                                                 )
9274                                                 /
9275                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
9276                                            );
9277
9278                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
9279                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
9280                                 // apply the blur
9281                                 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
9282                                 {
9283                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9284                                         GL_Color(1, 1, 1, cl.motionbluralpha);
9285                                         switch(vid.renderpath)
9286                                         {
9287                                         case RENDERPATH_GL11:
9288                                         case RENDERPATH_GL13:
9289                                         case RENDERPATH_GL20:
9290                                         case RENDERPATH_CGGL:
9291                                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9292                                                 break;
9293                                         case RENDERPATH_D3D9:
9294                                         case RENDERPATH_D3D10:
9295                                         case RENDERPATH_D3D11:
9296                                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9297                                                 break;
9298                                         }
9299                                         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
9300                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9301                                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9302                                 }
9303                         }
9304
9305                         // copy view into the screen texture
9306                         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);
9307                         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9308                 }
9309                 else if (!r_bloomstate.texture_bloom)
9310                 {
9311                         // we may still have to do view tint...
9312                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9313                         {
9314                                 // apply a color tint to the whole view
9315                                 R_ResetViewRendering2D();
9316                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9317                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9318                                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9319                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9320                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9321                         }
9322                         break; // no screen processing, no bloom, skip it
9323                 }
9324
9325                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
9326                 {
9327                         // render simple bloom effect
9328                         // copy the screen and shrink it and darken it for the bloom process
9329                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
9330                         // make the bloom texture
9331                         R_Bloom_MakeTexture();
9332                 }
9333
9334 #if _MSC_VER >= 1400
9335 #define sscanf sscanf_s
9336 #endif
9337                 memset(uservecs, 0, sizeof(uservecs));
9338                 if (r_glsl_postprocess_uservec1_enable.integer)
9339                         sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
9340                 if (r_glsl_postprocess_uservec2_enable.integer)
9341                         sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
9342                 if (r_glsl_postprocess_uservec3_enable.integer)
9343                         sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
9344                 if (r_glsl_postprocess_uservec4_enable.integer)
9345                         sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
9346
9347                 R_ResetViewRendering2D();
9348                 GL_Color(1, 1, 1, 1);
9349                 GL_BlendFunc(GL_ONE, GL_ZERO);
9350
9351                 switch(vid.renderpath)
9352                 {
9353                 case RENDERPATH_GL20:
9354                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9355                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
9356                         if (r_glsl_permutation->loc_Texture_First      >= 0) R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
9357                         if (r_glsl_permutation->loc_Texture_Second     >= 0) R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
9358                         if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
9359                         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]);
9360                         if (r_glsl_permutation->loc_PixelSize          >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9361                         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]);
9362                         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]);
9363                         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]);
9364                         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]);
9365                         if (r_glsl_permutation->loc_Saturation         >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
9366                         if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
9367                         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);
9368                         break;
9369                 case RENDERPATH_CGGL:
9370 #ifdef SUPPORTCG
9371                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9372                         R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
9373                         if (r_cg_permutation->fp_Texture_First     ) CG_BindTexture(r_cg_permutation->fp_Texture_First     , r_bloomstate.texture_screen);CHECKCGERROR
9374                         if (r_cg_permutation->fp_Texture_Second    ) CG_BindTexture(r_cg_permutation->fp_Texture_Second    , r_bloomstate.texture_bloom );CHECKCGERROR
9375                         if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps       );CHECKCGERROR
9376                         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
9377                         if (r_cg_permutation->fp_PixelSize         ) cgGLSetParameter2f(     r_cg_permutation->fp_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
9378                         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
9379                         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
9380                         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
9381                         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
9382                         if (r_cg_permutation->fp_Saturation        ) cgGLSetParameter1f(     r_cg_permutation->fp_Saturation        , r_glsl_saturation.value);CHECKCGERROR
9383                         if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
9384                         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);
9385 #endif
9386                         break;
9387                 case RENDERPATH_D3D9:
9388 #ifdef SUPPORTD3D
9389                         // 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...
9390                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9391                         R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
9392                         R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
9393                         R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
9394                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
9395                         hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor        , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9396                         hlslPSSetParameter2f(D3DPSREGISTER_PixelSize            , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9397                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec1             , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
9398                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec2             , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
9399                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec3             , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
9400                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec4             , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
9401                         hlslPSSetParameter1f(D3DPSREGISTER_Saturation           , r_glsl_saturation.value);
9402                         hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
9403                         hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9404 #endif
9405                         break;
9406                 case RENDERPATH_D3D10:
9407                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9408                         break;
9409                 case RENDERPATH_D3D11:
9410                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9411                         break;
9412                 default:
9413                         break;
9414                 }
9415                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9416                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9417                 break;
9418         case RENDERPATH_GL13:
9419         case RENDERPATH_GL11:
9420                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9421                 {
9422                         // apply a color tint to the whole view
9423                         R_ResetViewRendering2D();
9424                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9425                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9426                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9427                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9428                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9429                 }
9430                 break;
9431         }
9432 }
9433
9434 matrix4x4_t r_waterscrollmatrix;
9435
9436 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
9437 {
9438         if (r_refdef.fog_density)
9439         {
9440                 r_refdef.fogcolor[0] = r_refdef.fog_red;
9441                 r_refdef.fogcolor[1] = r_refdef.fog_green;
9442                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
9443
9444                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
9445                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
9446                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
9447                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
9448
9449                 {
9450                         vec3_t fogvec;
9451                         VectorCopy(r_refdef.fogcolor, fogvec);
9452                         //   color.rgb *= ContrastBoost * SceneBrightness;
9453                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
9454                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
9455                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
9456                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
9457                 }
9458         }
9459 }
9460
9461 void R_UpdateVariables(void)
9462 {
9463         R_Textures_Frame();
9464
9465         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
9466
9467         r_refdef.farclip = r_farclip_base.value;
9468         if (r_refdef.scene.worldmodel)
9469                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
9470         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
9471
9472         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
9473                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
9474         r_refdef.polygonfactor = 0;
9475         r_refdef.polygonoffset = 0;
9476         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9477         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9478
9479         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
9480         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
9481         r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
9482         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
9483         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
9484         if (FAKELIGHT_ENABLED)
9485         {
9486                 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
9487         }
9488         if (r_showsurfaces.integer)
9489         {
9490                 r_refdef.scene.rtworld = false;
9491                 r_refdef.scene.rtworldshadows = false;
9492                 r_refdef.scene.rtdlight = false;
9493                 r_refdef.scene.rtdlightshadows = false;
9494                 r_refdef.lightmapintensity = 0;
9495         }
9496
9497         if (gamemode == GAME_NEHAHRA)
9498         {
9499                 if (gl_fogenable.integer)
9500                 {
9501                         r_refdef.oldgl_fogenable = true;
9502                         r_refdef.fog_density = gl_fogdensity.value;
9503                         r_refdef.fog_red = gl_fogred.value;
9504                         r_refdef.fog_green = gl_foggreen.value;
9505                         r_refdef.fog_blue = gl_fogblue.value;
9506                         r_refdef.fog_alpha = 1;
9507                         r_refdef.fog_start = 0;
9508                         r_refdef.fog_end = gl_skyclip.value;
9509                         r_refdef.fog_height = 1<<30;
9510                         r_refdef.fog_fadedepth = 128;
9511                 }
9512                 else if (r_refdef.oldgl_fogenable)
9513                 {
9514                         r_refdef.oldgl_fogenable = false;
9515                         r_refdef.fog_density = 0;
9516                         r_refdef.fog_red = 0;
9517                         r_refdef.fog_green = 0;
9518                         r_refdef.fog_blue = 0;
9519                         r_refdef.fog_alpha = 0;
9520                         r_refdef.fog_start = 0;
9521                         r_refdef.fog_end = 0;
9522                         r_refdef.fog_height = 1<<30;
9523                         r_refdef.fog_fadedepth = 128;
9524                 }
9525         }
9526
9527         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
9528         r_refdef.fog_start = max(0, r_refdef.fog_start);
9529         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
9530
9531         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
9532
9533         if (r_refdef.fog_density && r_drawfog.integer)
9534         {
9535                 r_refdef.fogenabled = true;
9536                 // this is the point where the fog reaches 0.9986 alpha, which we
9537                 // consider a good enough cutoff point for the texture
9538                 // (0.9986 * 256 == 255.6)
9539                 if (r_fog_exp2.integer)
9540                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
9541                 else
9542                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
9543                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
9544                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
9545                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
9546                 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
9547                         R_BuildFogHeightTexture();
9548                 // fog color was already set
9549                 // update the fog texture
9550                 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)
9551                         R_BuildFogTexture();
9552                 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
9553                 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
9554         }
9555         else
9556                 r_refdef.fogenabled = false;
9557
9558         switch(vid.renderpath)
9559         {
9560         case RENDERPATH_GL20:
9561         case RENDERPATH_CGGL:
9562         case RENDERPATH_D3D9:
9563         case RENDERPATH_D3D10:
9564         case RENDERPATH_D3D11:
9565                 if(v_glslgamma.integer && !vid_gammatables_trivial)
9566                 {
9567                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
9568                         {
9569                                 // build GLSL gamma texture
9570 #define RAMPWIDTH 256
9571                                 unsigned short ramp[RAMPWIDTH * 3];
9572                                 unsigned char rampbgr[RAMPWIDTH][4];
9573                                 int i;
9574
9575                                 r_texture_gammaramps_serial = vid_gammatables_serial;
9576
9577                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
9578                                 for(i = 0; i < RAMPWIDTH; ++i)
9579                                 {
9580                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9581                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9582                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
9583                                         rampbgr[i][3] = 0;
9584                                 }
9585                                 if (r_texture_gammaramps)
9586                                 {
9587                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
9588                                 }
9589                                 else
9590                                 {
9591                                         r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
9592                                 }
9593                         }
9594                 }
9595                 else
9596                 {
9597                         // remove GLSL gamma texture
9598                 }
9599                 break;
9600         case RENDERPATH_GL13:
9601         case RENDERPATH_GL11:
9602                 break;
9603         }
9604 }
9605
9606 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
9607 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
9608 /*
9609 ================
9610 R_SelectScene
9611 ================
9612 */
9613 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
9614         if( scenetype != r_currentscenetype ) {
9615                 // store the old scenetype
9616                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
9617                 r_currentscenetype = scenetype;
9618                 // move in the new scene
9619                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
9620         }
9621 }
9622
9623 /*
9624 ================
9625 R_GetScenePointer
9626 ================
9627 */
9628 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
9629 {
9630         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
9631         if( scenetype == r_currentscenetype ) {
9632                 return &r_refdef.scene;
9633         } else {
9634                 return &r_scenes_store[ scenetype ];
9635         }
9636 }
9637
9638 /*
9639 ================
9640 R_RenderView
9641 ================
9642 */
9643 void R_RenderView(void)
9644 {
9645         matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
9646         if (r_timereport_active)
9647                 R_TimeReport("start");
9648         r_textureframe++; // used only by R_GetCurrentTexture
9649         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9650
9651         if(R_CompileShader_CheckStaticParms())
9652                 R_GLSL_Restart_f();
9653
9654         if (!r_drawentities.integer)
9655                 r_refdef.scene.numentities = 0;
9656
9657         R_AnimCache_ClearCache();
9658         R_FrameData_NewFrame();
9659
9660         /* adjust for stereo display */
9661         if(R_Stereo_Active())
9662         {
9663                 Matrix4x4_CreateFromQuakeEntity(&offsetmatrix, 0, r_stereo_separation.value * (0.5f - r_stereo_side), 0, 0, r_stereo_angle.value * (0.5f - r_stereo_side), 0, 1);
9664                 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
9665         }
9666
9667         if (r_refdef.view.isoverlay)
9668         {
9669                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
9670                 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
9671                 R_TimeReport("depthclear");
9672
9673                 r_refdef.view.showdebug = false;
9674
9675                 r_waterstate.enabled = false;
9676                 r_waterstate.numwaterplanes = 0;
9677
9678                 R_RenderScene();
9679
9680                 r_refdef.view.matrix = originalmatrix;
9681
9682                 CHECKGLERROR
9683                 return;
9684         }
9685
9686         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
9687         {
9688                 r_refdef.view.matrix = originalmatrix;
9689                 return; //Host_Error ("R_RenderView: NULL worldmodel");
9690         }
9691
9692         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
9693
9694         R_RenderView_UpdateViewVectors();
9695
9696         R_Shadow_UpdateWorldLightSelection();
9697
9698         R_Bloom_StartFrame();
9699         R_Water_StartFrame();
9700
9701         CHECKGLERROR
9702         if (r_timereport_active)
9703                 R_TimeReport("viewsetup");
9704
9705         R_ResetViewRendering3D();
9706
9707         if (r_refdef.view.clear || r_refdef.fogenabled)
9708         {
9709                 R_ClearScreen(r_refdef.fogenabled);
9710                 if (r_timereport_active)
9711                         R_TimeReport("viewclear");
9712         }
9713         r_refdef.view.clear = true;
9714
9715         // this produces a bloom texture to be used in R_BlendView() later
9716         if (r_hdr.integer && r_bloomstate.bloomwidth)
9717         {
9718                 R_HDR_RenderBloomTexture();
9719                 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
9720                 r_textureframe++; // used only by R_GetCurrentTexture
9721         }
9722
9723         r_refdef.view.showdebug = true;
9724
9725         R_View_Update();
9726         if (r_timereport_active)
9727                 R_TimeReport("visibility");
9728
9729         r_waterstate.numwaterplanes = 0;
9730         if (r_waterstate.enabled)
9731                 R_RenderWaterPlanes();
9732
9733         R_RenderScene();
9734         r_waterstate.numwaterplanes = 0;
9735
9736         R_BlendView();
9737         if (r_timereport_active)
9738                 R_TimeReport("blendview");
9739
9740         GL_Scissor(0, 0, vid.width, vid.height);
9741         GL_ScissorTest(false);
9742
9743         r_refdef.view.matrix = originalmatrix;
9744
9745         CHECKGLERROR
9746 }
9747
9748 void R_RenderWaterPlanes(void)
9749 {
9750         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
9751         {
9752                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
9753                 if (r_timereport_active)
9754                         R_TimeReport("waterworld");
9755         }
9756
9757         // don't let sound skip if going slow
9758         if (r_refdef.scene.extraupdate)
9759                 S_ExtraUpdate ();
9760
9761         R_DrawModelsAddWaterPlanes();
9762         if (r_timereport_active)
9763                 R_TimeReport("watermodels");
9764
9765         if (r_waterstate.numwaterplanes)
9766         {
9767                 R_Water_ProcessPlanes();
9768                 if (r_timereport_active)
9769                         R_TimeReport("waterscenes");
9770         }
9771 }
9772
9773 extern void R_DrawLightningBeams (void);
9774 extern void VM_CL_AddPolygonsToMeshQueue (void);
9775 extern void R_DrawPortals (void);
9776 extern cvar_t cl_locs_show;
9777 static void R_DrawLocs(void);
9778 static void R_DrawEntityBBoxes(void);
9779 static void R_DrawModelDecals(void);
9780 extern void R_DrawModelShadows(void);
9781 extern void R_DrawModelShadowMaps(void);
9782 extern cvar_t cl_decals_newsystem;
9783 extern qboolean r_shadow_usingdeferredprepass;
9784 void R_RenderScene(void)
9785 {
9786         qboolean shadowmapping = false;
9787
9788         if (r_timereport_active)
9789                 R_TimeReport("beginscene");
9790
9791         r_refdef.stats.renders++;
9792
9793         R_UpdateFogColor();
9794
9795         // don't let sound skip if going slow
9796         if (r_refdef.scene.extraupdate)
9797                 S_ExtraUpdate ();
9798
9799         R_MeshQueue_BeginScene();
9800
9801         R_SkyStartFrame();
9802
9803         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);
9804
9805         if (r_timereport_active)
9806                 R_TimeReport("skystartframe");
9807
9808         if (cl.csqc_vidvars.drawworld)
9809         {
9810                 // don't let sound skip if going slow
9811                 if (r_refdef.scene.extraupdate)
9812                         S_ExtraUpdate ();
9813
9814                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
9815                 {
9816                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
9817                         if (r_timereport_active)
9818                                 R_TimeReport("worldsky");
9819                 }
9820
9821                 if (R_DrawBrushModelsSky() && r_timereport_active)
9822                         R_TimeReport("bmodelsky");
9823
9824                 if (skyrendermasked && skyrenderlater)
9825                 {
9826                         // we have to force off the water clipping plane while rendering sky
9827                         R_SetupView(false);
9828                         R_Sky();
9829                         R_SetupView(true);
9830                         if (r_timereport_active)
9831                                 R_TimeReport("sky");
9832                 }
9833         }
9834
9835         R_AnimCache_CacheVisibleEntities();
9836         if (r_timereport_active)
9837                 R_TimeReport("animation");
9838
9839         R_Shadow_PrepareLights();
9840         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
9841                 R_Shadow_PrepareModelShadows();
9842         if (r_timereport_active)
9843                 R_TimeReport("preparelights");
9844
9845         if (R_Shadow_ShadowMappingEnabled())
9846                 shadowmapping = true;
9847
9848         if (r_shadow_usingdeferredprepass)
9849                 R_Shadow_DrawPrepass();
9850
9851         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
9852         {
9853                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
9854                 if (r_timereport_active)
9855                         R_TimeReport("worlddepth");
9856         }
9857         if (r_depthfirst.integer >= 2)
9858         {
9859                 R_DrawModelsDepth();
9860                 if (r_timereport_active)
9861                         R_TimeReport("modeldepth");
9862         }
9863
9864         if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
9865         {
9866                 R_DrawModelShadowMaps();
9867                 R_ResetViewRendering3D();
9868                 // don't let sound skip if going slow
9869                 if (r_refdef.scene.extraupdate)
9870                         S_ExtraUpdate ();
9871         }
9872
9873         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
9874         {
9875                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
9876                 if (r_timereport_active)
9877                         R_TimeReport("world");
9878         }
9879
9880         // don't let sound skip if going slow
9881         if (r_refdef.scene.extraupdate)
9882                 S_ExtraUpdate ();
9883
9884         R_DrawModels();
9885         if (r_timereport_active)
9886                 R_TimeReport("models");
9887
9888         // don't let sound skip if going slow
9889         if (r_refdef.scene.extraupdate)
9890                 S_ExtraUpdate ();
9891
9892         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9893         {
9894                 R_DrawModelShadows();
9895                 R_ResetViewRendering3D();
9896                 // don't let sound skip if going slow
9897                 if (r_refdef.scene.extraupdate)
9898                         S_ExtraUpdate ();
9899         }
9900
9901         if (!r_shadow_usingdeferredprepass)
9902         {
9903                 R_Shadow_DrawLights();
9904                 if (r_timereport_active)
9905                         R_TimeReport("rtlights");
9906         }
9907
9908         // don't let sound skip if going slow
9909         if (r_refdef.scene.extraupdate)
9910                 S_ExtraUpdate ();
9911
9912         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9913         {
9914                 R_DrawModelShadows();
9915                 R_ResetViewRendering3D();
9916                 // don't let sound skip if going slow
9917                 if (r_refdef.scene.extraupdate)
9918                         S_ExtraUpdate ();
9919         }
9920
9921         if (cl.csqc_vidvars.drawworld)
9922         {
9923                 if (cl_decals_newsystem.integer)
9924                 {
9925                         R_DrawModelDecals();
9926                         if (r_timereport_active)
9927                                 R_TimeReport("modeldecals");
9928                 }
9929                 else
9930                 {
9931                         R_DrawDecals();
9932                         if (r_timereport_active)
9933                                 R_TimeReport("decals");
9934                 }
9935
9936                 R_DrawParticles();
9937                 if (r_timereport_active)
9938                         R_TimeReport("particles");
9939
9940                 R_DrawExplosions();
9941                 if (r_timereport_active)
9942                         R_TimeReport("explosions");
9943
9944                 R_DrawLightningBeams();
9945                 if (r_timereport_active)
9946                         R_TimeReport("lightning");
9947         }
9948
9949         VM_CL_AddPolygonsToMeshQueue();
9950
9951         if (r_refdef.view.showdebug)
9952         {
9953                 if (cl_locs_show.integer)
9954                 {
9955                         R_DrawLocs();
9956                         if (r_timereport_active)
9957                                 R_TimeReport("showlocs");
9958                 }
9959
9960                 if (r_drawportals.integer)
9961                 {
9962                         R_DrawPortals();
9963                         if (r_timereport_active)
9964                                 R_TimeReport("portals");
9965                 }
9966
9967                 if (r_showbboxes.value > 0)
9968                 {
9969                         R_DrawEntityBBoxes();
9970                         if (r_timereport_active)
9971                                 R_TimeReport("bboxes");
9972                 }
9973         }
9974
9975         R_MeshQueue_RenderTransparent();
9976         if (r_timereport_active)
9977                 R_TimeReport("drawtrans");
9978
9979         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))
9980         {
9981                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
9982                 if (r_timereport_active)
9983                         R_TimeReport("worlddebug");
9984                 R_DrawModelsDebug();
9985                 if (r_timereport_active)
9986                         R_TimeReport("modeldebug");
9987         }
9988
9989         if (cl.csqc_vidvars.drawworld)
9990         {
9991                 R_Shadow_DrawCoronas();
9992                 if (r_timereport_active)
9993                         R_TimeReport("coronas");
9994         }
9995
9996 #if 0
9997         {
9998                 GL_DepthTest(false);
9999                 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
10000                 GL_Color(1, 1, 1, 1);
10001                 qglBegin(GL_POLYGON);
10002                 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
10003                 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
10004                 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
10005                 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
10006                 qglEnd();
10007                 qglBegin(GL_POLYGON);
10008                 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]);
10009                 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]);
10010                 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]);
10011                 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]);
10012                 qglEnd();
10013                 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
10014         }
10015 #endif
10016
10017         // don't let sound skip if going slow
10018         if (r_refdef.scene.extraupdate)
10019                 S_ExtraUpdate ();
10020
10021         R_ResetViewRendering2D();
10022 }
10023
10024 static const unsigned short bboxelements[36] =
10025 {
10026         5, 1, 3, 5, 3, 7,
10027         6, 2, 0, 6, 0, 4,
10028         7, 3, 2, 7, 2, 6,
10029         4, 0, 1, 4, 1, 5,
10030         4, 5, 7, 4, 7, 6,
10031         1, 0, 2, 1, 2, 3,
10032 };
10033
10034 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
10035 {
10036         int i;
10037         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
10038
10039         RSurf_ActiveWorldEntity();
10040
10041         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10042         GL_DepthMask(false);
10043         GL_DepthRange(0, 1);
10044         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10045 //      R_Mesh_ResetTextureState();
10046
10047         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
10048         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
10049         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
10050         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
10051         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
10052         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
10053         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
10054         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
10055         R_FillColors(color4f, 8, cr, cg, cb, ca);
10056         if (r_refdef.fogenabled)
10057         {
10058                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
10059                 {
10060                         f1 = RSurf_FogVertex(v);
10061                         f2 = 1 - f1;
10062                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
10063                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
10064                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
10065                 }
10066         }
10067         R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
10068         R_Mesh_ResetTextureState();
10069         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10070         R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
10071 }
10072
10073 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10074 {
10075         int i;
10076         float color[4];
10077         prvm_edict_t *edict;
10078         prvm_prog_t *prog_save = prog;
10079
10080         // this function draws bounding boxes of server entities
10081         if (!sv.active)
10082                 return;
10083
10084         GL_CullFace(GL_NONE);
10085         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10086
10087         prog = 0;
10088         SV_VM_Begin();
10089         for (i = 0;i < numsurfaces;i++)
10090         {
10091                 edict = PRVM_EDICT_NUM(surfacelist[i]);
10092                 switch ((int)edict->fields.server->solid)
10093                 {
10094                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
10095                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
10096                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
10097                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
10098                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
10099                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
10100                 }
10101                 color[3] *= r_showbboxes.value;
10102                 color[3] = bound(0, color[3], 1);
10103                 GL_DepthTest(!r_showdisabledepthtest.integer);
10104                 GL_CullFace(r_refdef.view.cullface_front);
10105                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
10106         }
10107         SV_VM_End();
10108         prog = prog_save;
10109 }
10110
10111 static void R_DrawEntityBBoxes(void)
10112 {
10113         int i;
10114         prvm_edict_t *edict;
10115         vec3_t center;
10116         prvm_prog_t *prog_save = prog;
10117
10118         // this function draws bounding boxes of server entities
10119         if (!sv.active)
10120                 return;
10121
10122         prog = 0;
10123         SV_VM_Begin();
10124         for (i = 0;i < prog->num_edicts;i++)
10125         {
10126                 edict = PRVM_EDICT_NUM(i);
10127                 if (edict->priv.server->free)
10128                         continue;
10129                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
10130                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
10131                         continue;
10132                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
10133                         continue;
10134                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
10135                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
10136         }
10137         SV_VM_End();
10138         prog = prog_save;
10139 }
10140
10141 static const int nomodelelement3i[24] =
10142 {
10143         5, 2, 0,
10144         5, 1, 2,
10145         5, 0, 3,
10146         5, 3, 1,
10147         0, 2, 4,
10148         2, 1, 4,
10149         3, 0, 4,
10150         1, 3, 4
10151 };
10152
10153 static const unsigned short nomodelelement3s[24] =
10154 {
10155         5, 2, 0,
10156         5, 1, 2,
10157         5, 0, 3,
10158         5, 3, 1,
10159         0, 2, 4,
10160         2, 1, 4,
10161         3, 0, 4,
10162         1, 3, 4
10163 };
10164
10165 static const float nomodelvertex3f[6*3] =
10166 {
10167         -16,   0,   0,
10168          16,   0,   0,
10169           0, -16,   0,
10170           0,  16,   0,
10171           0,   0, -16,
10172           0,   0,  16
10173 };
10174
10175 static const float nomodelcolor4f[6*4] =
10176 {
10177         0.0f, 0.0f, 0.5f, 1.0f,
10178         0.0f, 0.0f, 0.5f, 1.0f,
10179         0.0f, 0.5f, 0.0f, 1.0f,
10180         0.0f, 0.5f, 0.0f, 1.0f,
10181         0.5f, 0.0f, 0.0f, 1.0f,
10182         0.5f, 0.0f, 0.0f, 1.0f
10183 };
10184
10185 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10186 {
10187         int i;
10188         float f1, f2, *c;
10189         float color4f[6*4];
10190
10191         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);
10192
10193         // this is only called once per entity so numsurfaces is always 1, and
10194         // surfacelist is always {0}, so this code does not handle batches
10195
10196         if (rsurface.ent_flags & RENDER_ADDITIVE)
10197         {
10198                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
10199                 GL_DepthMask(false);
10200         }
10201         else if (rsurface.colormod[3] < 1)
10202         {
10203                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10204                 GL_DepthMask(false);
10205         }
10206         else
10207         {
10208                 GL_BlendFunc(GL_ONE, GL_ZERO);
10209                 GL_DepthMask(true);
10210         }
10211         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
10212         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
10213         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
10214         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
10215         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
10216         for (i = 0, c = color4f;i < 6;i++, c += 4)
10217         {
10218                 c[0] *= rsurface.colormod[0];
10219                 c[1] *= rsurface.colormod[1];
10220                 c[2] *= rsurface.colormod[2];
10221                 c[3] *= rsurface.colormod[3];
10222         }
10223         if (r_refdef.fogenabled)
10224         {
10225                 for (i = 0, c = color4f;i < 6;i++, c += 4)
10226                 {
10227                         f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
10228                         f2 = 1 - f1;
10229                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
10230                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
10231                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
10232                 }
10233         }
10234 //      R_Mesh_ResetTextureState();
10235         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10236         R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
10237         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
10238 }
10239
10240 void R_DrawNoModel(entity_render_t *ent)
10241 {
10242         vec3_t org;
10243         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
10244         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
10245                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
10246         else
10247                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
10248 }
10249
10250 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
10251 {
10252         vec3_t right1, right2, diff, normal;
10253
10254         VectorSubtract (org2, org1, normal);
10255
10256         // calculate 'right' vector for start
10257         VectorSubtract (r_refdef.view.origin, org1, diff);
10258         CrossProduct (normal, diff, right1);
10259         VectorNormalize (right1);
10260
10261         // calculate 'right' vector for end
10262         VectorSubtract (r_refdef.view.origin, org2, diff);
10263         CrossProduct (normal, diff, right2);
10264         VectorNormalize (right2);
10265
10266         vert[ 0] = org1[0] + width * right1[0];
10267         vert[ 1] = org1[1] + width * right1[1];
10268         vert[ 2] = org1[2] + width * right1[2];
10269         vert[ 3] = org1[0] - width * right1[0];
10270         vert[ 4] = org1[1] - width * right1[1];
10271         vert[ 5] = org1[2] - width * right1[2];
10272         vert[ 6] = org2[0] - width * right2[0];
10273         vert[ 7] = org2[1] - width * right2[1];
10274         vert[ 8] = org2[2] - width * right2[2];
10275         vert[ 9] = org2[0] + width * right2[0];
10276         vert[10] = org2[1] + width * right2[1];
10277         vert[11] = org2[2] + width * right2[2];
10278 }
10279
10280 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)
10281 {
10282         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
10283         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
10284         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
10285         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
10286         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
10287         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
10288         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
10289         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
10290         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
10291         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
10292         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
10293         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
10294 }
10295
10296 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
10297 {
10298         int i;
10299         float *vertex3f;
10300         float v[3];
10301         VectorSet(v, x, y, z);
10302         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
10303                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
10304                         break;
10305         if (i == mesh->numvertices)
10306         {
10307                 if (mesh->numvertices < mesh->maxvertices)
10308                 {
10309                         VectorCopy(v, vertex3f);
10310                         mesh->numvertices++;
10311                 }
10312                 return mesh->numvertices;
10313         }
10314         else
10315                 return i;
10316 }
10317
10318 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
10319 {
10320         int i;
10321         int *e, element[3];
10322         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
10323         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
10324         e = mesh->element3i + mesh->numtriangles * 3;
10325         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
10326         {
10327                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
10328                 if (mesh->numtriangles < mesh->maxtriangles)
10329                 {
10330                         *e++ = element[0];
10331                         *e++ = element[1];
10332                         *e++ = element[2];
10333                         mesh->numtriangles++;
10334                 }
10335                 element[1] = element[2];
10336         }
10337 }
10338
10339 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
10340 {
10341         int i;
10342         int *e, element[3];
10343         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
10344         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
10345         e = mesh->element3i + mesh->numtriangles * 3;
10346         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
10347         {
10348                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
10349                 if (mesh->numtriangles < mesh->maxtriangles)
10350                 {
10351                         *e++ = element[0];
10352                         *e++ = element[1];
10353                         *e++ = element[2];
10354                         mesh->numtriangles++;
10355                 }
10356                 element[1] = element[2];
10357         }
10358 }
10359
10360 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
10361 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
10362 {
10363         int planenum, planenum2;
10364         int w;
10365         int tempnumpoints;
10366         mplane_t *plane, *plane2;
10367         double maxdist;
10368         double temppoints[2][256*3];
10369         // figure out how large a bounding box we need to properly compute this brush
10370         maxdist = 0;
10371         for (w = 0;w < numplanes;w++)
10372                 maxdist = max(maxdist, fabs(planes[w].dist));
10373         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
10374         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
10375         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
10376         {
10377                 w = 0;
10378                 tempnumpoints = 4;
10379                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
10380                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
10381                 {
10382                         if (planenum2 == planenum)
10383                                 continue;
10384                         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);
10385                         w = !w;
10386                 }
10387                 if (tempnumpoints < 3)
10388                         continue;
10389                 // generate elements forming a triangle fan for this polygon
10390                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
10391         }
10392 }
10393
10394 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)
10395 {
10396         texturelayer_t *layer;
10397         layer = t->currentlayers + t->currentnumlayers++;
10398         layer->type = type;
10399         layer->depthmask = depthmask;
10400         layer->blendfunc1 = blendfunc1;
10401         layer->blendfunc2 = blendfunc2;
10402         layer->texture = texture;
10403         layer->texmatrix = *matrix;
10404         layer->color[0] = r;
10405         layer->color[1] = g;
10406         layer->color[2] = b;
10407         layer->color[3] = a;
10408 }
10409
10410 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
10411 {
10412         if(parms[0] == 0 && parms[1] == 0)
10413                 return false;
10414         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10415                 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
10416                         return false;
10417         return true;
10418 }
10419
10420 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
10421 {
10422         double index, f;
10423         index = parms[2] + r_refdef.scene.time * parms[3];
10424         index -= floor(index);
10425         switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
10426         {
10427         default:
10428         case Q3WAVEFUNC_NONE:
10429         case Q3WAVEFUNC_NOISE:
10430         case Q3WAVEFUNC_COUNT:
10431                 f = 0;
10432                 break;
10433         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
10434         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
10435         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
10436         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
10437         case Q3WAVEFUNC_TRIANGLE:
10438                 index *= 4;
10439                 f = index - floor(index);
10440                 if (index < 1)
10441                         f = f;
10442                 else if (index < 2)
10443                         f = 1 - f;
10444                 else if (index < 3)
10445                         f = -f;
10446                 else
10447                         f = -(1 - f);
10448                 break;
10449         }
10450         f = parms[0] + parms[1] * f;
10451         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10452                 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
10453         return (float) f;
10454 }
10455
10456 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
10457 {
10458         int w, h, idx;
10459         float f;
10460         float tcmat[12];
10461         matrix4x4_t matrix, temp;
10462         switch(tcmod->tcmod)
10463         {
10464                 case Q3TCMOD_COUNT:
10465                 case Q3TCMOD_NONE:
10466                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10467                                 matrix = r_waterscrollmatrix;
10468                         else
10469                                 matrix = identitymatrix;
10470                         break;
10471                 case Q3TCMOD_ENTITYTRANSLATE:
10472                         // this is used in Q3 to allow the gamecode to control texcoord
10473                         // scrolling on the entity, which is not supported in darkplaces yet.
10474                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
10475                         break;
10476                 case Q3TCMOD_ROTATE:
10477                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
10478                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
10479                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
10480                         break;
10481                 case Q3TCMOD_SCALE:
10482                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
10483                         break;
10484                 case Q3TCMOD_SCROLL:
10485                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
10486                         break;
10487                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
10488                         w = (int) tcmod->parms[0];
10489                         h = (int) tcmod->parms[1];
10490                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
10491                         f = f - floor(f);
10492                         idx = (int) floor(f * w * h);
10493                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
10494                         break;
10495                 case Q3TCMOD_STRETCH:
10496                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
10497                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
10498                         break;
10499                 case Q3TCMOD_TRANSFORM:
10500                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
10501                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
10502                         VectorSet(tcmat +  6, 0                   , 0                , 1);
10503                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
10504                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
10505                         break;
10506                 case Q3TCMOD_TURBULENT:
10507                         // this is handled in the RSurf_PrepareVertices function
10508                         matrix = identitymatrix;
10509                         break;
10510         }
10511         temp = *texmatrix;
10512         Matrix4x4_Concat(texmatrix, &matrix, &temp);
10513 }
10514
10515 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
10516 {
10517         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
10518         char name[MAX_QPATH];
10519         skinframe_t *skinframe;
10520         unsigned char pixels[296*194];
10521         strlcpy(cache->name, skinname, sizeof(cache->name));
10522         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
10523         if (developer_loading.integer)
10524                 Con_Printf("loading %s\n", name);
10525         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
10526         if (!skinframe || !skinframe->base)
10527         {
10528                 unsigned char *f;
10529                 fs_offset_t filesize;
10530                 skinframe = NULL;
10531                 f = FS_LoadFile(name, tempmempool, true, &filesize);
10532                 if (f)
10533                 {
10534                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
10535                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
10536                         Mem_Free(f);
10537                 }
10538         }
10539         cache->skinframe = skinframe;
10540 }
10541
10542 texture_t *R_GetCurrentTexture(texture_t *t)
10543 {
10544         int i;
10545         const entity_render_t *ent = rsurface.entity;
10546         dp_model_t *model = ent->model;
10547         q3shaderinfo_layer_tcmod_t *tcmod;
10548
10549         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
10550                 return t->currentframe;
10551         t->update_lastrenderframe = r_textureframe;
10552         t->update_lastrenderentity = (void *)ent;
10553
10554         if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
10555                 t->camera_entity = ent->entitynumber;
10556         else
10557                 t->camera_entity = 0;
10558
10559         // switch to an alternate material if this is a q1bsp animated material
10560         {
10561                 texture_t *texture = t;
10562                 int s = rsurface.ent_skinnum;
10563                 if ((unsigned int)s >= (unsigned int)model->numskins)
10564                         s = 0;
10565                 if (model->skinscenes)
10566                 {
10567                         if (model->skinscenes[s].framecount > 1)
10568                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
10569                         else
10570                                 s = model->skinscenes[s].firstframe;
10571                 }
10572                 if (s > 0)
10573                         t = t + s * model->num_surfaces;
10574                 if (t->animated)
10575                 {
10576                         // use an alternate animation if the entity's frame is not 0,
10577                         // and only if the texture has an alternate animation
10578                         if (rsurface.ent_alttextures && t->anim_total[1])
10579                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
10580                         else
10581                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
10582                 }
10583                 texture->currentframe = t;
10584         }
10585
10586         // update currentskinframe to be a qw skin or animation frame
10587         if (rsurface.ent_qwskin >= 0)
10588         {
10589                 i = rsurface.ent_qwskin;
10590                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
10591                 {
10592                         r_qwskincache_size = cl.maxclients;
10593                         if (r_qwskincache)
10594                                 Mem_Free(r_qwskincache);
10595                         r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
10596                 }
10597                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
10598                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
10599                 t->currentskinframe = r_qwskincache[i].skinframe;
10600                 if (t->currentskinframe == NULL)
10601                         t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10602         }
10603         else if (t->numskinframes >= 2)
10604                 t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10605         if (t->backgroundnumskinframes >= 2)
10606                 t->backgroundcurrentskinframe = t->backgroundskinframes[(unsigned int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
10607
10608         t->currentmaterialflags = t->basematerialflags;
10609         t->currentalpha = rsurface.colormod[3];
10610         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
10611                 t->currentalpha *= r_wateralpha.value;
10612         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
10613                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
10614         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
10615                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
10616         if (!(rsurface.ent_flags & RENDER_LIGHT))
10617                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
10618         else if (FAKELIGHT_ENABLED)
10619         {
10620                         // no modellight if using fakelight for the map
10621         }
10622         else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10623         {
10624                 // pick a model lighting mode
10625                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
10626                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
10627                 else
10628                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
10629         }
10630         if (rsurface.ent_flags & RENDER_ADDITIVE)
10631                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10632         else if (t->currentalpha < 1)
10633                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10634         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
10635                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
10636         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
10637                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
10638         if (t->backgroundnumskinframes)
10639                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
10640         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
10641         {
10642                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
10643                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
10644         }
10645         else
10646                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
10647         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
10648                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
10649
10650         // there is no tcmod
10651         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10652         {
10653                 t->currenttexmatrix = r_waterscrollmatrix;
10654                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
10655         }
10656         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
10657         {
10658                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
10659                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
10660         }
10661
10662         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10663                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
10664         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10665                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
10666
10667         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
10668         if (t->currentskinframe->qpixels)
10669                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
10670         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
10671         if (!t->basetexture)
10672                 t->basetexture = r_texture_notexture;
10673         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
10674         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
10675         t->nmaptexture = t->currentskinframe->nmap;
10676         if (!t->nmaptexture)
10677                 t->nmaptexture = r_texture_blanknormalmap;
10678         t->glosstexture = r_texture_black;
10679         t->glowtexture = t->currentskinframe->glow;
10680         t->fogtexture = t->currentskinframe->fog;
10681         t->reflectmasktexture = t->currentskinframe->reflect;
10682         if (t->backgroundnumskinframes)
10683         {
10684                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
10685                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
10686                 t->backgroundglosstexture = r_texture_black;
10687                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
10688                 if (!t->backgroundnmaptexture)
10689                         t->backgroundnmaptexture = r_texture_blanknormalmap;
10690         }
10691         else
10692         {
10693                 t->backgroundbasetexture = r_texture_white;
10694                 t->backgroundnmaptexture = r_texture_blanknormalmap;
10695                 t->backgroundglosstexture = r_texture_black;
10696                 t->backgroundglowtexture = NULL;
10697         }
10698         t->specularpower = r_shadow_glossexponent.value;
10699         // TODO: store reference values for these in the texture?
10700         t->specularscale = 0;
10701         if (r_shadow_gloss.integer > 0)
10702         {
10703                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
10704                 {
10705                         if (r_shadow_glossintensity.value > 0)
10706                         {
10707                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
10708                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
10709                                 t->specularscale = r_shadow_glossintensity.value;
10710                         }
10711                 }
10712                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
10713                 {
10714                         t->glosstexture = r_texture_white;
10715                         t->backgroundglosstexture = r_texture_white;
10716                         t->specularscale = r_shadow_gloss2intensity.value;
10717                         t->specularpower = r_shadow_gloss2exponent.value;
10718                 }
10719         }
10720         t->specularscale *= t->specularscalemod;
10721         t->specularpower *= t->specularpowermod;
10722
10723         // lightmaps mode looks bad with dlights using actual texturing, so turn
10724         // off the colormap and glossmap, but leave the normalmap on as it still
10725         // accurately represents the shading involved
10726         if (gl_lightmaps.integer)
10727         {
10728                 t->basetexture = r_texture_grey128;
10729                 t->pantstexture = r_texture_black;
10730                 t->shirttexture = r_texture_black;
10731                 t->nmaptexture = r_texture_blanknormalmap;
10732                 t->glosstexture = r_texture_black;
10733                 t->glowtexture = NULL;
10734                 t->fogtexture = NULL;
10735                 t->reflectmasktexture = NULL;
10736                 t->backgroundbasetexture = NULL;
10737                 t->backgroundnmaptexture = r_texture_blanknormalmap;
10738                 t->backgroundglosstexture = r_texture_black;
10739                 t->backgroundglowtexture = NULL;
10740                 t->specularscale = 0;
10741                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
10742         }
10743
10744         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
10745         VectorClear(t->dlightcolor);
10746         t->currentnumlayers = 0;
10747         if (t->currentmaterialflags & MATERIALFLAG_WALL)
10748         {
10749                 int blendfunc1, blendfunc2;
10750                 qboolean depthmask;
10751                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
10752                 {
10753                         blendfunc1 = GL_SRC_ALPHA;
10754                         blendfunc2 = GL_ONE;
10755                 }
10756                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
10757                 {
10758                         blendfunc1 = GL_SRC_ALPHA;
10759                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
10760                 }
10761                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10762                 {
10763                         blendfunc1 = t->customblendfunc[0];
10764                         blendfunc2 = t->customblendfunc[1];
10765                 }
10766                 else
10767                 {
10768                         blendfunc1 = GL_ONE;
10769                         blendfunc2 = GL_ZERO;
10770                 }
10771                 // don't colormod evilblend textures
10772                 if(!R_BlendFuncAllowsColormod(blendfunc1, blendfunc2))
10773                         VectorSet(t->lightmapcolor, 1, 1, 1);
10774                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
10775                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10776                 {
10777                         // fullbright is not affected by r_refdef.lightmapintensity
10778                         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]);
10779                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10780                                 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]);
10781                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10782                                 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]);
10783                 }
10784                 else
10785                 {
10786                         vec3_t ambientcolor;
10787                         float colorscale;
10788                         // set the color tint used for lights affecting this surface
10789                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
10790                         colorscale = 2;
10791                         // q3bsp has no lightmap updates, so the lightstylevalue that
10792                         // would normally be baked into the lightmap must be
10793                         // applied to the color
10794                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
10795                         if (model->type == mod_brushq3)
10796                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
10797                         colorscale *= r_refdef.lightmapintensity;
10798                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
10799                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
10800                         // basic lit geometry
10801                         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]);
10802                         // add pants/shirt if needed
10803                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10804                                 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]);
10805                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10806                                 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]);
10807                         // now add ambient passes if needed
10808                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
10809                         {
10810                                 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]);
10811                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10812                                         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]);
10813                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10814                                         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]);
10815                         }
10816                 }
10817                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
10818                         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]);
10819                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
10820                 {
10821                         // if this is opaque use alpha blend which will darken the earlier
10822                         // passes cheaply.
10823                         //
10824                         // if this is an alpha blended material, all the earlier passes
10825                         // were darkened by fog already, so we only need to add the fog
10826                         // color ontop through the fog mask texture
10827                         //
10828                         // if this is an additive blended material, all the earlier passes
10829                         // were darkened by fog already, and we should not add fog color
10830                         // (because the background was not darkened, there is no fog color
10831                         // that was lost behind it).
10832                         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]);
10833                 }
10834         }
10835
10836         return t->currentframe;
10837 }
10838
10839 rsurfacestate_t rsurface;
10840
10841 void R_Mesh_ResizeArrays(int newvertices)
10842 {
10843         unsigned char *base;
10844         size_t size;
10845         if (rsurface.array_size >= newvertices)
10846                 return;
10847         if (rsurface.array_base)
10848                 Mem_Free(rsurface.array_base);
10849         rsurface.array_size = (newvertices + 1023) & ~1023;
10850         size = 0;
10851         size += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10852         size += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10853         size += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10854         size += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10855         size += rsurface.array_size * sizeof(float[3]);
10856         size += rsurface.array_size * sizeof(float[3]);
10857         size += rsurface.array_size * sizeof(float[3]);
10858         size += rsurface.array_size * sizeof(float[3]);
10859         size += rsurface.array_size * sizeof(float[3]);
10860         size += rsurface.array_size * sizeof(float[3]);
10861         size += rsurface.array_size * sizeof(float[3]);
10862         size += rsurface.array_size * sizeof(float[3]);
10863         size += rsurface.array_size * sizeof(float[4]);
10864         size += rsurface.array_size * sizeof(float[2]);
10865         size += rsurface.array_size * sizeof(float[2]);
10866         size += rsurface.array_size * sizeof(float[4]);
10867         size += rsurface.array_size * sizeof(int[3]);
10868         size += rsurface.array_size * sizeof(unsigned short[3]);
10869         rsurface.array_base = base = (unsigned char *)Mem_Alloc(r_main_mempool, size);
10870         rsurface.array_modelvertexmesh         = (r_vertexmesh_t     *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10871         rsurface.array_batchvertexmesh         = (r_vertexmesh_t     *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10872         rsurface.array_modelvertexposition     = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10873         rsurface.array_batchvertexposition     = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10874         rsurface.array_modelvertex3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10875         rsurface.array_modelsvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10876         rsurface.array_modeltvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10877         rsurface.array_modelnormal3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10878         rsurface.array_batchvertex3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10879         rsurface.array_batchsvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10880         rsurface.array_batchtvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10881         rsurface.array_batchnormal3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10882         rsurface.array_batchlightmapcolor4f    = (float              *)base;base += rsurface.array_size * sizeof(float[4]);
10883         rsurface.array_batchtexcoordtexture2f  = (float              *)base;base += rsurface.array_size * sizeof(float[2]);
10884         rsurface.array_batchtexcoordlightmap2f = (float              *)base;base += rsurface.array_size * sizeof(float[2]);
10885         rsurface.array_passcolor4f             = (float              *)base;base += rsurface.array_size * sizeof(float[4]);
10886         rsurface.array_batchelement3i          = (int                *)base;base += rsurface.array_size * sizeof(int[3]);
10887         rsurface.array_batchelement3s          = (unsigned short     *)base;base += rsurface.array_size * sizeof(unsigned short[3]);
10888 }
10889
10890 void RSurf_ActiveWorldEntity(void)
10891 {
10892         int newvertices;
10893         dp_model_t *model = r_refdef.scene.worldmodel;
10894         //if (rsurface.entity == r_refdef.scene.worldentity)
10895         //      return;
10896         rsurface.entity = r_refdef.scene.worldentity;
10897         rsurface.skeleton = NULL;
10898         memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
10899         rsurface.ent_skinnum = 0;
10900         rsurface.ent_qwskin = -1;
10901         rsurface.ent_shadertime = 0;
10902         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
10903         newvertices = max(model->surfmesh.num_vertices, model->surfmesh.num_triangles);
10904         if (rsurface.array_size < newvertices)
10905                 R_Mesh_ResizeArrays(newvertices);
10906         rsurface.matrix = identitymatrix;
10907         rsurface.inversematrix = identitymatrix;
10908         rsurface.matrixscale = 1;
10909         rsurface.inversematrixscale = 1;
10910         R_EntityMatrix(&identitymatrix);
10911         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
10912         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
10913         rsurface.fograngerecip = r_refdef.fograngerecip;
10914         rsurface.fogheightfade = r_refdef.fogheightfade;
10915         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
10916         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10917         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
10918         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
10919         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
10920         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
10921         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
10922         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
10923         rsurface.colormod[3] = 1;
10924         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);
10925         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
10926         rsurface.frameblend[0].lerp = 1;
10927         rsurface.ent_alttextures = false;
10928         rsurface.basepolygonfactor = r_refdef.polygonfactor;
10929         rsurface.basepolygonoffset = r_refdef.polygonoffset;
10930         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
10931         rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10932         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10933         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10934         rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10935         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10936         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10937         rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10938         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10939         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
10940         rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10941         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10942         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
10943         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10944         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10945         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
10946         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10947         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10948         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
10949         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10950         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10951         rsurface.modelelement3i = model->surfmesh.data_element3i;
10952         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
10953         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
10954         rsurface.modelelement3s = model->surfmesh.data_element3s;
10955         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
10956         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
10957         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
10958         rsurface.modelnumvertices = model->surfmesh.num_vertices;
10959         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
10960         rsurface.modelsurfaces = model->data_surfaces;
10961         rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
10962         rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
10963         rsurface.modelvertexposition = model->surfmesh.vertexposition;
10964         rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
10965         rsurface.modelgeneratedvertex = false;
10966         rsurface.batchgeneratedvertex = false;
10967         rsurface.batchfirstvertex = 0;
10968         rsurface.batchnumvertices = 0;
10969         rsurface.batchfirsttriangle = 0;
10970         rsurface.batchnumtriangles = 0;
10971         rsurface.batchvertex3f  = NULL;
10972         rsurface.batchvertex3f_vertexbuffer = NULL;
10973         rsurface.batchvertex3f_bufferoffset = 0;
10974         rsurface.batchsvector3f = NULL;
10975         rsurface.batchsvector3f_vertexbuffer = NULL;
10976         rsurface.batchsvector3f_bufferoffset = 0;
10977         rsurface.batchtvector3f = NULL;
10978         rsurface.batchtvector3f_vertexbuffer = NULL;
10979         rsurface.batchtvector3f_bufferoffset = 0;
10980         rsurface.batchnormal3f  = NULL;
10981         rsurface.batchnormal3f_vertexbuffer = NULL;
10982         rsurface.batchnormal3f_bufferoffset = 0;
10983         rsurface.batchlightmapcolor4f = NULL;
10984         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10985         rsurface.batchlightmapcolor4f_bufferoffset = 0;
10986         rsurface.batchtexcoordtexture2f = NULL;
10987         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10988         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10989         rsurface.batchtexcoordlightmap2f = NULL;
10990         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10991         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10992         rsurface.batchvertexmesh = NULL;
10993         rsurface.batchvertexmeshbuffer = NULL;
10994         rsurface.batchvertexposition = NULL;
10995         rsurface.batchvertexpositionbuffer = NULL;
10996         rsurface.batchelement3i = NULL;
10997         rsurface.batchelement3i_indexbuffer = NULL;
10998         rsurface.batchelement3i_bufferoffset = 0;
10999         rsurface.batchelement3s = NULL;
11000         rsurface.batchelement3s_indexbuffer = NULL;
11001         rsurface.batchelement3s_bufferoffset = 0;
11002         rsurface.passcolor4f = NULL;
11003         rsurface.passcolor4f_vertexbuffer = NULL;
11004         rsurface.passcolor4f_bufferoffset = 0;
11005 }
11006
11007 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
11008 {
11009         int newvertices;
11010         dp_model_t *model = ent->model;
11011         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
11012         //      return;
11013         rsurface.entity = (entity_render_t *)ent;
11014         rsurface.skeleton = ent->skeleton;
11015         memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
11016         rsurface.ent_skinnum = ent->skinnum;
11017         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;
11018         rsurface.ent_shadertime = ent->shadertime;
11019         rsurface.ent_flags = ent->flags;
11020         newvertices = max(model->surfmesh.num_vertices, model->surfmesh.num_triangles);
11021         if (rsurface.array_size < newvertices)
11022                 R_Mesh_ResizeArrays(newvertices);
11023         rsurface.matrix = ent->matrix;
11024         rsurface.inversematrix = ent->inversematrix;
11025         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
11026         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
11027         R_EntityMatrix(&rsurface.matrix);
11028         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
11029         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
11030         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
11031         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
11032         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
11033         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
11034         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
11035         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
11036         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
11037         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
11038         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
11039         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
11040         rsurface.colormod[3] = ent->alpha;
11041         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
11042         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
11043         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
11044         rsurface.basepolygonfactor = r_refdef.polygonfactor;
11045         rsurface.basepolygonoffset = r_refdef.polygonoffset;
11046         if (ent->model->brush.submodel && !prepass)
11047         {
11048                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
11049                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
11050         }
11051         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
11052         {
11053                 if (ent->animcache_vertex3f && !r_framedata_failed)
11054                 {
11055                         rsurface.modelvertex3f = ent->animcache_vertex3f;
11056                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
11057                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
11058                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
11059                         rsurface.modelvertexmesh = ent->animcache_vertexmesh;
11060                         rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
11061                         rsurface.modelvertexposition = ent->animcache_vertexposition;
11062                         rsurface.modelvertexpositionbuffer = ent->animcache_vertexpositionbuffer;
11063                 }
11064                 else if (wanttangents)
11065                 {
11066                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
11067                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
11068                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
11069                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
11070                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
11071                         rsurface.modelvertexmesh = NULL;
11072                         rsurface.modelvertexmeshbuffer = NULL;
11073                         rsurface.modelvertexposition = NULL;
11074                         rsurface.modelvertexpositionbuffer = NULL;
11075                 }
11076                 else if (wantnormals)
11077                 {
11078                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
11079                         rsurface.modelsvector3f = NULL;
11080                         rsurface.modeltvector3f = NULL;
11081                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
11082                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
11083                         rsurface.modelvertexmesh = NULL;
11084                         rsurface.modelvertexmeshbuffer = NULL;
11085                         rsurface.modelvertexposition = NULL;
11086                         rsurface.modelvertexpositionbuffer = NULL;
11087                 }
11088                 else
11089                 {
11090                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
11091                         rsurface.modelsvector3f = NULL;
11092                         rsurface.modeltvector3f = NULL;
11093                         rsurface.modelnormal3f = NULL;
11094                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
11095                         rsurface.modelvertexmesh = NULL;
11096                         rsurface.modelvertexmeshbuffer = NULL;
11097                         rsurface.modelvertexposition = NULL;
11098                         rsurface.modelvertexpositionbuffer = NULL;
11099                 }
11100                 rsurface.modelvertex3f_vertexbuffer = 0;
11101                 rsurface.modelvertex3f_bufferoffset = 0;
11102                 rsurface.modelsvector3f_vertexbuffer = 0;
11103                 rsurface.modelsvector3f_bufferoffset = 0;
11104                 rsurface.modeltvector3f_vertexbuffer = 0;
11105                 rsurface.modeltvector3f_bufferoffset = 0;
11106                 rsurface.modelnormal3f_vertexbuffer = 0;
11107                 rsurface.modelnormal3f_bufferoffset = 0;
11108                 rsurface.modelgeneratedvertex = true;
11109         }
11110         else
11111         {
11112                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
11113                 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11114                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
11115                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
11116                 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11117                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
11118                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
11119                 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11120                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
11121                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
11122                 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11123                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
11124                 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
11125                 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
11126                 rsurface.modelvertexposition = model->surfmesh.vertexposition;
11127                 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
11128                 rsurface.modelgeneratedvertex = false;
11129         }
11130         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
11131         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11132         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
11133         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
11134         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11135         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
11136         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
11137         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11138         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
11139         rsurface.modelelement3i = model->surfmesh.data_element3i;
11140         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
11141         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
11142         rsurface.modelelement3s = model->surfmesh.data_element3s;
11143         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
11144         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
11145         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
11146         rsurface.modelnumvertices = model->surfmesh.num_vertices;
11147         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
11148         rsurface.modelsurfaces = model->data_surfaces;
11149         rsurface.batchgeneratedvertex = false;
11150         rsurface.batchfirstvertex = 0;
11151         rsurface.batchnumvertices = 0;
11152         rsurface.batchfirsttriangle = 0;
11153         rsurface.batchnumtriangles = 0;
11154         rsurface.batchvertex3f  = NULL;
11155         rsurface.batchvertex3f_vertexbuffer = NULL;
11156         rsurface.batchvertex3f_bufferoffset = 0;
11157         rsurface.batchsvector3f = NULL;
11158         rsurface.batchsvector3f_vertexbuffer = NULL;
11159         rsurface.batchsvector3f_bufferoffset = 0;
11160         rsurface.batchtvector3f = NULL;
11161         rsurface.batchtvector3f_vertexbuffer = NULL;
11162         rsurface.batchtvector3f_bufferoffset = 0;
11163         rsurface.batchnormal3f  = NULL;
11164         rsurface.batchnormal3f_vertexbuffer = NULL;
11165         rsurface.batchnormal3f_bufferoffset = 0;
11166         rsurface.batchlightmapcolor4f = NULL;
11167         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11168         rsurface.batchlightmapcolor4f_bufferoffset = 0;
11169         rsurface.batchtexcoordtexture2f = NULL;
11170         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11171         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11172         rsurface.batchtexcoordlightmap2f = NULL;
11173         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11174         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11175         rsurface.batchvertexmesh = NULL;
11176         rsurface.batchvertexmeshbuffer = NULL;
11177         rsurface.batchvertexposition = NULL;
11178         rsurface.batchvertexpositionbuffer = NULL;
11179         rsurface.batchelement3i = NULL;
11180         rsurface.batchelement3i_indexbuffer = NULL;
11181         rsurface.batchelement3i_bufferoffset = 0;
11182         rsurface.batchelement3s = NULL;
11183         rsurface.batchelement3s_indexbuffer = NULL;
11184         rsurface.batchelement3s_bufferoffset = 0;
11185         rsurface.passcolor4f = NULL;
11186         rsurface.passcolor4f_vertexbuffer = NULL;
11187         rsurface.passcolor4f_bufferoffset = 0;
11188 }
11189
11190 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)
11191 {
11192         int newvertices;
11193
11194         rsurface.entity = r_refdef.scene.worldentity;
11195         rsurface.skeleton = NULL;
11196         rsurface.ent_skinnum = 0;
11197         rsurface.ent_qwskin = -1;
11198         rsurface.ent_shadertime = shadertime;
11199         rsurface.ent_flags = entflags;
11200         rsurface.modelnumvertices = numvertices;
11201         rsurface.modelnumtriangles = numtriangles;
11202         newvertices = max(rsurface.modelnumvertices, rsurface.modelnumtriangles);
11203         if (rsurface.array_size < newvertices)
11204                 R_Mesh_ResizeArrays(newvertices);
11205         rsurface.matrix = *matrix;
11206         rsurface.inversematrix = *inversematrix;
11207         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
11208         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
11209         R_EntityMatrix(&rsurface.matrix);
11210         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
11211         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
11212         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
11213         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
11214         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
11215         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
11216         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
11217         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
11218         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
11219         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
11220         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
11221         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
11222         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);
11223         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
11224         rsurface.frameblend[0].lerp = 1;
11225         rsurface.ent_alttextures = false;
11226         rsurface.basepolygonfactor = r_refdef.polygonfactor;
11227         rsurface.basepolygonoffset = r_refdef.polygonoffset;
11228         if (wanttangents)
11229         {
11230                 rsurface.modelvertex3f = vertex3f;
11231                 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
11232                 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
11233                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
11234         }
11235         else if (wantnormals)
11236         {
11237                 rsurface.modelvertex3f = vertex3f;
11238                 rsurface.modelsvector3f = NULL;
11239                 rsurface.modeltvector3f = NULL;
11240                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
11241         }
11242         else
11243         {
11244                 rsurface.modelvertex3f = vertex3f;
11245                 rsurface.modelsvector3f = NULL;
11246                 rsurface.modeltvector3f = NULL;
11247                 rsurface.modelnormal3f = NULL;
11248         }
11249         rsurface.modelvertexmesh = NULL;
11250         rsurface.modelvertexmeshbuffer = NULL;
11251         rsurface.modelvertexposition = NULL;
11252         rsurface.modelvertexpositionbuffer = NULL;
11253         rsurface.modelvertex3f_vertexbuffer = 0;
11254         rsurface.modelvertex3f_bufferoffset = 0;
11255         rsurface.modelsvector3f_vertexbuffer = 0;
11256         rsurface.modelsvector3f_bufferoffset = 0;
11257         rsurface.modeltvector3f_vertexbuffer = 0;
11258         rsurface.modeltvector3f_bufferoffset = 0;
11259         rsurface.modelnormal3f_vertexbuffer = 0;
11260         rsurface.modelnormal3f_bufferoffset = 0;
11261         rsurface.modelgeneratedvertex = true;
11262         rsurface.modellightmapcolor4f  = color4f;
11263         rsurface.modellightmapcolor4f_vertexbuffer = 0;
11264         rsurface.modellightmapcolor4f_bufferoffset = 0;
11265         rsurface.modeltexcoordtexture2f  = texcoord2f;
11266         rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
11267         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
11268         rsurface.modeltexcoordlightmap2f  = NULL;
11269         rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
11270         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
11271         rsurface.modelelement3i = element3i;
11272         rsurface.modelelement3i_indexbuffer = NULL;
11273         rsurface.modelelement3i_bufferoffset = 0;
11274         rsurface.modelelement3s = element3s;
11275         rsurface.modelelement3s_indexbuffer = NULL;
11276         rsurface.modelelement3s_bufferoffset = 0;
11277         rsurface.modellightmapoffsets = NULL;
11278         rsurface.modelsurfaces = NULL;
11279         rsurface.batchgeneratedvertex = false;
11280         rsurface.batchfirstvertex = 0;
11281         rsurface.batchnumvertices = 0;
11282         rsurface.batchfirsttriangle = 0;
11283         rsurface.batchnumtriangles = 0;
11284         rsurface.batchvertex3f  = NULL;
11285         rsurface.batchvertex3f_vertexbuffer = NULL;
11286         rsurface.batchvertex3f_bufferoffset = 0;
11287         rsurface.batchsvector3f = NULL;
11288         rsurface.batchsvector3f_vertexbuffer = NULL;
11289         rsurface.batchsvector3f_bufferoffset = 0;
11290         rsurface.batchtvector3f = NULL;
11291         rsurface.batchtvector3f_vertexbuffer = NULL;
11292         rsurface.batchtvector3f_bufferoffset = 0;
11293         rsurface.batchnormal3f  = NULL;
11294         rsurface.batchnormal3f_vertexbuffer = NULL;
11295         rsurface.batchnormal3f_bufferoffset = 0;
11296         rsurface.batchlightmapcolor4f = NULL;
11297         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11298         rsurface.batchlightmapcolor4f_bufferoffset = 0;
11299         rsurface.batchtexcoordtexture2f = NULL;
11300         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11301         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11302         rsurface.batchtexcoordlightmap2f = NULL;
11303         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11304         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11305         rsurface.batchvertexmesh = NULL;
11306         rsurface.batchvertexmeshbuffer = NULL;
11307         rsurface.batchvertexposition = NULL;
11308         rsurface.batchvertexpositionbuffer = NULL;
11309         rsurface.batchelement3i = NULL;
11310         rsurface.batchelement3i_indexbuffer = NULL;
11311         rsurface.batchelement3i_bufferoffset = 0;
11312         rsurface.batchelement3s = NULL;
11313         rsurface.batchelement3s_indexbuffer = NULL;
11314         rsurface.batchelement3s_bufferoffset = 0;
11315         rsurface.passcolor4f = NULL;
11316         rsurface.passcolor4f_vertexbuffer = NULL;
11317         rsurface.passcolor4f_bufferoffset = 0;
11318
11319         if (rsurface.modelnumvertices && rsurface.modelelement3i)
11320         {
11321                 if ((wantnormals || wanttangents) && !normal3f)
11322                 {
11323                         Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
11324                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
11325                 }
11326                 if (wanttangents && !svector3f)
11327                 {
11328                         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);
11329                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
11330                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
11331                 }
11332         }
11333 }
11334
11335 float RSurf_FogPoint(const float *v)
11336 {
11337         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11338         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
11339         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
11340         float FogHeightFade = r_refdef.fogheightfade;
11341         float fogfrac;
11342         unsigned int fogmasktableindex;
11343         if (r_refdef.fogplaneviewabove)
11344                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11345         else
11346                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11347         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
11348         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11349 }
11350
11351 float RSurf_FogVertex(const float *v)
11352 {
11353         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11354         float FogPlaneViewDist = rsurface.fogplaneviewdist;
11355         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
11356         float FogHeightFade = rsurface.fogheightfade;
11357         float fogfrac;
11358         unsigned int fogmasktableindex;
11359         if (r_refdef.fogplaneviewabove)
11360                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11361         else
11362                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11363         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
11364         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11365 }
11366
11367 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
11368 {
11369         int i;
11370         for (i = 0;i < numelements;i++)
11371                 outelement3i[i] = inelement3i[i] + adjust;
11372 }
11373
11374 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
11375 extern cvar_t gl_vbo;
11376 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
11377 {
11378         int deformindex;
11379         int firsttriangle;
11380         int numtriangles;
11381         int firstvertex;
11382         int endvertex;
11383         int numvertices;
11384         int surfacefirsttriangle;
11385         int surfacenumtriangles;
11386         int surfacefirstvertex;
11387         int surfaceendvertex;
11388         int surfacenumvertices;
11389         int needsupdate;
11390         int i, j;
11391         qboolean gaps;
11392         qboolean dynamicvertex;
11393         float amplitude;
11394         float animpos;
11395         float scale;
11396         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
11397         float waveparms[4];
11398         q3shaderinfo_deform_t *deform;
11399         const msurface_t *surface, *firstsurface;
11400         r_vertexposition_t *vertexposition;
11401         r_vertexmesh_t *vertexmesh;
11402         if (!texturenumsurfaces)
11403                 return;
11404         // find vertex range of this surface batch
11405         gaps = false;
11406         firstsurface = texturesurfacelist[0];
11407         firsttriangle = firstsurface->num_firsttriangle;
11408         numtriangles = 0;
11409         firstvertex = endvertex = firstsurface->num_firstvertex;
11410         for (i = 0;i < texturenumsurfaces;i++)
11411         {
11412                 surface = texturesurfacelist[i];
11413                 if (surface != firstsurface + i)
11414                         gaps = true;
11415                 surfacefirstvertex = surface->num_firstvertex;
11416                 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
11417                 surfacenumtriangles = surface->num_triangles;
11418                 if (firstvertex > surfacefirstvertex)
11419                         firstvertex = surfacefirstvertex;
11420                 if (endvertex < surfaceendvertex)
11421                         endvertex = surfaceendvertex;
11422                 numtriangles += surfacenumtriangles;
11423         }
11424
11425         // we now know the vertex range used, and if there are any gaps in it
11426         rsurface.batchfirstvertex = firstvertex;
11427         rsurface.batchnumvertices = endvertex - firstvertex;
11428         rsurface.batchfirsttriangle = firsttriangle;
11429         rsurface.batchnumtriangles = numtriangles;
11430
11431         // this variable holds flags for which properties have been updated that
11432         // may require regenerating vertexmesh or vertexposition arrays...
11433         needsupdate = 0;
11434
11435         // check if any dynamic vertex processing must occur
11436         dynamicvertex = false;
11437
11438         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11439                 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_NOGAPS;
11440         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11441         {
11442                 switch (deform->deform)
11443                 {
11444                 default:
11445                 case Q3DEFORM_PROJECTIONSHADOW:
11446                 case Q3DEFORM_TEXT0:
11447                 case Q3DEFORM_TEXT1:
11448                 case Q3DEFORM_TEXT2:
11449                 case Q3DEFORM_TEXT3:
11450                 case Q3DEFORM_TEXT4:
11451                 case Q3DEFORM_TEXT5:
11452                 case Q3DEFORM_TEXT6:
11453                 case Q3DEFORM_TEXT7:
11454                 case Q3DEFORM_NONE:
11455                         break;
11456                 case Q3DEFORM_AUTOSPRITE:
11457                         dynamicvertex = true;
11458                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11459                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11460                         break;
11461                 case Q3DEFORM_AUTOSPRITE2:
11462                         dynamicvertex = true;
11463                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11464                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11465                         break;
11466                 case Q3DEFORM_NORMAL:
11467                         dynamicvertex = true;
11468                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11469                         needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11470                         break;
11471                 case Q3DEFORM_WAVE:
11472                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11473                                 break; // if wavefunc is a nop, ignore this transform
11474                         dynamicvertex = true;
11475                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11476                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11477                         break;
11478                 case Q3DEFORM_BULGE:
11479                         dynamicvertex = true;
11480                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11481                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11482                         break;
11483                 case Q3DEFORM_MOVE:
11484                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11485                                 break; // if wavefunc is a nop, ignore this transform
11486                         dynamicvertex = true;
11487                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11488                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX;
11489                         break;
11490                 }
11491         }
11492         switch(rsurface.texture->tcgen.tcgen)
11493         {
11494         default:
11495         case Q3TCGEN_TEXTURE:
11496                 break;
11497         case Q3TCGEN_LIGHTMAP:
11498                 dynamicvertex = true;
11499                 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
11500                 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
11501                 break;
11502         case Q3TCGEN_VECTOR:
11503                 dynamicvertex = true;
11504                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11505                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11506                 break;
11507         case Q3TCGEN_ENVIRONMENT:
11508                 dynamicvertex = true;
11509                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
11510                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11511                 break;
11512         }
11513         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
11514         {
11515                 dynamicvertex = true;
11516                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11517                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11518         }
11519
11520         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11521         {
11522                 dynamicvertex = true;
11523                 batchneed |= BATCHNEED_NOGAPS;
11524                 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
11525         }
11526
11527         if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
11528         {
11529                 dynamicvertex = true;
11530                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11531                 needsupdate |= (batchneed & BATCHNEED_VERTEXPOSITION);
11532         }
11533
11534         if (dynamicvertex || gaps || rsurface.batchfirstvertex)
11535         {
11536                 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
11537                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)      batchneed |= BATCHNEED_ARRAY_VERTEX;
11538                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)      batchneed |= BATCHNEED_ARRAY_NORMAL;
11539                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)      batchneed |= BATCHNEED_ARRAY_VECTOR;
11540                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
11541                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)    batchneed |= BATCHNEED_ARRAY_TEXCOORD;
11542                 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP)    batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
11543         }
11544
11545         // when the model data has no vertex buffer (dynamic mesh), we need to
11546         // eliminate gaps
11547         if (!rsurface.modelvertexmeshbuffer)
11548                 batchneed |= BATCHNEED_NOGAPS;
11549
11550         // if needsupdate, we have to do a dynamic vertex batch for sure
11551         if (needsupdate & batchneed)
11552                 dynamicvertex = true;
11553
11554         // see if we need to build vertexmesh from arrays
11555         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11556                 dynamicvertex = true;
11557
11558         // see if we need to build vertexposition from arrays
11559         if (!rsurface.modelvertexposition && (batchneed & BATCHNEED_VERTEXPOSITION))
11560                 dynamicvertex = true;
11561
11562         // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
11563         if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
11564                 dynamicvertex = true;
11565
11566         // if there is a chance of animated vertex colors, it's a dynamic batch
11567         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11568                 dynamicvertex = true;
11569
11570         rsurface.batchvertex3f = rsurface.modelvertex3f;
11571         rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
11572         rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
11573         rsurface.batchsvector3f = rsurface.modelsvector3f;
11574         rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
11575         rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
11576         rsurface.batchtvector3f = rsurface.modeltvector3f;
11577         rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
11578         rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
11579         rsurface.batchnormal3f = rsurface.modelnormal3f;
11580         rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
11581         rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
11582         rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
11583         rsurface.batchlightmapcolor4f_vertexbuffer  = rsurface.modellightmapcolor4f_vertexbuffer;
11584         rsurface.batchlightmapcolor4f_bufferoffset  = rsurface.modellightmapcolor4f_bufferoffset;
11585         rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
11586         rsurface.batchtexcoordtexture2f_vertexbuffer  = rsurface.modeltexcoordtexture2f_vertexbuffer;
11587         rsurface.batchtexcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
11588         rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
11589         rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
11590         rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
11591         rsurface.batchvertexposition = rsurface.modelvertexposition;
11592         rsurface.batchvertexpositionbuffer = rsurface.modelvertexpositionbuffer;
11593         rsurface.batchvertexmesh = rsurface.modelvertexmesh;
11594         rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
11595         rsurface.batchelement3i = rsurface.modelelement3i;
11596         rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
11597         rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
11598         rsurface.batchelement3s = rsurface.modelelement3s;
11599         rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
11600         rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
11601
11602         // if any dynamic vertex processing has to occur in software, we copy the
11603         // entire surface list together before processing to rebase the vertices
11604         // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
11605         //
11606         // if any gaps exist and we do not have a static vertex buffer, we have to
11607         // copy the surface list together to avoid wasting upload bandwidth on the
11608         // vertices in the gaps.
11609         //
11610         // if gaps exist and we have a static vertex buffer, we still have to
11611         // combine the index buffer ranges into one dynamic index buffer.
11612         //
11613         // in all cases we end up with data that can be drawn in one call.
11614
11615         if (!dynamicvertex)
11616         {
11617                 // static vertex data, just set pointers...
11618                 rsurface.batchgeneratedvertex = false;
11619                 // if there are gaps, we want to build a combined index buffer,
11620                 // otherwise use the original static buffer with an appropriate offset
11621                 if (gaps)
11622                 {
11623                         firsttriangle = 0;
11624                         numtriangles = 0;
11625                         for (i = 0;i < texturenumsurfaces;i++)
11626                         {
11627                                 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11628                                 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11629                                 memcpy(rsurface.array_batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
11630                                 numtriangles += surfacenumtriangles;
11631                         }
11632                         rsurface.batchelement3i = rsurface.array_batchelement3i;
11633                         rsurface.batchelement3i_indexbuffer = NULL;
11634                         rsurface.batchelement3i_bufferoffset = 0;
11635                         rsurface.batchelement3s = NULL;
11636                         rsurface.batchelement3s_indexbuffer = NULL;
11637                         rsurface.batchelement3s_bufferoffset = 0;
11638                         if (endvertex <= 65536)
11639                         {
11640                                 rsurface.batchelement3s = rsurface.array_batchelement3s;
11641                                 for (i = 0;i < numtriangles*3;i++)
11642                                         rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11643                         }
11644                         rsurface.batchfirsttriangle = firsttriangle;
11645                         rsurface.batchnumtriangles = numtriangles;
11646                 }
11647                 return;
11648         }
11649
11650         // something needs software processing, do it for real...
11651         // we only directly handle interleaved array data in this case...
11652         rsurface.batchgeneratedvertex = true;
11653
11654         // now copy the vertex data into a combined array and make an index array
11655         // (this is what Quake3 does all the time)
11656         //if (gaps || rsurface.batchfirstvertex)
11657         {
11658                 rsurface.batchvertexposition = NULL;
11659                 rsurface.batchvertexpositionbuffer = NULL;
11660                 rsurface.batchvertexmesh = NULL;
11661                 rsurface.batchvertexmeshbuffer = NULL;
11662                 rsurface.batchvertex3f = NULL;
11663                 rsurface.batchvertex3f_vertexbuffer = NULL;
11664                 rsurface.batchvertex3f_bufferoffset = 0;
11665                 rsurface.batchsvector3f = NULL;
11666                 rsurface.batchsvector3f_vertexbuffer = NULL;
11667                 rsurface.batchsvector3f_bufferoffset = 0;
11668                 rsurface.batchtvector3f = NULL;
11669                 rsurface.batchtvector3f_vertexbuffer = NULL;
11670                 rsurface.batchtvector3f_bufferoffset = 0;
11671                 rsurface.batchnormal3f = NULL;
11672                 rsurface.batchnormal3f_vertexbuffer = NULL;
11673                 rsurface.batchnormal3f_bufferoffset = 0;
11674                 rsurface.batchlightmapcolor4f = NULL;
11675                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11676                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11677                 rsurface.batchtexcoordtexture2f = NULL;
11678                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11679                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11680                 rsurface.batchtexcoordlightmap2f = NULL;
11681                 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11682                 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11683                 rsurface.batchelement3i = rsurface.array_batchelement3i;
11684                 rsurface.batchelement3i_indexbuffer = NULL;
11685                 rsurface.batchelement3i_bufferoffset = 0;
11686                 rsurface.batchelement3s = NULL;
11687                 rsurface.batchelement3s_indexbuffer = NULL;
11688                 rsurface.batchelement3s_bufferoffset = 0;
11689                 // we'll only be setting up certain arrays as needed
11690                 if (batchneed & BATCHNEED_VERTEXPOSITION)
11691                         rsurface.batchvertexposition = rsurface.array_batchvertexposition;
11692                 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
11693                         rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
11694                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11695                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11696                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
11697                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11698                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
11699                 {
11700                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11701                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11702                 }
11703                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
11704                         rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11705                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
11706                         rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11707                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
11708                         rsurface.batchtexcoordlightmap2f = rsurface.array_batchtexcoordlightmap2f;
11709                 numvertices = 0;
11710                 numtriangles = 0;
11711                 for (i = 0;i < texturenumsurfaces;i++)
11712                 {
11713                         surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
11714                         surfacenumvertices = texturesurfacelist[i]->num_vertices;
11715                         surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11716                         surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11717                         // copy only the data requested
11718                         if ((batchneed & BATCHNEED_VERTEXPOSITION) && rsurface.modelvertexposition)
11719                                 memcpy(rsurface.array_batchvertexposition + numvertices, rsurface.modelvertexposition + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexposition[0]));
11720                         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
11721                                 memcpy(rsurface.array_batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
11722                         if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
11723                         {
11724                                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11725                                         memcpy(rsurface.array_batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11726                                 if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f)
11727                                         memcpy(rsurface.array_batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11728                                 if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f)
11729                                 {
11730                                         memcpy(rsurface.array_batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11731                                         memcpy(rsurface.array_batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11732                                 }
11733                                 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f)
11734                                         memcpy(rsurface.array_batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
11735                                 if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f)
11736                                         memcpy(rsurface.array_batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11737                                 if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f)
11738                                         memcpy(rsurface.array_batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11739                         }
11740                         RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.array_batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
11741                         numvertices += surfacenumvertices;
11742                         numtriangles += surfacenumtriangles;
11743                 }
11744
11745                 // generate a 16bit index array as well if possible
11746                 // (in general, dynamic batches fit)
11747                 if (numvertices <= 65536)
11748                 {
11749                         rsurface.batchelement3s = rsurface.array_batchelement3s;
11750                         for (i = 0;i < numtriangles*3;i++)
11751                                 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11752                 }
11753
11754                 // since we've copied everything, the batch now starts at 0
11755                 rsurface.batchfirstvertex = 0;
11756                 rsurface.batchnumvertices = numvertices;
11757                 rsurface.batchfirsttriangle = 0;
11758                 rsurface.batchnumtriangles = numtriangles;
11759         }
11760
11761         // q1bsp surfaces rendered in vertex color mode have to have colors
11762         // calculated based on lightstyles
11763         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11764         {
11765                 // generate color arrays for the surfaces in this list
11766                 int c[4];
11767                 int scale;
11768                 int size3;
11769                 const int *offsets;
11770                 const unsigned char *lm;
11771                 numvertices = 0;
11772                 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11773                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11774                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11775                 for (i = 0;i < texturenumsurfaces;i++)
11776                 {
11777                         surface = texturesurfacelist[i];
11778                         offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
11779                         surfacenumvertices = surface->num_vertices;
11780                         if (surface->lightmapinfo->samples)
11781                         {
11782                                 for (j = 0;j < surfacenumvertices;j++)
11783                                 {
11784                                         lm = surface->lightmapinfo->samples + offsets[j];
11785                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
11786                                         VectorScale(lm, scale, c);
11787                                         if (surface->lightmapinfo->styles[1] != 255)
11788                                         {
11789                                                 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
11790                                                 lm += size3;
11791                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
11792                                                 VectorMA(c, scale, lm, c);
11793                                                 if (surface->lightmapinfo->styles[2] != 255)
11794                                                 {
11795                                                         lm += size3;
11796                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
11797                                                         VectorMA(c, scale, lm, c);
11798                                                         if (surface->lightmapinfo->styles[3] != 255)
11799                                                         {
11800                                                                 lm += size3;
11801                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
11802                                                                 VectorMA(c, scale, lm, c);
11803                                                         }
11804                                                 }
11805                                         }
11806                                         c[0] >>= 15;
11807                                         c[1] >>= 15;
11808                                         c[2] >>= 15;
11809                                         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);
11810                                         numvertices++;
11811                                 }
11812                         }
11813                         else
11814                         {
11815                                 for (j = 0;j < surfacenumvertices;j++)
11816                                 {
11817                                         Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
11818                                         numvertices++;
11819                                 }
11820                         }
11821                 }
11822         }
11823
11824         // if vertices are deformed (sprite flares and things in maps, possibly
11825         // water waves, bulges and other deformations), modify the copied vertices
11826         // in place
11827         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11828         {
11829                 switch (deform->deform)
11830                 {
11831                 default:
11832                 case Q3DEFORM_PROJECTIONSHADOW:
11833                 case Q3DEFORM_TEXT0:
11834                 case Q3DEFORM_TEXT1:
11835                 case Q3DEFORM_TEXT2:
11836                 case Q3DEFORM_TEXT3:
11837                 case Q3DEFORM_TEXT4:
11838                 case Q3DEFORM_TEXT5:
11839                 case Q3DEFORM_TEXT6:
11840                 case Q3DEFORM_TEXT7:
11841                 case Q3DEFORM_NONE:
11842                         break;
11843                 case Q3DEFORM_AUTOSPRITE:
11844                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11845                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11846                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11847                         VectorNormalize(newforward);
11848                         VectorNormalize(newright);
11849                         VectorNormalize(newup);
11850                         // a single autosprite surface can contain multiple sprites...
11851                         for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11852                         {
11853                                 VectorClear(center);
11854                                 for (i = 0;i < 4;i++)
11855                                         VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11856                                 VectorScale(center, 0.25f, center);
11857                                 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
11858                                 VectorCopy(rsurface.batchsvector3f + 3*j, right);
11859                                 VectorCopy(rsurface.batchtvector3f + 3*j, up);
11860                                 for (i = 0;i < 4;i++)
11861                                 {
11862                                         VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
11863                                         VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_batchvertex3f + 3*(j+i));
11864                                 }
11865                         }
11866                         // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
11867                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
11868                         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, r_smoothnormals_areaweighting.integer != 0);
11869                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11870                         rsurface.batchvertex3f_vertexbuffer = NULL;
11871                         rsurface.batchvertex3f_bufferoffset = 0;
11872                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11873                         rsurface.batchsvector3f_vertexbuffer = NULL;
11874                         rsurface.batchsvector3f_bufferoffset = 0;
11875                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11876                         rsurface.batchtvector3f_vertexbuffer = NULL;
11877                         rsurface.batchtvector3f_bufferoffset = 0;
11878                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11879                         rsurface.batchnormal3f_vertexbuffer = NULL;
11880                         rsurface.batchnormal3f_bufferoffset = 0;
11881                         break;
11882                 case Q3DEFORM_AUTOSPRITE2:
11883                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11884                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11885                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11886                         VectorNormalize(newforward);
11887                         VectorNormalize(newright);
11888                         VectorNormalize(newup);
11889                         {
11890                                 const float *v1, *v2;
11891                                 vec3_t start, end;
11892                                 float f, l;
11893                                 struct
11894                                 {
11895                                         float length2;
11896                                         const float *v1;
11897                                         const float *v2;
11898                                 }
11899                                 shortest[2];
11900                                 memset(shortest, 0, sizeof(shortest));
11901                                 // a single autosprite surface can contain multiple sprites...
11902                                 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11903                                 {
11904                                         VectorClear(center);
11905                                         for (i = 0;i < 4;i++)
11906                                                 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11907                                         VectorScale(center, 0.25f, center);
11908                                         // find the two shortest edges, then use them to define the
11909                                         // axis vectors for rotating around the central axis
11910                                         for (i = 0;i < 6;i++)
11911                                         {
11912                                                 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
11913                                                 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
11914                                                 l = VectorDistance2(v1, v2);
11915                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
11916                                                 if (v1[2] != v2[2])
11917                                                         l += (1.0f / 1024.0f);
11918                                                 if (shortest[0].length2 > l || i == 0)
11919                                                 {
11920                                                         shortest[1] = shortest[0];
11921                                                         shortest[0].length2 = l;
11922                                                         shortest[0].v1 = v1;
11923                                                         shortest[0].v2 = v2;
11924                                                 }
11925                                                 else if (shortest[1].length2 > l || i == 1)
11926                                                 {
11927                                                         shortest[1].length2 = l;
11928                                                         shortest[1].v1 = v1;
11929                                                         shortest[1].v2 = v2;
11930                                                 }
11931                                         }
11932                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
11933                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
11934                                         // this calculates the right vector from the shortest edge
11935                                         // and the up vector from the edge midpoints
11936                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
11937                                         VectorNormalize(right);
11938                                         VectorSubtract(end, start, up);
11939                                         VectorNormalize(up);
11940                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
11941                                         VectorSubtract(rsurface.localvieworigin, center, forward);
11942                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
11943                                         VectorNegate(forward, forward);
11944                                         VectorReflect(forward, 0, up, forward);
11945                                         VectorNormalize(forward);
11946                                         CrossProduct(up, forward, newright);
11947                                         VectorNormalize(newright);
11948                                         // rotate the quad around the up axis vector, this is made
11949                                         // especially easy by the fact we know the quad is flat,
11950                                         // so we only have to subtract the center position and
11951                                         // measure distance along the right vector, and then
11952                                         // multiply that by the newright vector and add back the
11953                                         // center position
11954                                         // we also need to subtract the old position to undo the
11955                                         // displacement from the center, which we do with a
11956                                         // DotProduct, the subtraction/addition of center is also
11957                                         // optimized into DotProducts here
11958                                         l = DotProduct(right, center);
11959                                         for (i = 0;i < 4;i++)
11960                                         {
11961                                                 v1 = rsurface.batchvertex3f + 3*(j+i);
11962                                                 f = DotProduct(right, v1) - l;
11963                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_batchvertex3f + 3*(j+i));
11964                                         }
11965                                 }
11966                         }
11967                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11968                         rsurface.batchvertex3f_vertexbuffer = NULL;
11969                         rsurface.batchvertex3f_bufferoffset = 0;
11970                         if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
11971                         {
11972                                 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
11973                                 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11974                                 rsurface.batchnormal3f_vertexbuffer = NULL;
11975                                 rsurface.batchnormal3f_bufferoffset = 0;
11976                         }
11977                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11978                         {
11979                                 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, r_smoothnormals_areaweighting.integer != 0);
11980                                 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11981                                 rsurface.batchsvector3f_vertexbuffer = NULL;
11982                                 rsurface.batchsvector3f_bufferoffset = 0;
11983                                 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11984                                 rsurface.batchtvector3f_vertexbuffer = NULL;
11985                                 rsurface.batchtvector3f_bufferoffset = 0;
11986                         }
11987                         break;
11988                 case Q3DEFORM_NORMAL:
11989                         // deform the normals to make reflections wavey
11990                         for (j = 0;j < rsurface.batchnumvertices;j++)
11991                         {
11992                                 float vertex[3];
11993                                 float *normal = rsurface.array_batchnormal3f + 3*j;
11994                                 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
11995                                 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
11996                                 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]);
11997                                 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]);
11998                                 VectorNormalize(normal);
11999                         }
12000                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
12001                         rsurface.batchnormal3f_vertexbuffer = NULL;
12002                         rsurface.batchnormal3f_bufferoffset = 0;
12003                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
12004                         {
12005                                 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, r_smoothnormals_areaweighting.integer != 0);
12006                                 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
12007                                 rsurface.batchsvector3f_vertexbuffer = NULL;
12008                                 rsurface.batchsvector3f_bufferoffset = 0;
12009                                 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
12010                                 rsurface.batchtvector3f_vertexbuffer = NULL;
12011                                 rsurface.batchtvector3f_bufferoffset = 0;
12012                         }
12013                         break;
12014                 case Q3DEFORM_WAVE:
12015                         // deform vertex array to make wavey water and flags and such
12016                         waveparms[0] = deform->waveparms[0];
12017                         waveparms[1] = deform->waveparms[1];
12018                         waveparms[2] = deform->waveparms[2];
12019                         waveparms[3] = deform->waveparms[3];
12020                         if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
12021                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
12022                         // this is how a divisor of vertex influence on deformation
12023                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
12024                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
12025                         for (j = 0;j < rsurface.batchnumvertices;j++)
12026                         {
12027                                 // if the wavefunc depends on time, evaluate it per-vertex
12028                                 if (waveparms[3])
12029                                 {
12030                                         waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
12031                                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
12032                                 }
12033                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
12034                         }
12035                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
12036                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
12037                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
12038                         rsurface.batchvertex3f_vertexbuffer = NULL;
12039                         rsurface.batchvertex3f_bufferoffset = 0;
12040                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
12041                         rsurface.batchnormal3f_vertexbuffer = NULL;
12042                         rsurface.batchnormal3f_bufferoffset = 0;
12043                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
12044                         {
12045                                 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, r_smoothnormals_areaweighting.integer != 0);
12046                                 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
12047                                 rsurface.batchsvector3f_vertexbuffer = NULL;
12048                                 rsurface.batchsvector3f_bufferoffset = 0;
12049                                 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
12050                                 rsurface.batchtvector3f_vertexbuffer = NULL;
12051                                 rsurface.batchtvector3f_bufferoffset = 0;
12052                         }
12053                         break;
12054                 case Q3DEFORM_BULGE:
12055                         // deform vertex array to make the surface have moving bulges
12056                         for (j = 0;j < rsurface.batchnumvertices;j++)
12057                         {
12058                                 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1];
12059                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
12060                         }
12061                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
12062                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
12063                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
12064                         rsurface.batchvertex3f_vertexbuffer = NULL;
12065                         rsurface.batchvertex3f_bufferoffset = 0;
12066                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
12067                         rsurface.batchnormal3f_vertexbuffer = NULL;
12068                         rsurface.batchnormal3f_bufferoffset = 0;
12069                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
12070                         {
12071                                 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, r_smoothnormals_areaweighting.integer != 0);
12072                                 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
12073                                 rsurface.batchsvector3f_vertexbuffer = NULL;
12074                                 rsurface.batchsvector3f_bufferoffset = 0;
12075                                 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
12076                                 rsurface.batchtvector3f_vertexbuffer = NULL;
12077                                 rsurface.batchtvector3f_bufferoffset = 0;
12078                         }
12079                         break;
12080                 case Q3DEFORM_MOVE:
12081                         // deform vertex array
12082                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
12083                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
12084                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
12085                         VectorScale(deform->parms, scale, waveparms);
12086                         for (j = 0;j < rsurface.batchnumvertices;j++)
12087                                 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.array_batchvertex3f + 3*j);
12088                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
12089                         rsurface.batchvertex3f_vertexbuffer = NULL;
12090                         rsurface.batchvertex3f_bufferoffset = 0;
12091                         break;
12092                 }
12093         }
12094
12095         // generate texcoords based on the chosen texcoord source
12096         switch(rsurface.texture->tcgen.tcgen)
12097         {
12098         default:
12099         case Q3TCGEN_TEXTURE:
12100                 break;
12101         case Q3TCGEN_LIGHTMAP:
12102                 if (rsurface.batchtexcoordlightmap2f)
12103                         memcpy(rsurface.array_batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, rsurface.batchnumvertices * sizeof(float[2]));
12104                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
12105                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
12106                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
12107                 break;
12108         case Q3TCGEN_VECTOR:
12109                 for (j = 0;j < rsurface.batchnumvertices;j++)
12110                 {
12111                         rsurface.array_batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
12112                         rsurface.array_batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
12113                 }
12114                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
12115                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
12116                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
12117                 break;
12118         case Q3TCGEN_ENVIRONMENT:
12119                 // make environment reflections using a spheremap
12120                 for (j = 0;j < rsurface.batchnumvertices;j++)
12121                 {
12122                         // identical to Q3A's method, but executed in worldspace so
12123                         // carried models can be shiny too
12124
12125                         float viewer[3], d, reflected[3], worldreflected[3];
12126
12127                         VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
12128                         // VectorNormalize(viewer);
12129
12130                         d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
12131
12132                         reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
12133                         reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
12134                         reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
12135                         // note: this is proportinal to viewer, so we can normalize later
12136
12137                         Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
12138                         VectorNormalize(worldreflected);
12139
12140                         // note: this sphere map only uses world x and z!
12141                         // so positive and negative y will LOOK THE SAME.
12142                         rsurface.array_batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
12143                         rsurface.array_batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
12144                 }
12145                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
12146                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
12147                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
12148                 break;
12149         }
12150         // the only tcmod that needs software vertex processing is turbulent, so
12151         // check for it here and apply the changes if needed
12152         // and we only support that as the first one
12153         // (handling a mixture of turbulent and other tcmods would be problematic
12154         //  without punting it entirely to a software path)
12155         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
12156         {
12157                 amplitude = rsurface.texture->tcmods[0].parms[1];
12158                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
12159                 for (j = 0;j < rsurface.batchnumvertices;j++)
12160                 {
12161                         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);
12162                         rsurface.array_batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1]                                ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
12163                 }
12164                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
12165                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
12166                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
12167         }
12168
12169         if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
12170         {
12171                 // convert the modified arrays to vertex structs
12172                 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
12173                 rsurface.batchvertexmeshbuffer = NULL;
12174                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
12175                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12176                                 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
12177                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
12178                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12179                                 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
12180                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
12181                 {
12182                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12183                         {
12184                                 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
12185                                 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
12186                         }
12187                 }
12188                 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
12189                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12190                                 Vector4Scale(rsurface.batchlightmapcolor4f + 4*j, 255.0f, vertexmesh->color4ub);
12191                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
12192                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12193                                 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
12194                 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
12195                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12196                                 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
12197         }
12198
12199         if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
12200         {
12201                 // convert the modified arrays to vertex structs
12202                 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
12203                 rsurface.batchvertexpositionbuffer = NULL;
12204                 if (sizeof(r_vertexposition_t) == sizeof(float[3]))
12205                         memcpy(rsurface.array_batchvertexposition, rsurface.batchvertex3f, rsurface.batchnumvertices * sizeof(r_vertexposition_t));
12206                 else
12207                         for (j = 0, vertexposition = rsurface.array_batchvertexposition;j < rsurface.batchnumvertices;j++, vertexposition++)
12208                                 VectorCopy(rsurface.batchvertex3f + 3*j, vertexposition->vertex3f);
12209         }
12210 }
12211
12212 void RSurf_DrawBatch(void)
12213 {
12214         // sometimes a zero triangle surface (usually a degenerate patch) makes it
12215         // through the pipeline, killing it earlier in the pipeline would have
12216         // per-surface overhead rather than per-batch overhead, so it's best to
12217         // reject it here, before it hits glDraw.
12218         if (rsurface.batchnumtriangles == 0)
12219                 return;
12220 #if 0
12221         // batch debugging code
12222         if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
12223         {
12224                 int i;
12225                 int j;
12226                 int c;
12227                 const int *e;
12228                 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
12229                 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
12230                 {
12231                         c = e[i];
12232                         for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
12233                         {
12234                                 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
12235                                 {
12236                                         if (rsurface.modelsurfaces[j].texture != rsurface.texture)
12237                                                 Sys_Error("RSurf_DrawBatch: index %i uses different texture (%s) than surface %i which it belongs to (which uses %s)\n", c, rsurface.texture->name, j, rsurface.modelsurfaces[j].texture->name);
12238                                         break;
12239                                 }
12240                         }
12241                 }
12242         }
12243 #endif
12244         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);
12245 }
12246
12247 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
12248 {
12249         // pick the closest matching water plane
12250         int planeindex, vertexindex, bestplaneindex = -1;
12251         float d, bestd;
12252         vec3_t vert;
12253         const float *v;
12254         r_waterstate_waterplane_t *p;
12255         qboolean prepared = false;
12256         bestd = 0;
12257         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
12258         {
12259                 if(p->camera_entity != rsurface.texture->camera_entity)
12260                         continue;
12261                 d = 0;
12262                 if(!prepared)
12263                 {
12264                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
12265                         prepared = true;
12266                         if(rsurface.batchnumvertices == 0)
12267                                 break;
12268                 }
12269                 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
12270                 {
12271                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
12272                         d += fabs(PlaneDiff(vert, &p->plane));
12273                 }
12274                 if (bestd > d || bestplaneindex < 0)
12275                 {
12276                         bestd = d;
12277                         bestplaneindex = planeindex;
12278                 }
12279         }
12280         return bestplaneindex;
12281         // NOTE: this MAY return a totally unrelated water plane; we can ignore
12282         // this situation though, as it might be better to render single larger
12283         // batches with useless stuff (backface culled for example) than to
12284         // render multiple smaller batches
12285 }
12286
12287 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
12288 {
12289         int i;
12290         for (i = 0;i < rsurface.batchnumvertices;i++)
12291                 Vector4Set(rsurface.array_passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
12292         rsurface.passcolor4f = rsurface.array_passcolor4f;
12293         rsurface.passcolor4f_vertexbuffer = 0;
12294         rsurface.passcolor4f_bufferoffset = 0;
12295 }
12296
12297 static void RSurf_DrawBatch_GL11_ApplyFog(void)
12298 {
12299         int i;
12300         float f;
12301         const float *v;
12302         const float *c;
12303         float *c2;
12304         if (rsurface.passcolor4f)
12305         {
12306                 // generate color arrays
12307                 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)
12308                 {
12309                         f = RSurf_FogVertex(v);
12310                         c2[0] = c[0] * f;
12311                         c2[1] = c[1] * f;
12312                         c2[2] = c[2] * f;
12313                         c2[3] = c[3];
12314                 }
12315         }
12316         else
12317         {
12318                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
12319                 {
12320                         f = RSurf_FogVertex(v);
12321                         c2[0] = f;
12322                         c2[1] = f;
12323                         c2[2] = f;
12324                         c2[3] = 1;
12325                 }
12326         }
12327         rsurface.passcolor4f = rsurface.array_passcolor4f;
12328         rsurface.passcolor4f_vertexbuffer = 0;
12329         rsurface.passcolor4f_bufferoffset = 0;
12330 }
12331
12332 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
12333 {
12334         int i;
12335         float f;
12336         const float *v;
12337         const float *c;
12338         float *c2;
12339         if (!rsurface.passcolor4f)
12340                 return;
12341         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)
12342         {
12343                 f = RSurf_FogVertex(v);
12344                 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
12345                 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
12346                 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
12347                 c2[3] = c[3];
12348         }
12349         rsurface.passcolor4f = rsurface.array_passcolor4f;
12350         rsurface.passcolor4f_vertexbuffer = 0;
12351         rsurface.passcolor4f_bufferoffset = 0;
12352 }
12353
12354 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
12355 {
12356         int i;
12357         const float *c;
12358         float *c2;
12359         if (!rsurface.passcolor4f)
12360                 return;
12361         for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
12362         {
12363                 c2[0] = c[0] * r;
12364                 c2[1] = c[1] * g;
12365                 c2[2] = c[2] * b;
12366                 c2[3] = c[3] * a;
12367         }
12368         rsurface.passcolor4f = rsurface.array_passcolor4f;
12369         rsurface.passcolor4f_vertexbuffer = 0;
12370         rsurface.passcolor4f_bufferoffset = 0;
12371 }
12372
12373 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
12374 {
12375         int i;
12376         const float *c;
12377         float *c2;
12378         if (!rsurface.passcolor4f)
12379                 return;
12380         for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
12381         {
12382                 c2[0] = c[0] + r_refdef.scene.ambient;
12383                 c2[1] = c[1] + r_refdef.scene.ambient;
12384                 c2[2] = c[2] + r_refdef.scene.ambient;
12385                 c2[3] = c[3];
12386         }
12387         rsurface.passcolor4f = rsurface.array_passcolor4f;
12388         rsurface.passcolor4f_vertexbuffer = 0;
12389         rsurface.passcolor4f_bufferoffset = 0;
12390 }
12391
12392 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12393 {
12394         // TODO: optimize
12395         rsurface.passcolor4f = NULL;
12396         rsurface.passcolor4f_vertexbuffer = 0;
12397         rsurface.passcolor4f_bufferoffset = 0;
12398         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
12399         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12400         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12401         GL_Color(r, g, b, a);
12402         R_Mesh_TexBind(0, rsurface.lightmaptexture);
12403         RSurf_DrawBatch();
12404 }
12405
12406 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12407 {
12408         // TODO: optimize applyfog && applycolor case
12409         // just apply fog if necessary, and tint the fog color array if necessary
12410         rsurface.passcolor4f = NULL;
12411         rsurface.passcolor4f_vertexbuffer = 0;
12412         rsurface.passcolor4f_bufferoffset = 0;
12413         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
12414         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12415         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12416         GL_Color(r, g, b, a);
12417         RSurf_DrawBatch();
12418 }
12419
12420 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12421 {
12422         // TODO: optimize
12423         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12424         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12425         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12426         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
12427         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12428         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12429         GL_Color(r, g, b, a);
12430         RSurf_DrawBatch();
12431 }
12432
12433 static void RSurf_DrawBatch_GL11_ClampColor(void)
12434 {
12435         int i;
12436         const float *c1;
12437         float *c2;
12438         if (!rsurface.passcolor4f)
12439                 return;
12440         for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.array_passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
12441         {
12442                 c2[0] = bound(0.0f, c1[0], 1.0f);
12443                 c2[1] = bound(0.0f, c1[1], 1.0f);
12444                 c2[2] = bound(0.0f, c1[2], 1.0f);
12445                 c2[3] = bound(0.0f, c1[3], 1.0f);
12446         }
12447 }
12448
12449 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
12450 {
12451         int i;
12452         float f;
12453         const float *v;
12454         const float *n;
12455         float *c;
12456         //vec3_t eyedir;
12457
12458         // fake shading
12459         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)
12460         {
12461                 f = -DotProduct(r_refdef.view.forward, n);
12462                 f = max(0, f);
12463                 f = f * 0.85 + 0.15; // work around so stuff won't get black
12464                 f *= r_refdef.lightmapintensity;
12465                 Vector4Set(c, f, f, f, 1);
12466         }
12467
12468         rsurface.passcolor4f = rsurface.array_passcolor4f;
12469         rsurface.passcolor4f_vertexbuffer = 0;
12470         rsurface.passcolor4f_bufferoffset = 0;
12471 }
12472
12473 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12474 {
12475         RSurf_DrawBatch_GL11_ApplyFakeLight();
12476         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
12477         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12478         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12479         GL_Color(r, g, b, a);
12480         RSurf_DrawBatch();
12481 }
12482
12483 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
12484 {
12485         int i;
12486         float f;
12487         float alpha;
12488         const float *v;
12489         const float *n;
12490         float *c;
12491         vec3_t ambientcolor;
12492         vec3_t diffusecolor;
12493         vec3_t lightdir;
12494         // TODO: optimize
12495         // model lighting
12496         VectorCopy(rsurface.modellight_lightdir, lightdir);
12497         f = 0.5f * r_refdef.lightmapintensity;
12498         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
12499         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
12500         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
12501         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
12502         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
12503         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
12504         alpha = *a;
12505         if (VectorLength2(diffusecolor) > 0)
12506         {
12507                 // q3-style directional shading
12508                 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)
12509                 {
12510                         if ((f = DotProduct(n, lightdir)) > 0)
12511                                 VectorMA(ambientcolor, f, diffusecolor, c);
12512                         else
12513                                 VectorCopy(ambientcolor, c);
12514                         c[3] = alpha;
12515                 }
12516                 *r = 1;
12517                 *g = 1;
12518                 *b = 1;
12519                 *a = 1;
12520                 rsurface.passcolor4f = rsurface.array_passcolor4f;
12521                 rsurface.passcolor4f_vertexbuffer = 0;
12522                 rsurface.passcolor4f_bufferoffset = 0;
12523                 *applycolor = false;
12524         }
12525         else
12526         {
12527                 *r = ambientcolor[0];
12528                 *g = ambientcolor[1];
12529                 *b = ambientcolor[2];
12530                 rsurface.passcolor4f = NULL;
12531                 rsurface.passcolor4f_vertexbuffer = 0;
12532                 rsurface.passcolor4f_bufferoffset = 0;
12533         }
12534 }
12535
12536 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12537 {
12538         RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
12539         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
12540         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12541         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12542         GL_Color(r, g, b, a);
12543         RSurf_DrawBatch();
12544 }
12545
12546 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
12547 {
12548         int i;
12549         float f;
12550         const float *v;
12551         float *c;
12552         for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
12553         {
12554                 f = 1 - RSurf_FogVertex(v);
12555                 c[0] = r;
12556                 c[1] = g;
12557                 c[2] = b;
12558                 c[3] = f * a;
12559         }
12560 }
12561
12562 void RSurf_SetupDepthAndCulling(void)
12563 {
12564         // submodels are biased to avoid z-fighting with world surfaces that they
12565         // may be exactly overlapping (avoids z-fighting artifacts on certain
12566         // doors and things in Quake maps)
12567         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
12568         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
12569         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
12570         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
12571 }
12572
12573 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
12574 {
12575         // transparent sky would be ridiculous
12576         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12577                 return;
12578         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12579         skyrenderlater = true;
12580         RSurf_SetupDepthAndCulling();
12581         GL_DepthMask(true);
12582         // LordHavoc: HalfLife maps have freaky skypolys so don't use
12583         // skymasking on them, and Quake3 never did sky masking (unlike
12584         // software Quake and software Quake2), so disable the sky masking
12585         // in Quake3 maps as it causes problems with q3map2 sky tricks,
12586         // and skymasking also looks very bad when noclipping outside the
12587         // level, so don't use it then either.
12588         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
12589         {
12590                 R_Mesh_ResetTextureState();
12591                 if (skyrendermasked)
12592                 {
12593                         R_SetupShader_DepthOrShadow();
12594                         // depth-only (masking)
12595                         GL_ColorMask(0,0,0,0);
12596                         // just to make sure that braindead drivers don't draw
12597                         // anything despite that colormask...
12598                         GL_BlendFunc(GL_ZERO, GL_ONE);
12599                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12600                         R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12601                 }
12602                 else
12603                 {
12604                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12605                         // fog sky
12606                         GL_BlendFunc(GL_ONE, GL_ZERO);
12607                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12608                         GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
12609                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12610                 }
12611                 RSurf_DrawBatch();
12612                 if (skyrendermasked)
12613                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
12614         }
12615         R_Mesh_ResetTextureState();
12616         GL_Color(1, 1, 1, 1);
12617 }
12618
12619 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
12620 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
12621 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12622 {
12623         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
12624                 return;
12625         if (prepass)
12626         {
12627                 // render screenspace normalmap to texture
12628                 GL_DepthMask(true);
12629                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL);
12630                 RSurf_DrawBatch();
12631                 return;
12632         }
12633
12634         // bind lightmap texture
12635
12636         // water/refraction/reflection/camera surfaces have to be handled specially
12637         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
12638         {
12639                 int start, end, startplaneindex;
12640                 for (start = 0;start < texturenumsurfaces;start = end)
12641                 {
12642                         startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
12643                         if(startplaneindex < 0)
12644                         {
12645                                 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
12646                                 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
12647                                 end = start + 1;
12648                                 continue;
12649                         }
12650                         for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
12651                                 ;
12652                         // now that we have a batch using the same planeindex, render it
12653                         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
12654                         {
12655                                 // render water or distortion background
12656                                 GL_DepthMask(true);
12657                                 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));
12658                                 RSurf_DrawBatch();
12659                                 // blend surface on top
12660                                 GL_DepthMask(false);
12661                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL);
12662                                 RSurf_DrawBatch();
12663                         }
12664                         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
12665                         {
12666                                 // render surface with reflection texture as input
12667                                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12668                                 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));
12669                                 RSurf_DrawBatch();
12670                         }
12671                 }
12672                 return;
12673         }
12674
12675         // render surface batch normally
12676         GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12677         R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL);
12678         RSurf_DrawBatch();
12679 }
12680
12681 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12682 {
12683         // OpenGL 1.3 path - anything not completely ancient
12684         qboolean applycolor;
12685         qboolean applyfog;
12686         int layerindex;
12687         const texturelayer_t *layer;
12688         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);
12689         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12690
12691         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12692         {
12693                 vec4_t layercolor;
12694                 int layertexrgbscale;
12695                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12696                 {
12697                         if (layerindex == 0)
12698                                 GL_AlphaTest(true);
12699                         else
12700                         {
12701                                 GL_AlphaTest(false);
12702                                 GL_DepthFunc(GL_EQUAL);
12703                         }
12704                 }
12705                 GL_DepthMask(layer->depthmask && writedepth);
12706                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12707                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
12708                 {
12709                         layertexrgbscale = 4;
12710                         VectorScale(layer->color, 0.25f, layercolor);
12711                 }
12712                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
12713                 {
12714                         layertexrgbscale = 2;
12715                         VectorScale(layer->color, 0.5f, layercolor);
12716                 }
12717                 else
12718                 {
12719                         layertexrgbscale = 1;
12720                         VectorScale(layer->color, 1.0f, layercolor);
12721                 }
12722                 layercolor[3] = layer->color[3];
12723                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
12724                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12725                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12726                 switch (layer->type)
12727                 {
12728                 case TEXTURELAYERTYPE_LITTEXTURE:
12729                         // single-pass lightmapped texture with 2x rgbscale
12730                         R_Mesh_TexBind(0, r_texture_white);
12731                         R_Mesh_TexMatrix(0, NULL);
12732                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12733                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12734                         R_Mesh_TexBind(1, layer->texture);
12735                         R_Mesh_TexMatrix(1, &layer->texmatrix);
12736                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12737                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12738                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12739                                 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12740                         else if (FAKELIGHT_ENABLED)
12741                                 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12742                         else if (rsurface.uselightmaptexture)
12743                                 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12744                         else
12745                                 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12746                         break;
12747                 case TEXTURELAYERTYPE_TEXTURE:
12748                         // singletexture unlit texture with transparency support
12749                         R_Mesh_TexBind(0, layer->texture);
12750                         R_Mesh_TexMatrix(0, &layer->texmatrix);
12751                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12752                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12753                         R_Mesh_TexBind(1, 0);
12754                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12755                         RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12756                         break;
12757                 case TEXTURELAYERTYPE_FOG:
12758                         // singletexture fogging
12759                         if (layer->texture)
12760                         {
12761                                 R_Mesh_TexBind(0, layer->texture);
12762                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
12763                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12764                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12765                         }
12766                         else
12767                         {
12768                                 R_Mesh_TexBind(0, 0);
12769                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12770                         }
12771                         R_Mesh_TexBind(1, 0);
12772                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12773                         // generate a color array for the fog pass
12774                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12775                         RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
12776                         RSurf_DrawBatch();
12777                         break;
12778                 default:
12779                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12780                 }
12781         }
12782         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12783         {
12784                 GL_DepthFunc(GL_LEQUAL);
12785                 GL_AlphaTest(false);
12786         }
12787 }
12788
12789 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12790 {
12791         // OpenGL 1.1 - crusty old voodoo path
12792         qboolean applyfog;
12793         int layerindex;
12794         const texturelayer_t *layer;
12795         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);
12796         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12797
12798         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12799         {
12800                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12801                 {
12802                         if (layerindex == 0)
12803                                 GL_AlphaTest(true);
12804                         else
12805                         {
12806                                 GL_AlphaTest(false);
12807                                 GL_DepthFunc(GL_EQUAL);
12808                         }
12809                 }
12810                 GL_DepthMask(layer->depthmask && writedepth);
12811                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12812                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12813                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12814                 switch (layer->type)
12815                 {
12816                 case TEXTURELAYERTYPE_LITTEXTURE:
12817                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
12818                         {
12819                                 // two-pass lit texture with 2x rgbscale
12820                                 // first the lightmap pass
12821                                 R_Mesh_TexBind(0, r_texture_white);
12822                                 R_Mesh_TexMatrix(0, NULL);
12823                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12824                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12825                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12826                                         RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
12827                                 else if (FAKELIGHT_ENABLED)
12828                                         RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
12829                                 else if (rsurface.uselightmaptexture)
12830                                         RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
12831                                 else
12832                                         RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
12833                                 // then apply the texture to it
12834                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
12835                                 R_Mesh_TexBind(0, layer->texture);
12836                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
12837                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12838                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12839                                 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);
12840                         }
12841                         else
12842                         {
12843                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
12844                                 R_Mesh_TexBind(0, layer->texture);
12845                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
12846                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12847                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12848                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12849                                         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);
12850                                 else
12851                                         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);
12852                         }
12853                         break;
12854                 case TEXTURELAYERTYPE_TEXTURE:
12855                         // singletexture unlit texture with transparency support
12856                         R_Mesh_TexBind(0, layer->texture);
12857                         R_Mesh_TexMatrix(0, &layer->texmatrix);
12858                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12859                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12860                         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);
12861                         break;
12862                 case TEXTURELAYERTYPE_FOG:
12863                         // singletexture fogging
12864                         if (layer->texture)
12865                         {
12866                                 R_Mesh_TexBind(0, layer->texture);
12867                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
12868                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12869                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12870                         }
12871                         else
12872                         {
12873                                 R_Mesh_TexBind(0, 0);
12874                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12875                         }
12876                         // generate a color array for the fog pass
12877                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12878                         RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
12879                         RSurf_DrawBatch();
12880                         break;
12881                 default:
12882                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12883                 }
12884         }
12885         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12886         {
12887                 GL_DepthFunc(GL_LEQUAL);
12888                 GL_AlphaTest(false);
12889         }
12890 }
12891
12892 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12893 {
12894         int vi;
12895         int j;
12896         r_vertexgeneric_t *batchvertex;
12897         float c[4];
12898
12899         GL_AlphaTest(false);
12900 //      R_Mesh_ResetTextureState();
12901         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12902
12903         if(rsurface.texture && rsurface.texture->currentskinframe)
12904         {
12905                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
12906                 c[3] *= rsurface.texture->currentalpha;
12907         }
12908         else
12909         {
12910                 c[0] = 1;
12911                 c[1] = 0;
12912                 c[2] = 1;
12913                 c[3] = 1;
12914         }
12915
12916         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
12917         {
12918                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
12919                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
12920                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
12921         }
12922
12923         // brighten it up (as texture value 127 means "unlit")
12924         c[0] *= 2 * r_refdef.view.colorscale;
12925         c[1] *= 2 * r_refdef.view.colorscale;
12926         c[2] *= 2 * r_refdef.view.colorscale;
12927
12928         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
12929                 c[3] *= r_wateralpha.value;
12930
12931         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
12932         {
12933                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12934                 GL_DepthMask(false);
12935         }
12936         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
12937         {
12938                 GL_BlendFunc(GL_ONE, GL_ONE);
12939                 GL_DepthMask(false);
12940         }
12941         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12942         {
12943                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
12944                 GL_DepthMask(false);
12945         }
12946         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
12947         {
12948                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
12949                 GL_DepthMask(false);
12950         }
12951         else
12952         {
12953                 GL_BlendFunc(GL_ONE, GL_ZERO);
12954                 GL_DepthMask(writedepth);
12955         }
12956
12957         if (r_showsurfaces.integer == 3)
12958         {
12959                 rsurface.passcolor4f = NULL;
12960
12961                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
12962                 {
12963                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12964
12965                         rsurface.passcolor4f = NULL;
12966                         rsurface.passcolor4f_vertexbuffer = 0;
12967                         rsurface.passcolor4f_bufferoffset = 0;
12968                 }
12969                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12970                 {
12971                         qboolean applycolor = true;
12972                         float one = 1.0;
12973
12974                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12975
12976                         r_refdef.lightmapintensity = 1;
12977                         RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
12978                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
12979                 }
12980                 else if (FAKELIGHT_ENABLED)
12981                 {
12982                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12983
12984                         r_refdef.lightmapintensity = r_fakelight_intensity.value;
12985                         RSurf_DrawBatch_GL11_ApplyFakeLight();
12986                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
12987                 }
12988                 else
12989                 {
12990                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12991
12992                         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12993                         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12994                         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12995                 }
12996
12997                 if(!rsurface.passcolor4f)
12998                         RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
12999
13000                 RSurf_DrawBatch_GL11_ApplyAmbient();
13001                 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
13002                 if(r_refdef.fogenabled)
13003                         RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
13004                 RSurf_DrawBatch_GL11_ClampColor();
13005
13006                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
13007                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
13008                 RSurf_DrawBatch();
13009         }
13010         else if (!r_refdef.view.showdebug)
13011         {
13012                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
13013                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
13014                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
13015                 {
13016                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
13017                         Vector4Set(batchvertex[vi].color4ub, 0, 0, 0, 255);
13018                 }
13019                 R_Mesh_PrepareVertices_Generic_Unlock();
13020                 RSurf_DrawBatch();
13021         }
13022         else if (r_showsurfaces.integer == 4)
13023         {
13024                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
13025                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
13026                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
13027                 {
13028                         unsigned char c = vi << 3;
13029                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
13030                         Vector4Set(batchvertex[vi].color4ub, c, c, c, 255);
13031                 }
13032                 R_Mesh_PrepareVertices_Generic_Unlock();
13033                 RSurf_DrawBatch();
13034         }
13035         else if (r_showsurfaces.integer == 2)
13036         {
13037                 const int *e;
13038                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
13039                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
13040                 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
13041                 {
13042                         unsigned char c = (j + rsurface.batchfirsttriangle) << 3;
13043                         VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
13044                         VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
13045                         VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
13046                         Vector4Set(batchvertex[j*3+0].color4ub, c, c, c, 255);
13047                         Vector4Set(batchvertex[j*3+1].color4ub, c, c, c, 255);
13048                         Vector4Set(batchvertex[j*3+2].color4ub, c, c, c, 255);
13049                 }
13050                 R_Mesh_PrepareVertices_Generic_Unlock();
13051                 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
13052         }
13053         else
13054         {
13055                 int texturesurfaceindex;
13056                 int k;
13057                 const msurface_t *surface;
13058                 unsigned char surfacecolor4ub[4];
13059                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
13060                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
13061                 vi = 0;
13062                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
13063                 {
13064                         surface = texturesurfacelist[texturesurfaceindex];
13065                         k = (int)(((size_t)surface) / sizeof(msurface_t));
13066                         Vector4Set(surfacecolor4ub, (k & 0xF) << 4, (k & 0xF0), (k & 0xF00) >> 4, 255);
13067                         for (j = 0;j < surface->num_vertices;j++)
13068                         {
13069                                 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
13070                                 Vector4Copy(surfacecolor4ub, batchvertex[vi].color4ub);
13071                                 vi++;
13072                         }
13073                 }
13074                 R_Mesh_PrepareVertices_Generic_Unlock();
13075                 RSurf_DrawBatch();
13076         }
13077 }
13078
13079 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
13080 {
13081         CHECKGLERROR
13082         RSurf_SetupDepthAndCulling();
13083         if (r_showsurfaces.integer)
13084         {
13085                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
13086                 return;
13087         }
13088         switch (vid.renderpath)
13089         {
13090         case RENDERPATH_GL20:
13091         case RENDERPATH_CGGL:
13092         case RENDERPATH_D3D9:
13093         case RENDERPATH_D3D10:
13094         case RENDERPATH_D3D11:
13095                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13096                 break;
13097         case RENDERPATH_GL13:
13098                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
13099                 break;
13100         case RENDERPATH_GL11:
13101                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
13102                 break;
13103         }
13104         CHECKGLERROR
13105 }
13106
13107 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
13108 {
13109         CHECKGLERROR
13110         RSurf_SetupDepthAndCulling();
13111         if (r_showsurfaces.integer)
13112         {
13113                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
13114                 return;
13115         }
13116         switch (vid.renderpath)
13117         {
13118         case RENDERPATH_GL20:
13119         case RENDERPATH_CGGL:
13120         case RENDERPATH_D3D9:
13121         case RENDERPATH_D3D10:
13122         case RENDERPATH_D3D11:
13123                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13124                 break;
13125         case RENDERPATH_GL13:
13126                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
13127                 break;
13128         case RENDERPATH_GL11:
13129                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
13130                 break;
13131         }
13132         CHECKGLERROR
13133 }
13134
13135 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
13136 {
13137         int i, j;
13138         int texturenumsurfaces, endsurface;
13139         texture_t *texture;
13140         const msurface_t *surface;
13141 #define MAXBATCH_TRANSPARENTSURFACES 256
13142         const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
13143
13144         // if the model is static it doesn't matter what value we give for
13145         // wantnormals and wanttangents, so this logic uses only rules applicable
13146         // to a model, knowing that they are meaningless otherwise
13147         if (ent == r_refdef.scene.worldentity)
13148                 RSurf_ActiveWorldEntity();
13149         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
13150                 RSurf_ActiveModelEntity(ent, false, false, false);
13151         else
13152         {
13153                 switch (vid.renderpath)
13154                 {
13155                 case RENDERPATH_GL20:
13156                 case RENDERPATH_CGGL:
13157                 case RENDERPATH_D3D9:
13158                 case RENDERPATH_D3D10:
13159                 case RENDERPATH_D3D11:
13160                         RSurf_ActiveModelEntity(ent, true, true, false);
13161                         break;
13162                 case RENDERPATH_GL13:
13163                 case RENDERPATH_GL11:
13164                         RSurf_ActiveModelEntity(ent, true, false, false);
13165                         break;
13166                 }
13167         }
13168
13169         if (r_transparentdepthmasking.integer)
13170         {
13171                 qboolean setup = false;
13172                 for (i = 0;i < numsurfaces;i = j)
13173                 {
13174                         j = i + 1;
13175                         surface = rsurface.modelsurfaces + surfacelist[i];
13176                         texture = surface->texture;
13177                         rsurface.texture = R_GetCurrentTexture(texture);
13178                         rsurface.lightmaptexture = NULL;
13179                         rsurface.deluxemaptexture = NULL;
13180                         rsurface.uselightmaptexture = false;
13181                         // scan ahead until we find a different texture
13182                         endsurface = min(i + 1024, numsurfaces);
13183                         texturenumsurfaces = 0;
13184                         texturesurfacelist[texturenumsurfaces++] = surface;
13185                         for (;j < endsurface;j++)
13186                         {
13187                                 surface = rsurface.modelsurfaces + surfacelist[j];
13188                                 if (texture != surface->texture)
13189                                         break;
13190                                 texturesurfacelist[texturenumsurfaces++] = surface;
13191                         }
13192                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
13193                                 continue;
13194                         // render the range of surfaces as depth
13195                         if (!setup)
13196                         {
13197                                 setup = true;
13198                                 GL_ColorMask(0,0,0,0);
13199                                 GL_Color(1,1,1,1);
13200                                 GL_DepthTest(true);
13201                                 GL_BlendFunc(GL_ONE, GL_ZERO);
13202                                 GL_DepthMask(true);
13203                                 GL_AlphaTest(false);
13204 //                              R_Mesh_ResetTextureState();
13205                                 R_SetupShader_DepthOrShadow();
13206                         }
13207                         RSurf_SetupDepthAndCulling();
13208                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
13209                         R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
13210                         RSurf_DrawBatch();
13211                 }
13212                 if (setup)
13213                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
13214         }
13215
13216         for (i = 0;i < numsurfaces;i = j)
13217         {
13218                 j = i + 1;
13219                 surface = rsurface.modelsurfaces + surfacelist[i];
13220                 texture = surface->texture;
13221                 rsurface.texture = R_GetCurrentTexture(texture);
13222                 // scan ahead until we find a different texture
13223                 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
13224                 texturenumsurfaces = 0;
13225                 texturesurfacelist[texturenumsurfaces++] = surface;
13226                 if(FAKELIGHT_ENABLED)
13227                 {
13228                         rsurface.lightmaptexture = NULL;
13229                         rsurface.deluxemaptexture = NULL;
13230                         rsurface.uselightmaptexture = false;
13231                         for (;j < endsurface;j++)
13232                         {
13233                                 surface = rsurface.modelsurfaces + surfacelist[j];
13234                                 if (texture != surface->texture)
13235                                         break;
13236                                 texturesurfacelist[texturenumsurfaces++] = surface;
13237                         }
13238                 }
13239                 else
13240                 {
13241                         rsurface.lightmaptexture = surface->lightmaptexture;
13242                         rsurface.deluxemaptexture = surface->deluxemaptexture;
13243                         rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
13244                         for (;j < endsurface;j++)
13245                         {
13246                                 surface = rsurface.modelsurfaces + surfacelist[j];
13247                                 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
13248                                         break;
13249                                 texturesurfacelist[texturenumsurfaces++] = surface;
13250                         }
13251                 }
13252                 // render the range of surfaces
13253                 if (ent == r_refdef.scene.worldentity)
13254                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
13255                 else
13256                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
13257         }
13258         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13259         GL_AlphaTest(false);
13260 }
13261
13262 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
13263 {
13264         // transparent surfaces get pushed off into the transparent queue
13265         int surfacelistindex;
13266         const msurface_t *surface;
13267         vec3_t tempcenter, center;
13268         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
13269         {
13270                 surface = texturesurfacelist[surfacelistindex];
13271                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
13272                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
13273                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
13274                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
13275                 if (queueentity->transparent_offset) // transparent offset
13276                 {
13277                         center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
13278                         center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
13279                         center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
13280                 }
13281                 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
13282         }
13283 }
13284
13285 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
13286 {
13287         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
13288                 return;
13289         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
13290                 return;
13291         RSurf_SetupDepthAndCulling();
13292         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
13293         R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
13294         RSurf_DrawBatch();
13295 }
13296
13297 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
13298 {
13299         const entity_render_t *queueentity = r_refdef.scene.worldentity;
13300         CHECKGLERROR
13301         if (depthonly)
13302                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
13303         else if (prepass)
13304         {
13305                 if (!rsurface.texture->currentnumlayers)
13306                         return;
13307                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
13308                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13309                 else
13310                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13311         }
13312         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
13313                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
13314         else if (!rsurface.texture->currentnumlayers)
13315                 return;
13316         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
13317         {
13318                 // in the deferred case, transparent surfaces were queued during prepass
13319                 if (!r_shadow_usingdeferredprepass)
13320                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13321         }
13322         else
13323         {
13324                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
13325                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
13326         }
13327         CHECKGLERROR
13328 }
13329
13330 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
13331 {
13332         int i, j;
13333         texture_t *texture;
13334         // break the surface list down into batches by texture and use of lightmapping
13335         for (i = 0;i < numsurfaces;i = j)
13336         {
13337                 j = i + 1;
13338                 // texture is the base texture pointer, rsurface.texture is the
13339                 // current frame/skin the texture is directing us to use (for example
13340                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
13341                 // use skin 1 instead)
13342                 texture = surfacelist[i]->texture;
13343                 rsurface.texture = R_GetCurrentTexture(texture);
13344                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
13345                 {
13346                         // if this texture is not the kind we want, skip ahead to the next one
13347                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13348                                 ;
13349                         continue;
13350                 }
13351                 if(FAKELIGHT_ENABLED || depthonly || prepass)
13352                 {
13353                         rsurface.lightmaptexture = NULL;
13354                         rsurface.deluxemaptexture = NULL;
13355                         rsurface.uselightmaptexture = false;
13356                         // simply scan ahead until we find a different texture or lightmap state
13357                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13358                                 ;
13359                 }
13360                 else
13361                 {
13362                         rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
13363                         rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
13364                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
13365                         // simply scan ahead until we find a different texture or lightmap state
13366                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
13367                                 ;
13368                 }
13369                 // render the range of surfaces
13370                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
13371         }
13372 }
13373
13374 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
13375 {
13376         CHECKGLERROR
13377         if (depthonly)
13378                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
13379         else if (prepass)
13380         {
13381                 if (!rsurface.texture->currentnumlayers)
13382                         return;
13383                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
13384                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13385                 else
13386                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13387         }
13388         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
13389                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
13390         else if (!rsurface.texture->currentnumlayers)
13391                 return;
13392         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
13393         {
13394                 // in the deferred case, transparent surfaces were queued during prepass
13395                 if (!r_shadow_usingdeferredprepass)
13396                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13397         }
13398         else
13399         {
13400                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
13401                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
13402         }
13403         CHECKGLERROR
13404 }
13405
13406 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
13407 {
13408         int i, j;
13409         texture_t *texture;
13410         // break the surface list down into batches by texture and use of lightmapping
13411         for (i = 0;i < numsurfaces;i = j)
13412         {
13413                 j = i + 1;
13414                 // texture is the base texture pointer, rsurface.texture is the
13415                 // current frame/skin the texture is directing us to use (for example
13416                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
13417                 // use skin 1 instead)
13418                 texture = surfacelist[i]->texture;
13419                 rsurface.texture = R_GetCurrentTexture(texture);
13420                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
13421                 {
13422                         // if this texture is not the kind we want, skip ahead to the next one
13423                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13424                                 ;
13425                         continue;
13426                 }
13427                 if(FAKELIGHT_ENABLED || depthonly || prepass)
13428                 {
13429                         rsurface.lightmaptexture = NULL;
13430                         rsurface.deluxemaptexture = NULL;
13431                         rsurface.uselightmaptexture = false;
13432                         // simply scan ahead until we find a different texture or lightmap state
13433                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13434                                 ;
13435                 }
13436                 else
13437                 {
13438                         rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
13439                         rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
13440                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
13441                         // simply scan ahead until we find a different texture or lightmap state
13442                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
13443                                 ;
13444                 }
13445                 // render the range of surfaces
13446                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
13447         }
13448 }
13449
13450 float locboxvertex3f[6*4*3] =
13451 {
13452         1,0,1, 1,0,0, 1,1,0, 1,1,1,
13453         0,1,1, 0,1,0, 0,0,0, 0,0,1,
13454         1,1,1, 1,1,0, 0,1,0, 0,1,1,
13455         0,0,1, 0,0,0, 1,0,0, 1,0,1,
13456         0,0,1, 1,0,1, 1,1,1, 0,1,1,
13457         1,0,0, 0,0,0, 0,1,0, 1,1,0
13458 };
13459
13460 unsigned short locboxelements[6*2*3] =
13461 {
13462          0, 1, 2, 0, 2, 3,
13463          4, 5, 6, 4, 6, 7,
13464          8, 9,10, 8,10,11,
13465         12,13,14, 12,14,15,
13466         16,17,18, 16,18,19,
13467         20,21,22, 20,22,23
13468 };
13469
13470 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
13471 {
13472         int i, j;
13473         cl_locnode_t *loc = (cl_locnode_t *)ent;
13474         vec3_t mins, size;
13475         float vertex3f[6*4*3];
13476         CHECKGLERROR
13477         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13478         GL_DepthMask(false);
13479         GL_DepthRange(0, 1);
13480         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
13481         GL_DepthTest(true);
13482         GL_CullFace(GL_NONE);
13483         R_EntityMatrix(&identitymatrix);
13484
13485 //      R_Mesh_ResetTextureState();
13486
13487         i = surfacelist[0];
13488         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13489                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13490                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13491                         surfacelist[0] < 0 ? 0.5f : 0.125f);
13492
13493         if (VectorCompare(loc->mins, loc->maxs))
13494         {
13495                 VectorSet(size, 2, 2, 2);
13496                 VectorMA(loc->mins, -0.5f, size, mins);
13497         }
13498         else
13499         {
13500                 VectorCopy(loc->mins, mins);
13501                 VectorSubtract(loc->maxs, loc->mins, size);
13502         }
13503
13504         for (i = 0;i < 6*4*3;)
13505                 for (j = 0;j < 3;j++, i++)
13506                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
13507
13508         R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
13509         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
13510         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
13511 }
13512
13513 void R_DrawLocs(void)
13514 {
13515         int index;
13516         cl_locnode_t *loc, *nearestloc;
13517         vec3_t center;
13518         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
13519         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
13520         {
13521                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
13522                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
13523         }
13524 }
13525
13526 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
13527 {
13528         if (decalsystem->decals)
13529                 Mem_Free(decalsystem->decals);
13530         memset(decalsystem, 0, sizeof(*decalsystem));
13531 }
13532
13533 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)
13534 {
13535         tridecal_t *decal;
13536         tridecal_t *decals;
13537         int i;
13538
13539         // expand or initialize the system
13540         if (decalsystem->maxdecals <= decalsystem->numdecals)
13541         {
13542                 decalsystem_t old = *decalsystem;
13543                 qboolean useshortelements;
13544                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
13545                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
13546                 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)));
13547                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
13548                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
13549                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
13550                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
13551                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
13552                 if (decalsystem->numdecals)
13553                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
13554                 if (old.decals)
13555                         Mem_Free(old.decals);
13556                 for (i = 0;i < decalsystem->maxdecals*3;i++)
13557                         decalsystem->element3i[i] = i;
13558                 if (useshortelements)
13559                         for (i = 0;i < decalsystem->maxdecals*3;i++)
13560                                 decalsystem->element3s[i] = i;
13561         }
13562
13563         // grab a decal and search for another free slot for the next one
13564         decals = decalsystem->decals;
13565         decal = decalsystem->decals + (i = decalsystem->freedecal++);
13566         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
13567                 ;
13568         decalsystem->freedecal = i;
13569         if (decalsystem->numdecals <= i)
13570                 decalsystem->numdecals = i + 1;
13571
13572         // initialize the decal
13573         decal->lived = 0;
13574         decal->triangleindex = triangleindex;
13575         decal->surfaceindex = surfaceindex;
13576         decal->decalsequence = decalsequence;
13577         decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
13578         decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
13579         decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
13580         decal->color4ub[0][3] = 255;
13581         decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
13582         decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
13583         decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
13584         decal->color4ub[1][3] = 255;
13585         decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
13586         decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
13587         decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
13588         decal->color4ub[2][3] = 255;
13589         decal->vertex3f[0][0] = v0[0];
13590         decal->vertex3f[0][1] = v0[1];
13591         decal->vertex3f[0][2] = v0[2];
13592         decal->vertex3f[1][0] = v1[0];
13593         decal->vertex3f[1][1] = v1[1];
13594         decal->vertex3f[1][2] = v1[2];
13595         decal->vertex3f[2][0] = v2[0];
13596         decal->vertex3f[2][1] = v2[1];
13597         decal->vertex3f[2][2] = v2[2];
13598         decal->texcoord2f[0][0] = t0[0];
13599         decal->texcoord2f[0][1] = t0[1];
13600         decal->texcoord2f[1][0] = t1[0];
13601         decal->texcoord2f[1][1] = t1[1];
13602         decal->texcoord2f[2][0] = t2[0];
13603         decal->texcoord2f[2][1] = t2[1];
13604 }
13605
13606 extern cvar_t cl_decals_bias;
13607 extern cvar_t cl_decals_models;
13608 extern cvar_t cl_decals_newsystem_intensitymultiplier;
13609 // baseparms, parms, temps
13610 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)
13611 {
13612         int cornerindex;
13613         int index;
13614         float v[9][3];
13615         const float *vertex3f;
13616         int numpoints;
13617         float points[2][9][3];
13618         float temp[3];
13619         float tc[9][2];
13620         float f;
13621         float c[9][4];
13622         const int *e;
13623
13624         e = rsurface.modelelement3i + 3*triangleindex;
13625
13626         vertex3f = rsurface.modelvertex3f;
13627
13628         for (cornerindex = 0;cornerindex < 3;cornerindex++)
13629         {
13630                 index = 3*e[cornerindex];
13631                 VectorCopy(vertex3f + index, v[cornerindex]);
13632         }
13633         // cull backfaces
13634         //TriangleNormal(v[0], v[1], v[2], normal);
13635         //if (DotProduct(normal, localnormal) < 0.0f)
13636         //      continue;
13637         // clip by each of the box planes formed from the projection matrix
13638         // if anything survives, we emit the decal
13639         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]);
13640         if (numpoints < 3)
13641                 return;
13642         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]);
13643         if (numpoints < 3)
13644                 return;
13645         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]);
13646         if (numpoints < 3)
13647                 return;
13648         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]);
13649         if (numpoints < 3)
13650                 return;
13651         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]);
13652         if (numpoints < 3)
13653                 return;
13654         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]);
13655         if (numpoints < 3)
13656                 return;
13657         // some part of the triangle survived, so we have to accept it...
13658         if (dynamic)
13659         {
13660                 // dynamic always uses the original triangle
13661                 numpoints = 3;
13662                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
13663                 {
13664                         index = 3*e[cornerindex];
13665                         VectorCopy(vertex3f + index, v[cornerindex]);
13666                 }
13667         }
13668         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
13669         {
13670                 // convert vertex positions to texcoords
13671                 Matrix4x4_Transform(projection, v[cornerindex], temp);
13672                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
13673                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
13674                 // calculate distance fade from the projection origin
13675                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
13676                 f = bound(0.0f, f, 1.0f);
13677                 c[cornerindex][0] = r * f;
13678                 c[cornerindex][1] = g * f;
13679                 c[cornerindex][2] = b * f;
13680                 c[cornerindex][3] = 1.0f;
13681                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
13682         }
13683         if (dynamic)
13684                 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);
13685         else
13686                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
13687                         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);
13688 }
13689 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)
13690 {
13691         matrix4x4_t projection;
13692         decalsystem_t *decalsystem;
13693         qboolean dynamic;
13694         dp_model_t *model;
13695         const msurface_t *surface;
13696         const msurface_t *surfaces;
13697         const int *surfacelist;
13698         const texture_t *texture;
13699         int numtriangles;
13700         int numsurfacelist;
13701         int surfacelistindex;
13702         int surfaceindex;
13703         int triangleindex;
13704         float localorigin[3];
13705         float localnormal[3];
13706         float localmins[3];
13707         float localmaxs[3];
13708         float localsize;
13709         //float normal[3];
13710         float planes[6][4];
13711         float angles[3];
13712         bih_t *bih;
13713         int bih_triangles_count;
13714         int bih_triangles[256];
13715         int bih_surfaces[256];
13716
13717         decalsystem = &ent->decalsystem;
13718         model = ent->model;
13719         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
13720         {
13721                 R_DecalSystem_Reset(&ent->decalsystem);
13722                 return;
13723         }
13724
13725         if (!model->brush.data_leafs && !cl_decals_models.integer)
13726         {
13727                 if (decalsystem->model)
13728                         R_DecalSystem_Reset(decalsystem);
13729                 return;
13730         }
13731
13732         if (decalsystem->model != model)
13733                 R_DecalSystem_Reset(decalsystem);
13734         decalsystem->model = model;
13735
13736         RSurf_ActiveModelEntity(ent, false, false, false);
13737
13738         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
13739         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
13740         VectorNormalize(localnormal);
13741         localsize = worldsize*rsurface.inversematrixscale;
13742         localmins[0] = localorigin[0] - localsize;
13743         localmins[1] = localorigin[1] - localsize;
13744         localmins[2] = localorigin[2] - localsize;
13745         localmaxs[0] = localorigin[0] + localsize;
13746         localmaxs[1] = localorigin[1] + localsize;
13747         localmaxs[2] = localorigin[2] + localsize;
13748
13749         //VectorCopy(localnormal, planes[4]);
13750         //VectorVectors(planes[4], planes[2], planes[0]);
13751         AnglesFromVectors(angles, localnormal, NULL, false);
13752         AngleVectors(angles, planes[0], planes[2], planes[4]);
13753         VectorNegate(planes[0], planes[1]);
13754         VectorNegate(planes[2], planes[3]);
13755         VectorNegate(planes[4], planes[5]);
13756         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
13757         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
13758         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
13759         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
13760         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
13761         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
13762
13763 #if 1
13764 // works
13765 {
13766         matrix4x4_t forwardprojection;
13767         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
13768         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
13769 }
13770 #else
13771 // broken
13772 {
13773         float projectionvector[4][3];
13774         VectorScale(planes[0], ilocalsize, projectionvector[0]);
13775         VectorScale(planes[2], ilocalsize, projectionvector[1]);
13776         VectorScale(planes[4], ilocalsize, projectionvector[2]);
13777         projectionvector[0][0] = planes[0][0] * ilocalsize;
13778         projectionvector[0][1] = planes[1][0] * ilocalsize;
13779         projectionvector[0][2] = planes[2][0] * ilocalsize;
13780         projectionvector[1][0] = planes[0][1] * ilocalsize;
13781         projectionvector[1][1] = planes[1][1] * ilocalsize;
13782         projectionvector[1][2] = planes[2][1] * ilocalsize;
13783         projectionvector[2][0] = planes[0][2] * ilocalsize;
13784         projectionvector[2][1] = planes[1][2] * ilocalsize;
13785         projectionvector[2][2] = planes[2][2] * ilocalsize;
13786         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
13787         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
13788         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
13789         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
13790 }
13791 #endif
13792
13793         dynamic = model->surfmesh.isanimated;
13794         numsurfacelist = model->nummodelsurfaces;
13795         surfacelist = model->sortedmodelsurfaces;
13796         surfaces = model->data_surfaces;
13797
13798         bih = NULL;
13799         bih_triangles_count = -1;
13800         if(!dynamic)
13801         {
13802                 if(model->render_bih.numleafs)
13803                         bih = &model->render_bih;
13804                 else if(model->collision_bih.numleafs)
13805                         bih = &model->collision_bih;
13806         }
13807         if(bih)
13808                 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
13809         if(bih_triangles_count == 0)
13810                 return;
13811         if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
13812                 return;
13813         if(bih_triangles_count > 0)
13814         {
13815                 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
13816                 {
13817                         surfaceindex = bih_surfaces[triangleindex];
13818                         surface = surfaces + surfaceindex;
13819                         texture = surface->texture;
13820                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13821                                 continue;
13822                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13823                                 continue;
13824                         R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
13825                 }
13826         }
13827         else
13828         {
13829                 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
13830                 {
13831                         surfaceindex = surfacelist[surfacelistindex];
13832                         surface = surfaces + surfaceindex;
13833                         // check cull box first because it rejects more than any other check
13834                         if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
13835                                 continue;
13836                         // skip transparent surfaces
13837                         texture = surface->texture;
13838                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13839                                 continue;
13840                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13841                                 continue;
13842                         numtriangles = surface->num_triangles;
13843                         for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
13844                                 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
13845                 }
13846         }
13847 }
13848
13849 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
13850 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)
13851 {
13852         int renderentityindex;
13853         float worldmins[3];
13854         float worldmaxs[3];
13855         entity_render_t *ent;
13856
13857         if (!cl_decals_newsystem.integer)
13858                 return;
13859
13860         worldmins[0] = worldorigin[0] - worldsize;
13861         worldmins[1] = worldorigin[1] - worldsize;
13862         worldmins[2] = worldorigin[2] - worldsize;
13863         worldmaxs[0] = worldorigin[0] + worldsize;
13864         worldmaxs[1] = worldorigin[1] + worldsize;
13865         worldmaxs[2] = worldorigin[2] + worldsize;
13866
13867         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13868
13869         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
13870         {
13871                 ent = r_refdef.scene.entities[renderentityindex];
13872                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
13873                         continue;
13874
13875                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13876         }
13877 }
13878
13879 typedef struct r_decalsystem_splatqueue_s
13880 {
13881         vec3_t worldorigin;
13882         vec3_t worldnormal;
13883         float color[4];
13884         float tcrange[4];
13885         float worldsize;
13886         int decalsequence;
13887 }
13888 r_decalsystem_splatqueue_t;
13889
13890 int r_decalsystem_numqueued = 0;
13891 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
13892
13893 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)
13894 {
13895         r_decalsystem_splatqueue_t *queue;
13896
13897         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
13898                 return;
13899
13900         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
13901         VectorCopy(worldorigin, queue->worldorigin);
13902         VectorCopy(worldnormal, queue->worldnormal);
13903         Vector4Set(queue->color, r, g, b, a);
13904         Vector4Set(queue->tcrange, s1, t1, s2, t2);
13905         queue->worldsize = worldsize;
13906         queue->decalsequence = cl.decalsequence++;
13907 }
13908
13909 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
13910 {
13911         int i;
13912         r_decalsystem_splatqueue_t *queue;
13913
13914         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
13915                 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);
13916         r_decalsystem_numqueued = 0;
13917 }
13918
13919 extern cvar_t cl_decals_max;
13920 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
13921 {
13922         int i;
13923         decalsystem_t *decalsystem = &ent->decalsystem;
13924         int numdecals;
13925         int killsequence;
13926         tridecal_t *decal;
13927         float frametime;
13928         float lifetime;
13929
13930         if (!decalsystem->numdecals)
13931                 return;
13932
13933         if (r_showsurfaces.integer)
13934                 return;
13935
13936         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
13937         {
13938                 R_DecalSystem_Reset(decalsystem);
13939                 return;
13940         }
13941
13942         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
13943         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
13944
13945         if (decalsystem->lastupdatetime)
13946                 frametime = (cl.time - decalsystem->lastupdatetime);
13947         else
13948                 frametime = 0;
13949         decalsystem->lastupdatetime = cl.time;
13950         decal = decalsystem->decals;
13951         numdecals = decalsystem->numdecals;
13952
13953         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
13954         {
13955                 if (decal->color4ub[0][3])
13956                 {
13957                         decal->lived += frametime;
13958                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
13959                         {
13960                                 memset(decal, 0, sizeof(*decal));
13961                                 if (decalsystem->freedecal > i)
13962                                         decalsystem->freedecal = i;
13963                         }
13964                 }
13965         }
13966         decal = decalsystem->decals;
13967         while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
13968                 numdecals--;
13969
13970         // collapse the array by shuffling the tail decals into the gaps
13971         for (;;)
13972         {
13973                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
13974                         decalsystem->freedecal++;
13975                 if (decalsystem->freedecal == numdecals)
13976                         break;
13977                 decal[decalsystem->freedecal] = decal[--numdecals];
13978         }
13979
13980         decalsystem->numdecals = numdecals;
13981
13982         if (numdecals <= 0)
13983         {
13984                 // if there are no decals left, reset decalsystem
13985                 R_DecalSystem_Reset(decalsystem);
13986         }
13987 }
13988
13989 extern skinframe_t *decalskinframe;
13990 static void R_DrawModelDecals_Entity(entity_render_t *ent)
13991 {
13992         int i;
13993         decalsystem_t *decalsystem = &ent->decalsystem;
13994         int numdecals;
13995         tridecal_t *decal;
13996         float faderate;
13997         float alpha;
13998         float *v3f;
13999         float *c4f;
14000         float *t2f;
14001         const int *e;
14002         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
14003         int numtris = 0;
14004
14005         numdecals = decalsystem->numdecals;
14006         if (!numdecals)
14007                 return;
14008
14009         if (r_showsurfaces.integer)
14010                 return;
14011
14012         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
14013         {
14014                 R_DecalSystem_Reset(decalsystem);
14015                 return;
14016         }
14017
14018         // if the model is static it doesn't matter what value we give for
14019         // wantnormals and wanttangents, so this logic uses only rules applicable
14020         // to a model, knowing that they are meaningless otherwise
14021         if (ent == r_refdef.scene.worldentity)
14022                 RSurf_ActiveWorldEntity();
14023         else
14024                 RSurf_ActiveModelEntity(ent, false, false, false);
14025
14026         decalsystem->lastupdatetime = cl.time;
14027         decal = decalsystem->decals;
14028
14029         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
14030
14031         // update vertex positions for animated models
14032         v3f = decalsystem->vertex3f;
14033         c4f = decalsystem->color4f;
14034         t2f = decalsystem->texcoord2f;
14035         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
14036         {
14037                 if (!decal->color4ub[0][3])
14038                         continue;
14039
14040                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
14041                         continue;
14042
14043                 // update color values for fading decals
14044                 if (decal->lived >= cl_decals_time.value)
14045                 {
14046                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
14047                         alpha *= (1.0f/255.0f);
14048                 }
14049                 else
14050                         alpha = 1.0f/255.0f;
14051
14052                 c4f[ 0] = decal->color4ub[0][0] * alpha;
14053                 c4f[ 1] = decal->color4ub[0][1] * alpha;
14054                 c4f[ 2] = decal->color4ub[0][2] * alpha;
14055                 c4f[ 3] = 1;
14056                 c4f[ 4] = decal->color4ub[1][0] * alpha;
14057                 c4f[ 5] = decal->color4ub[1][1] * alpha;
14058                 c4f[ 6] = decal->color4ub[1][2] * alpha;
14059                 c4f[ 7] = 1;
14060                 c4f[ 8] = decal->color4ub[2][0] * alpha;
14061                 c4f[ 9] = decal->color4ub[2][1] * alpha;
14062                 c4f[10] = decal->color4ub[2][2] * alpha;
14063                 c4f[11] = 1;
14064
14065                 t2f[0] = decal->texcoord2f[0][0];
14066                 t2f[1] = decal->texcoord2f[0][1];
14067                 t2f[2] = decal->texcoord2f[1][0];
14068                 t2f[3] = decal->texcoord2f[1][1];
14069                 t2f[4] = decal->texcoord2f[2][0];
14070                 t2f[5] = decal->texcoord2f[2][1];
14071
14072                 // update vertex positions for animated models
14073                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
14074                 {
14075                         e = rsurface.modelelement3i + 3*decal->triangleindex;
14076                         VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
14077                         VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
14078                         VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
14079                 }
14080                 else
14081                 {
14082                         VectorCopy(decal->vertex3f[0], v3f);
14083                         VectorCopy(decal->vertex3f[1], v3f + 3);
14084                         VectorCopy(decal->vertex3f[2], v3f + 6);
14085                 }
14086
14087                 if (r_refdef.fogenabled)
14088                 {
14089                         alpha = RSurf_FogVertex(v3f);
14090                         VectorScale(c4f, alpha, c4f);
14091                         alpha = RSurf_FogVertex(v3f + 3);
14092                         VectorScale(c4f + 4, alpha, c4f + 4);
14093                         alpha = RSurf_FogVertex(v3f + 6);
14094                         VectorScale(c4f + 8, alpha, c4f + 8);
14095                 }
14096
14097                 v3f += 9;
14098                 c4f += 12;
14099                 t2f += 6;
14100                 numtris++;
14101         }
14102
14103         if (numtris > 0)
14104         {
14105                 r_refdef.stats.drawndecals += numtris;
14106
14107                 // now render the decals all at once
14108                 // (this assumes they all use one particle font texture!)
14109                 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);
14110 //              R_Mesh_ResetTextureState();
14111                 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
14112                 GL_DepthMask(false);
14113                 GL_DepthRange(0, 1);
14114                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
14115                 GL_DepthTest(true);
14116                 GL_CullFace(GL_NONE);
14117                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
14118                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
14119                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
14120         }
14121 }
14122
14123 static void R_DrawModelDecals(void)
14124 {
14125         int i, numdecals;
14126
14127         // fade faster when there are too many decals
14128         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
14129         for (i = 0;i < r_refdef.scene.numentities;i++)
14130                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
14131
14132         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
14133         for (i = 0;i < r_refdef.scene.numentities;i++)
14134                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
14135                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
14136
14137         R_DecalSystem_ApplySplatEntitiesQueue();
14138
14139         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
14140         for (i = 0;i < r_refdef.scene.numentities;i++)
14141                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
14142
14143         r_refdef.stats.totaldecals += numdecals;
14144
14145         if (r_showsurfaces.integer)
14146                 return;
14147
14148         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
14149
14150         for (i = 0;i < r_refdef.scene.numentities;i++)
14151         {
14152                 if (!r_refdef.viewcache.entityvisible[i])
14153                         continue;
14154                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
14155                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
14156         }
14157 }
14158
14159 extern cvar_t mod_collision_bih;
14160 void R_DrawDebugModel(void)
14161 {
14162         entity_render_t *ent = rsurface.entity;
14163         int i, j, k, l, flagsmask;
14164         const msurface_t *surface;
14165         dp_model_t *model = ent->model;
14166         vec3_t v;
14167
14168         switch(vid.renderpath)
14169         {
14170         case RENDERPATH_GL11:
14171         case RENDERPATH_GL13:
14172         case RENDERPATH_GL20:
14173         case RENDERPATH_CGGL:
14174                 break;
14175         case RENDERPATH_D3D9:
14176                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
14177                 return;
14178         case RENDERPATH_D3D10:
14179                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
14180                 return;
14181         case RENDERPATH_D3D11:
14182                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
14183                 return;
14184         }
14185
14186         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
14187
14188 //      R_Mesh_ResetTextureState();
14189         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
14190         GL_DepthRange(0, 1);
14191         GL_DepthTest(!r_showdisabledepthtest.integer);
14192         GL_DepthMask(false);
14193         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
14194
14195         if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
14196         {
14197                 int triangleindex;
14198                 int bihleafindex;
14199                 qboolean cullbox = ent == r_refdef.scene.worldentity;
14200                 const q3mbrush_t *brush;
14201                 const bih_t *bih = &model->collision_bih;
14202                 const bih_leaf_t *bihleaf;
14203                 float vertex3f[3][3];
14204                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
14205                 cullbox = false;
14206                 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
14207                 {
14208                         if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
14209                                 continue;
14210                         switch (bihleaf->type)
14211                         {
14212                         case BIH_BRUSH:
14213                                 brush = model->brush.data_brushes + bihleaf->itemindex;
14214                                 if (brush->colbrushf && brush->colbrushf->numtriangles)
14215                                 {
14216                                         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);
14217                                         R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
14218                                         R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
14219                                 }
14220                                 break;
14221                         case BIH_COLLISIONTRIANGLE:
14222                                 triangleindex = bihleaf->itemindex;
14223                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
14224                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
14225                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
14226                                 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);
14227                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
14228                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
14229                                 break;
14230                         case BIH_RENDERTRIANGLE:
14231                                 triangleindex = bihleaf->itemindex;
14232                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
14233                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
14234                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
14235                                 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);
14236                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
14237                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
14238                                 break;
14239                         }
14240                 }
14241         }
14242
14243         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
14244
14245         if (r_showtris.integer || (r_shownormals.value != 0))
14246         {
14247                 if (r_showdisabledepthtest.integer)
14248                 {
14249                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
14250                         GL_DepthMask(false);
14251                 }
14252                 else
14253                 {
14254                         GL_BlendFunc(GL_ONE, GL_ZERO);
14255                         GL_DepthMask(true);
14256                 }
14257                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
14258                 {
14259                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
14260                                 continue;
14261                         rsurface.texture = R_GetCurrentTexture(surface->texture);
14262                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
14263                         {
14264                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
14265                                 if (r_showtris.value > 0)
14266                                 {
14267                                         if (!rsurface.texture->currentlayers->depthmask)
14268                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
14269                                         else if (ent == r_refdef.scene.worldentity)
14270                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
14271                                         else
14272                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
14273                                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
14274                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
14275                                         RSurf_DrawBatch();
14276                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
14277                                         CHECKGLERROR
14278                                 }
14279                                 if (r_shownormals.value < 0)
14280                                 {
14281                                         qglBegin(GL_LINES);
14282                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14283                                         {
14284                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14285                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
14286                                                 qglVertex3f(v[0], v[1], v[2]);
14287                                                 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
14288                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
14289                                                 qglVertex3f(v[0], v[1], v[2]);
14290                                         }
14291                                         qglEnd();
14292                                         CHECKGLERROR
14293                                 }
14294                                 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
14295                                 {
14296                                         qglBegin(GL_LINES);
14297                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14298                                         {
14299                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14300                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
14301                                                 qglVertex3f(v[0], v[1], v[2]);
14302                                                 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
14303                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
14304                                                 qglVertex3f(v[0], v[1], v[2]);
14305                                         }
14306                                         qglEnd();
14307                                         CHECKGLERROR
14308                                         qglBegin(GL_LINES);
14309                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14310                                         {
14311                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14312                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
14313                                                 qglVertex3f(v[0], v[1], v[2]);
14314                                                 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
14315                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
14316                                                 qglVertex3f(v[0], v[1], v[2]);
14317                                         }
14318                                         qglEnd();
14319                                         CHECKGLERROR
14320                                         qglBegin(GL_LINES);
14321                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14322                                         {
14323                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14324                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
14325                                                 qglVertex3f(v[0], v[1], v[2]);
14326                                                 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
14327                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
14328                                                 qglVertex3f(v[0], v[1], v[2]);
14329                                         }
14330                                         qglEnd();
14331                                         CHECKGLERROR
14332                                 }
14333                         }
14334                 }
14335                 rsurface.texture = NULL;
14336         }
14337 }
14338
14339 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
14340 int r_maxsurfacelist = 0;
14341 const msurface_t **r_surfacelist = NULL;
14342 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
14343 {
14344         int i, j, endj, flagsmask;
14345         dp_model_t *model = r_refdef.scene.worldmodel;
14346         msurface_t *surfaces;
14347         unsigned char *update;
14348         int numsurfacelist = 0;
14349         if (model == NULL)
14350                 return;
14351
14352         if (r_maxsurfacelist < model->num_surfaces)
14353         {
14354                 r_maxsurfacelist = model->num_surfaces;
14355                 if (r_surfacelist)
14356                         Mem_Free((msurface_t**)r_surfacelist);
14357                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
14358         }
14359
14360         RSurf_ActiveWorldEntity();
14361
14362         surfaces = model->data_surfaces;
14363         update = model->brushq1.lightmapupdateflags;
14364
14365         // update light styles on this submodel
14366         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
14367         {
14368                 model_brush_lightstyleinfo_t *style;
14369                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
14370                 {
14371                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
14372                         {
14373                                 int *list = style->surfacelist;
14374                                 style->value = r_refdef.scene.lightstylevalue[style->style];
14375                                 for (j = 0;j < style->numsurfaces;j++)
14376                                         update[list[j]] = true;
14377                         }
14378                 }
14379         }
14380
14381         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
14382
14383         if (debug)
14384         {
14385                 R_DrawDebugModel();
14386                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14387                 return;
14388         }
14389
14390         rsurface.lightmaptexture = NULL;
14391         rsurface.deluxemaptexture = NULL;
14392         rsurface.uselightmaptexture = false;
14393         rsurface.texture = NULL;
14394         rsurface.rtlight = NULL;
14395         numsurfacelist = 0;
14396         // add visible surfaces to draw list
14397         for (i = 0;i < model->nummodelsurfaces;i++)
14398         {
14399                 j = model->sortedmodelsurfaces[i];
14400                 if (r_refdef.viewcache.world_surfacevisible[j])
14401                         r_surfacelist[numsurfacelist++] = surfaces + j;
14402         }
14403         // update lightmaps if needed
14404         if (model->brushq1.firstrender)
14405         {
14406                 model->brushq1.firstrender = false;
14407                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14408                         if (update[j])
14409                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
14410         }
14411         else if (update)
14412         {
14413                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14414                         if (r_refdef.viewcache.world_surfacevisible[j])
14415                                 if (update[j])
14416                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
14417         }
14418         // don't do anything if there were no surfaces
14419         if (!numsurfacelist)
14420         {
14421                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14422                 return;
14423         }
14424         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
14425         GL_AlphaTest(false);
14426
14427         // add to stats if desired
14428         if (r_speeds.integer && !skysurfaces && !depthonly)
14429         {
14430                 r_refdef.stats.world_surfaces += numsurfacelist;
14431                 for (j = 0;j < numsurfacelist;j++)
14432                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
14433         }
14434
14435         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14436 }
14437
14438 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
14439 {
14440         int i, j, endj, flagsmask;
14441         dp_model_t *model = ent->model;
14442         msurface_t *surfaces;
14443         unsigned char *update;
14444         int numsurfacelist = 0;
14445         if (model == NULL)
14446                 return;
14447
14448         if (r_maxsurfacelist < model->num_surfaces)
14449         {
14450                 r_maxsurfacelist = model->num_surfaces;
14451                 if (r_surfacelist)
14452                         Mem_Free((msurface_t **)r_surfacelist);
14453                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
14454         }
14455
14456         // if the model is static it doesn't matter what value we give for
14457         // wantnormals and wanttangents, so this logic uses only rules applicable
14458         // to a model, knowing that they are meaningless otherwise
14459         if (ent == r_refdef.scene.worldentity)
14460                 RSurf_ActiveWorldEntity();
14461         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
14462                 RSurf_ActiveModelEntity(ent, false, false, false);
14463         else if (prepass)
14464                 RSurf_ActiveModelEntity(ent, true, true, true);
14465         else if (depthonly)
14466         {
14467                 switch (vid.renderpath)
14468                 {
14469                 case RENDERPATH_GL20:
14470                 case RENDERPATH_CGGL:
14471                 case RENDERPATH_D3D9:
14472                 case RENDERPATH_D3D10:
14473                 case RENDERPATH_D3D11:
14474                         RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
14475                         break;
14476                 case RENDERPATH_GL13:
14477                 case RENDERPATH_GL11:
14478                         RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
14479                         break;
14480                 }
14481         }
14482         else
14483         {
14484                 switch (vid.renderpath)
14485                 {
14486                 case RENDERPATH_GL20:
14487                 case RENDERPATH_CGGL:
14488                 case RENDERPATH_D3D9:
14489                 case RENDERPATH_D3D10:
14490                 case RENDERPATH_D3D11:
14491                         RSurf_ActiveModelEntity(ent, true, true, false);
14492                         break;
14493                 case RENDERPATH_GL13:
14494                 case RENDERPATH_GL11:
14495                         RSurf_ActiveModelEntity(ent, true, false, false);
14496                         break;
14497                 }
14498         }
14499
14500         surfaces = model->data_surfaces;
14501         update = model->brushq1.lightmapupdateflags;
14502
14503         // update light styles
14504         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
14505         {
14506                 model_brush_lightstyleinfo_t *style;
14507                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
14508                 {
14509                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
14510                         {
14511                                 int *list = style->surfacelist;
14512                                 style->value = r_refdef.scene.lightstylevalue[style->style];
14513                                 for (j = 0;j < style->numsurfaces;j++)
14514                                         update[list[j]] = true;
14515                         }
14516                 }
14517         }
14518
14519         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
14520
14521         if (debug)
14522         {
14523                 R_DrawDebugModel();
14524                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14525                 return;
14526         }
14527
14528         rsurface.lightmaptexture = NULL;
14529         rsurface.deluxemaptexture = NULL;
14530         rsurface.uselightmaptexture = false;
14531         rsurface.texture = NULL;
14532         rsurface.rtlight = NULL;
14533         numsurfacelist = 0;
14534         // add visible surfaces to draw list
14535         for (i = 0;i < model->nummodelsurfaces;i++)
14536                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
14537         // don't do anything if there were no surfaces
14538         if (!numsurfacelist)
14539         {
14540                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14541                 return;
14542         }
14543         // update lightmaps if needed
14544         if (update)
14545         {
14546                 int updated = 0;
14547                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14548                 {
14549                         if (update[j])
14550                         {
14551                                 updated++;
14552                                 R_BuildLightMap(ent, surfaces + j);
14553                         }
14554                 }
14555         }
14556         if (update)
14557                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14558                         if (update[j])
14559                                 R_BuildLightMap(ent, surfaces + j);
14560         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
14561         GL_AlphaTest(false);
14562
14563         // add to stats if desired
14564         if (r_speeds.integer && !skysurfaces && !depthonly)
14565         {
14566                 r_refdef.stats.entities_surfaces += numsurfacelist;
14567                 for (j = 0;j < numsurfacelist;j++)
14568                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
14569         }
14570
14571         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14572 }
14573
14574 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
14575 {
14576         static texture_t texture;
14577         static msurface_t surface;
14578         const msurface_t *surfacelist = &surface;
14579
14580         // fake enough texture and surface state to render this geometry
14581
14582         texture.update_lastrenderframe = -1; // regenerate this texture
14583         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
14584         texture.currentskinframe = skinframe;
14585         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
14586         texture.offsetmapping = OFFSETMAPPING_OFF;
14587         texture.offsetscale = 1;
14588         texture.specularscalemod = 1;
14589         texture.specularpowermod = 1;
14590
14591         surface.texture = &texture;
14592         surface.num_triangles = numtriangles;
14593         surface.num_firsttriangle = firsttriangle;
14594         surface.num_vertices = numvertices;
14595         surface.num_firstvertex = firstvertex;
14596
14597         // now render it
14598         rsurface.texture = R_GetCurrentTexture(surface.texture);
14599         rsurface.lightmaptexture = NULL;
14600         rsurface.deluxemaptexture = NULL;
14601         rsurface.uselightmaptexture = false;
14602         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
14603 }
14604
14605 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)
14606 {
14607         static msurface_t surface;
14608         const msurface_t *surfacelist = &surface;
14609
14610         // fake enough texture and surface state to render this geometry
14611         surface.texture = texture;
14612         surface.num_triangles = numtriangles;
14613         surface.num_firsttriangle = firsttriangle;
14614         surface.num_vertices = numvertices;
14615         surface.num_firstvertex = firstvertex;
14616
14617         // now render it
14618         rsurface.texture = R_GetCurrentTexture(surface.texture);
14619         rsurface.lightmaptexture = NULL;
14620         rsurface.deluxemaptexture = NULL;
14621         rsurface.uselightmaptexture = false;
14622         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
14623 }